891 lines
21 KiB
Text
891 lines
21 KiB
Text
// Gore FX ported over from Soundless Mound, with some edits
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// Base blood actor
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Class mkBlood : Actor
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{
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Default
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{
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+NOBLOCKMAP;
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+NOGRAVITY;
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+NOTELEPORT;
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+PUFFGETSOWNER;
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}
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action void A_Bleed( int str = 1 )
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{
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if ( !target ) return;
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let b = Spawn("mkBloodSpray",pos);
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Vector2 dirto = target.Vec2To(self).unit();
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b.angle = atan2(dirto.y,dirto.x);
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b.pitch = FRandom[Blood](-60,30);
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b.translation = translation;
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b.target = target;
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b.args[0] = str;
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if ( target.bloodcolor ) b.SetShade(Color(target.bloodcolor.r/2,target.bloodcolor.g/2,target.bloodcolor.b/2));
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else b.SetShade(Color(80,0,0));
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b.CopyBloodColor(target);
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int numpt = Random[Blood](2,4)+str*2;
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double sstr = (2.5+str)/3.;
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Vector3 vdir = (cos(b.angle)*cos(b.pitch),sin(b.angle)*cos(b.pitch),-sin(b.pitch));
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for ( int i=0; i<numpt; i++ )
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{
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Vector3 ndir = (vdir+(FRandom[Blood](-.5,.5),FRandom[Blood](-.5,.5),FRandom[Blood](-.5,.5))).unit()*FRandom[Blood](.2,2.)*sstr;
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for ( double j=1.; j>=.5; j-=.125 )
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A_SpawnParticle(b.fillcolor,0,int(12*sstr),2.*str*FRandom[Blood](.6,1.4)*j,0,0,0,0,ndir.x*j,ndir.y*j,ndir.z*j,0,0,-.25,.75,-1,-.02*sstr*j);
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}
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let s = Spawn("mkBloodSmoke",pos);
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s.SetShade(b.fillcolor);
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s.scale *= .4*str;
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s.special1 += str-1;
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}
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override void Tick()
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{
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if ( isFrozen() ) return;
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if ( !CheckNoDelay() || (tics == -1) ) return;
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if ( tics > 0 ) tics--;
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while ( !tics )
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{
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if ( !SetState(CurState.NextState) )
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return;
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}
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}
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States
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{
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Spawn:
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TNT1 A 1 NoDelay A_Bleed(3);
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Stop;
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TNT1 A 1 A_Bleed(2);
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Stop;
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TNT1 A 1 A_Bleed(1);
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Stop;
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}
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}
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// a burst of blood attached to a bleeding actor
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Class mkBloodSpray : Actor
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{
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double str;
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int cnt;
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Vector3 attachofs;
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double baseang;
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color shadecol;
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Default
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{
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+NOBLOCKMAP;
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+NOGRAVITY;
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+NOTELEPORT;
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+NOINTERACTION;
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}
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override void PostBeginPlay()
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{
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if ( !target )
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{
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Destroy();
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return;
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}
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str = FRandom[Blood](2.,4.)*args[0];
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cnt = Random[Blood](2,3)*args[0];
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attachofs.xy = RotateVector(target.Vec2To(self),-target.angle);
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attachofs.z = pos.z-target.pos.z;
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baseang = angle-target.angle;
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}
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private bool IsTargetFlying()
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{
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if ( !target ) return false;
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if ( !target.bNOGRAVITY && (target.pos.z > target.floorz) && target.TestMobjZ() ) return true;
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if ( ((!target.bNOGRAVITY && target.bBlasted) || (target.health <= 0)) && (target.vel.length() > 10.) ) return true;
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return false;
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}
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override void Tick()
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{
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if ( !target )
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{
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Destroy();
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return;
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}
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if ( isFrozen() ) return;
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Vector3 setofs;
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setofs = (cos(target.angle)*attachofs.x+sin(target.angle)*attachofs.y,sin(target.angle)*attachofs.x-cos(target.angle)*attachofs.y,attachofs.z);
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SetOrigin(level.Vec3Offset(target.pos,setofs),false);
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int sz = max(1,args[0]/2);
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double ang, pt;
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int cnt = sz-Random[Blood](0,4);
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for ( int i=0; i<cnt; i++ )
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{
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let d = Spawn("mkBloodDrop",pos);
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d.SetShade(fillcolor);
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d.CopyBloodColor(self);
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ang = baseang+target.angle+FRandom[Blood](-15.,15.)*str;
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pt = pitch+FRandom[Blood](-15.,15.)*str;
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Vector3 dir = (cos(pt)*cos(ang),cos(pt)*sin(ang),-sin(pt));
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d.vel = dir*str*FRandom[Blood](.8,1.8);
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d.scale *= str*.15*FRandom[Blood](.6,1.4);
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}
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bool flying = IsTargetFlying();
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if ( flying ) str *= 1.-(.15/sz);
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else str *= 1.-(.4/sz);
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if ( (str <= .05) || ((cnt-- <= 0) && !flying) ) Destroy();
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}
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}
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// drop of salsa
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// becomes a decal on crash
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Class mkBloodDrop : Actor
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{
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bool killme;
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bool dead, onceiling;
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mkBloodDrop prevblod, nextblod;
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Sector tracksector;
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int trackplane;
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Default
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{
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+MISSILE;
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+NOBLOCKMAP;
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+DROPOFF;
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+NOTELEPORT;
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+THRUACTORS;
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+FORCEXYBILLBOARD;
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+ROLLSPRITE;
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+ROLLCENTER;
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+NOINTERACTION;
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Scale .35;
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Radius 2;
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Height 2;
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Mass 1;
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RenderStyle "Translucent";
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}
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// try to reduce overhead as much as possible with this
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override void Tick()
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{
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prev = pos; // for interpolation
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if ( isFrozen() ) return;
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if ( killme ) A_FadeOut(.01);
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if ( dead )
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{
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// do nothing but follow floor movement and eventually fade out
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if ( tracksector )
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{
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double trackz;
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if ( trackplane ) trackz = tracksector.ceilingplane.ZAtPoint(pos.xy)-.1;
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else trackz = tracksector.floorplane.ZAtPoint(pos.xy);
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if ( trackz != pos.z )
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{
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SetZ(trackz);
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UpdateWaterLevel(false);
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}
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}
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if ( (waterlevel > 0) || GetFloorTerrain().isliquid )
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{
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scale *= 1.005;
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A_FadeOut(.01);
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}
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if ( onceiling && (special2 < 200) && (scale.x > .2) )
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{
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if ( special1-- ) return;
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special2 += 10;
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special1 = Random[Blood](20,30)+special2;
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let d = Spawn("mkBloodDrop",Vec3Offset(0,0,-2));
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d.master = self;
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d.SetShade(fillcolor);
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d.CopyBloodColor(self);
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d.scale = Scale*FRandom[Blood](.4,.6);
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}
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return; // we don't need to update states when we're dead
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}
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else
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{
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// gravitational pull
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if ( waterlevel <= 0 ) vel.z -= GetGravity();
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// linetrace-based movement (hopefully more reliable than traditional methods)
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Vector3 dir = vel;
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double spd = vel.length();
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dir /= spd;
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FLineTraceData d;
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Vector3 newpos = pos;
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newpos.z = clamp(newpos.z,floorz,ceilingz);
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double ang = atan2(dir.y,dir.x);
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double pt = asin(-dir.z);
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LineTrace(ang,spd,pt,TRF_THRUACTORS|TRF_THRUHITSCAN|TRF_ABSPOSITION,newpos.z,newpos.x,newpos.y,d);
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if ( d.HitType != TRACE_HitNone )
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{
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Vector3 hitnormal = -d.HitDir;
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if ( d.HitType == TRACE_HitFloor )
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{
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if ( d.Hit3DFloor ) hitnormal = -d.Hit3DFloor.top.Normal;
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else hitnormal = d.HitSector.floorplane.Normal;
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}
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else if ( d.HitType == TRACE_HitCeiling )
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{
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if ( d.Hit3DFloor ) hitnormal = -d.Hit3DFloor.bottom.Normal;
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else hitnormal = d.HitSector.ceilingplane.Normal;
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}
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else if ( d.HitType == TRACE_HitWall )
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{
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hitnormal = (-d.HitLine.delta.y,d.HitLine.delta.x,0).unit();
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if ( !d.LineSide ) hitnormal *= -1;
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}
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newpos = d.HitLocation+hitnormal;
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}
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else newpos = level.Vec3Offset(newpos,vel);
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newpos.z = clamp(newpos.z,floorz,ceilingz);
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Vector3 ndiff = level.Vec3Diff(newpos,pos);
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double ndist = ndiff.length();
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ndiff /= ndist;
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for ( int i=0; i<ndist; i++ )
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{
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if ( Random[Blood](0,2) ) continue;
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Vector3 ppos = level.Vec3Offset(pos,ndiff*i)-pos;
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A_SpawnParticle(fillcolor,0,10,10.*scale.x*FRandom[Blood](.6,1.4),0,ppos.x,ppos.y,ppos.z,vel.x*.1+FRandom[Blood](-.1,.1),vel.y*.1+FRandom[Blood](-.1,.1),vel.z*.1+FRandom[Blood](-.1,.1),0,0,-.5,.5*alpha,-1,-1.*scale.x);
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}
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SetOrigin(newpos,true);
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if ( (d.HitType == TRACE_HitFloor) || (pos.z <= floorz) )
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{
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// hacky workaround
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if ( !d.HitSector )
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{
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d.HitSector = floorsector;
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d.HitTexture = floorsector.GetTexture(0);
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}
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if ( d.HitTexture == skyflatnum )
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{
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Destroy();
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return;
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}
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// landed on floor
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SetOrigin(d.HitLocation,true);
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HitFloor();
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A_StartSound("misc/blooddrop",volume:.1);
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if ( master )
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{
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// assume we dropped onto the previous spot
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if ( master.tracer )
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{
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Vector3 floordir;
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if ( d.Hit3DFloor ) floordir = -d.Hit3DFloor.model.ceilingplane.Normal;
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else floordir = d.HitSector.floorplane.Normal;
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int numpt = Random[Blood](2,4);
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for ( int i=0; i<numpt; i++ )
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{
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Vector3 ndir = (floordir+(FRandom[Blood](-.5,.5),FRandom[Blood](-.5,.5),FRandom[Blood](-.5,.5))).unit()*FRandom[Blood](.5,8.);
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for ( double j=1.; j>=.5; j-=.125 )
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A_SpawnParticle(fillcolor,0,20,10.*scale.x*FRandom[Blood](.6,1.4)*j,0,0,0,0,ndir.x*j,ndir.y*j,ndir.z*j,0,0,-.25,.5*alpha,-1,-1.*scale.x*j);
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}
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Destroy();
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return;
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}
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master.tracer = self;
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}
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bMISSILE = false;
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dead = true;
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Vector3 floordir;
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if ( d.Hit3DFloor )
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{
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tracksector = d.Hit3DFloor.model;
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trackplane = 1;
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floordir = -d.Hit3DFloor.model.ceilingplane.Normal;
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}
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else
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{
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tracksector = d.HitSector;
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trackplane = 0;
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floordir = d.HitSector.floorplane.Normal;
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}
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SWWMUtility.SetToSlope(self,FRandom[Blood](0,360));
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A_SetRenderStyle(1.,STYLE_Shaded);
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frame = Random[Blood](5,8);
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int numpt = Random[Blood](4,8);
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for ( int i=0; i<numpt; i++ )
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{
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Vector3 ndir = (floordir+(FRandom[Blood](-.5,.5),FRandom[Blood](-.5,.5),FRandom[Blood](-.5,.5))).unit()*FRandom[Blood](.5,8.);
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for ( double j=1.; j>=.5; j-=.125 )
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A_SpawnParticle(fillcolor,0,20,10.*scale.x*FRandom[Blood](.6,1.4)*j,0,0,0,0,ndir.x*j,ndir.y*j,ndir.z*j,0,0,-.25,.5*alpha,-1,-1.*scale.x*j);
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}
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vel *= 0;
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return;
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}
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if ( (d.HitType == TRACE_HitCeiling) || (pos.z >= ceilingz) )
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{
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// hacky workaround
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if ( !d.HitSector )
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{
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d.HitSector = ceilingsector;
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d.HitTexture = ceilingsector.GetTexture(1);
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}
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if ( (d.HitTexture == skyflatnum) || master )
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{
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Destroy();
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return;
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}
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// hit the ceiling
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SetOrigin(d.HitLocation-(0,0,1),true);
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A_StartSound("misc/blooddrop",volume:.1);
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bMISSILE = false;
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dead = true;
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onceiling = true;
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Vector3 floordir;
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if ( d.Hit3DFloor )
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{
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tracksector = d.Hit3DFloor.model;
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trackplane = 0;
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floordir = -d.Hit3DFloor.model.floorplane.Normal;
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}
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else
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{
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tracksector = d.HitSector;
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trackplane = 1;
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floordir = d.HitSector.ceilingplane.Normal;
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}
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SWWMUtility.SetToSlope(self,FRandom[Blood](0,360),true);
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A_SetRenderStyle(1.,STYLE_Shaded);
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frame = Random[Blood](5,8);
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int numpt = Random[Blood](4,8);
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for ( int i=0; i<numpt; i++ )
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{
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Vector3 ndir = (floordir+(FRandom[Blood](-.5,.5),FRandom[Blood](-.5,.5),FRandom[Blood](-.5,.5))).unit()*FRandom[Blood](.5,8.);
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for ( double j=1.; j>=.5; j-=.125 )
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A_SpawnParticle(fillcolor,0,20,10.*scale.x*FRandom[Blood](.6,1.4)*j,0,0,0,0,ndir.x*j,ndir.y*j,ndir.z*j,0,0,-.25,.5*alpha,-1,-1.*scale.x*j);
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}
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vel *= 0;
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return;
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}
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if ( d.HitType == TRACE_HitWall )
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{
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if ( d.HitLine.backsector && (d.HitLine.backsector.GetTexture(1) == skyflatnum) && (d.HitLocation.z >= d.HitLine.backsector.ceilingplane.ZAtPoint(d.HitLocation.xy)) )
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{
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Destroy();
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return;
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}
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// hit wall
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Vector2 walldir = (-d.HitLine.delta.y,d.HitLine.delta.x).unit();
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if ( d.LineSide ) walldir *= -1;
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SetOrigin(d.HitLocation-walldir*8,true);
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TraceBleedAngle(20,atan2(walldir.y,walldir.x),0);
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A_StartSound("misc/blooddrop",volume:.1);
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int numpt = Random[Blood](4,8);
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for ( int i=0; i<numpt; i++ )
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{
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Vector3 ndir = (-(walldir.x,walldir.y,0)+(FRandom[Blood](-.5,.5),FRandom[Blood](-.5,.5),FRandom[Blood](-.5,.5))).unit()*FRandom[Blood](.5,8.);
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for ( double j=1.; j>=.5; j-=.125 )
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A_SpawnParticle(fillcolor,0,20,10.*scale.x*FRandom[Blood](.6,1.4)*j,0,0,0,0,ndir.x*j,ndir.y*j,ndir.z*j,0,0,-.25,.5*alpha,-1,-1.*scale.x*j);
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}
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Destroy();
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return;
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}
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UpdateWaterLevel();
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if ( waterlevel > 0 ) A_FadeOut();
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scale *= .99;
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if ( scale.x <= 0. )
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{
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Destroy();
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return;
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}
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}
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if ( !CheckNoDelay() || (tics == -1) ) return;
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if ( tics > 0 ) tics--;
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while ( !tics )
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{
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if ( !SetState(CurState.NextState) )
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return;
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}
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}
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override void PostBeginPlay()
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{
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Super.PostBeginPlay();
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SWWMHandler.QueueBlod(self);
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int jumps = Random[Blood](0,3);
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state dest = ResolveState("Spawn");
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SetState(dest+jumps);
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}
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override void OnDestroy()
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{
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SWWMHandler.DeQueueBlod(self);
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Super.OnDestroy();
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}
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States
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{
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Spawn:
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SBLD ABCD 2;
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Loop;
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}
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}
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// chunky salsa in the air
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Class mkBloodSmoke : Actor
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{
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Default
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{
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+NOBLOCKMAP;
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+NOGRAVITY;
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+NOINTERACTION;
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+NOTELEPORT;
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+FORCEXYBILLBOARD;
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+ROLLSPRITE;
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Scale .5;
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Alpha .35;
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RenderStyle "Shaded";
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}
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override void PostBeginPlay()
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{
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int jumps = Random[Blood](0,19);
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state dest = ResolveState("Spawn");
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SetState(dest+jumps);
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roll = FRandom[Blood](0,360);
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}
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override void Tick()
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{
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if ( isFrozen() ) return;
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Vector3 newp = level.Vec3Offset(pos,vel);
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if ( level.IsPointInLevel(newp) ) SetOrigin(newp,true);
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UpdateWaterLevel();
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if ( waterlevel > 0 ) A_FadeOut();
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A_FadeOut(.04/max(1.,special1));
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A_SetScale(scale.x*(1.+.04/max(1.,special1)));
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vel *= 1.-.04/max(1.,special1);
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if ( tics > 0 ) tics--;
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while ( !tics )
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{
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if ( !SetState(CurState.NextState) )
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return;
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}
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}
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States
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{
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Spawn:
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BSMK ABCDEFGHIJKLMNOPQRST -1;
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Stop;
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}
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}
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Class mkBloodSmoke2 : mkBloodSmoke
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{
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Default
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{
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Scale .8;
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Alpha 1.;
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}
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}
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// flying gibs
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// inspired by Lud's Universal Gibs
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Class mkFlyingGib : Actor
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{
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bool killme;
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int lastbleed;
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color shadecol;
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bool bleeding;
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|
double rollvel;
|
|
mkFlyingGib prevmeat, nextmeat;
|
|
Vector3 oldpos;
|
|
|
|
override void PostBeginPlay()
|
|
{
|
|
Super.PostBeginPlay();
|
|
frame = Random[Blood](0,5);
|
|
double ang = FRandom[Gibs](0,360);
|
|
double pt = FRandom[Gibs](-60,20);
|
|
Vector3 dir = (cos(pt)*cos(ang),cos(pt)*sin(ang),sin(-pt));
|
|
vel += dir*FRandom[Gibs](4.,8.);
|
|
if ( master )
|
|
{
|
|
vel += master.vel;
|
|
CopyBloodColor(master);
|
|
}
|
|
rollvel = FRandom[Gibs](10,50)*RandomPick[Gibs](-1,1)*clamp(vel.length()/10.,.25,4.);
|
|
scale *= FRandom[Gibs](.5,1.5);
|
|
if ( master && master.bloodcolor ) shadecol = Color(master.bloodcolor.r/2,master.bloodcolor.g/2,master.bloodcolor.b/2);
|
|
else shadecol = Color(80,0,0);
|
|
bleeding = true;
|
|
if ( Random[Blood](0,1) ) bXFlip = true;
|
|
SWWMHandler.QueueMeat(self);
|
|
}
|
|
|
|
override void OnDestroy()
|
|
{
|
|
SWWMHandler.DeQueueMeat(self);
|
|
Super.OnDestroy();
|
|
}
|
|
|
|
override void Tick()
|
|
{
|
|
oldpos = pos;
|
|
Super.Tick();
|
|
if ( isFrozen() ) return;
|
|
if ( killme ) A_FadeOut(.01);
|
|
if ( CurState == ResolveState("Death2") )
|
|
{
|
|
if ( vel.length() < .1 )
|
|
bleeding = false;
|
|
return;
|
|
}
|
|
roll += rollvel;
|
|
if ( waterlevel > 0 )
|
|
{
|
|
rollvel *= .98;
|
|
vel.xy *= .98;
|
|
return;
|
|
}
|
|
if ( !bleeding ) return;
|
|
Vector3 ndiff = level.Vec3Diff(pos,oldpos);
|
|
double ndist = ndiff.length();
|
|
ndiff /= ndist;
|
|
for ( int i=0; i<ndist; i++ )
|
|
{
|
|
if ( Random[Blood](0,2) ) continue;
|
|
Vector3 ppos = level.Vec3Offset(oldpos,ndiff*i)-pos;
|
|
A_SpawnParticle(shadecol,0,40,20.*scale.x*FRandom[Blood](.6,1.4),0,ppos.x,ppos.y,ppos.z,vel.x*.1+FRandom[Blood](-1.,1.),vel.y*.1+FRandom[Blood](-1.,1.),vel.z*.1+FRandom[Blood](-1.,1.),0,0,-.25,.5*alpha,-1,-.5*scale.x);
|
|
}
|
|
if ( !Random[Blood](0,2) )
|
|
{
|
|
let s = Spawn("mkBloodSmoke",pos);
|
|
s.SetShade(shadecol);
|
|
s.special1 += Random[Gibs](1,2);
|
|
}
|
|
}
|
|
|
|
override bool CanCollideWith(Actor other, bool passive)
|
|
{
|
|
if ( other == master ) return false;
|
|
return true;
|
|
}
|
|
|
|
action void A_Bleed()
|
|
{
|
|
if ( vel.length() < .5 ) ExplodeMissile(null,null);
|
|
else
|
|
{
|
|
Vector3 dir = vel;
|
|
double spd = dir.length();
|
|
dir /= spd;
|
|
dir = (dir+(FRandom[Blood](-.3,.3),FRandom[Blood](-.3,.3),FRandom[Blood](-.3,.3))).unit();
|
|
vel = dir*spd;
|
|
}
|
|
invoker.rollvel = FRandom[Gibs](10,50)*RandomPick[Gibs](-1,1)*clamp(vel.length()/10.,.25,4.);
|
|
if ( invoker.lastbleed > level.maptime ) return;
|
|
invoker.lastbleed = level.maptime+5;
|
|
double ang;
|
|
double pt;
|
|
Vector3 dir;
|
|
int numpt = Random[Blood](2,4);
|
|
for ( int i=0; i<numpt; i++ )
|
|
{
|
|
let b = Spawn("mkBloodDrop",pos);
|
|
ang = FRandom[Gibs](0,360);
|
|
pt = FRandom[Gibs](-60,30);
|
|
dir = (cos(pt)*cos(ang),cos(pt)*sin(ang),sin(-pt));
|
|
b.vel = dir*FRandom[Gibs](0.3,2.2)*vel.length();
|
|
b.scale *= 2.0;
|
|
b.SetShade(invoker.shadecol);
|
|
}
|
|
TraceBleedAngle(int(vel.length()),angle+180,-pitch);
|
|
}
|
|
|
|
Default
|
|
{
|
|
Radius 4;
|
|
Height 4;
|
|
Mass 10;
|
|
Scale .75;
|
|
Gravity .5;
|
|
BounceType "Doom";
|
|
BounceFactor .2;
|
|
+MISSILE;
|
|
+DROPOFF;
|
|
+NOBLOCKMAP;
|
|
+USEBOUNCESTATE;
|
|
+CANBOUNCEWATER;
|
|
-BOUNCEAUTOOFF;
|
|
+MOVEWITHSECTOR;
|
|
+THRUACTORS;
|
|
+NOTELEPORT;
|
|
+ROLLSPRITE;
|
|
+ROLLCENTER;
|
|
+INTERPOLATEANGLES;
|
|
}
|
|
States
|
|
{
|
|
Spawn:
|
|
SGIB # 1;
|
|
Wait;
|
|
Bounce:
|
|
SGIB # 0
|
|
{
|
|
A_Bleed();
|
|
A_StartSound("misc/gibhit",CHAN_BODY,CHANF_OVERLAP);
|
|
}
|
|
Goto Spawn;
|
|
Death:
|
|
SGIB # 1 A_JumpIf(pos.z<=floorz,"Death2");
|
|
Wait;
|
|
Death2:
|
|
SGIB # -1
|
|
{
|
|
A_StartSound("misc/gibhit",CHAN_BODY,CHANF_OVERLAP);
|
|
pitch = Random[Gibs](-5,5);
|
|
if ( abs(roll) < abs(180-roll) ) roll = Random[Gibs](-5,5);
|
|
else roll = Random[Gibs](175,185);
|
|
A_Stop();
|
|
}
|
|
Stop;
|
|
}
|
|
}
|
|
|
|
// Manually added gibbing
|
|
Class mkGibber : Actor
|
|
{
|
|
Actor Gibbed;
|
|
int gibcount, gibsize;
|
|
int delay;
|
|
color shadecol;
|
|
Class<Actor> gibtype; // allow custom gib types (will be used for monster pack)
|
|
bool psnd;
|
|
|
|
Property GibType: gibtype;
|
|
|
|
virtual void BurstGibs()
|
|
{
|
|
Actor a;
|
|
double ang, pt;
|
|
Vector3 dir;
|
|
bool dummy;
|
|
for ( int i=0; i<gibsize; i++ )
|
|
{
|
|
a = Spawn("mkBloodSmoke2",pos+(FRandom[Gibs](-.8,.8)*radius,FRandom[Gibs](-.8,.8)*radius,FRandom[Gibs](0.,.9)*height));
|
|
ang = FRandom[Gibs](0,360);
|
|
pt = FRandom[Gibs](-90,90);
|
|
dir = (cos(pt)*cos(ang),cos(pt)*sin(ang),sin(-pt));
|
|
a.vel = vel*.1;
|
|
if ( a.vel.length() > 2. ) a.vel = a.vel.unit()*2.;
|
|
a.vel += dir*FRandom[Gibs](.2,.8);
|
|
a.SetShade(shadecol);
|
|
a.special1 += Random[Gibs](1,3);
|
|
}
|
|
for ( int i=0; i<gibsize; i++ )
|
|
{
|
|
[dummy, a] = A_SpawnItemEx(gibtype,FRandom[Gibs](-.5,.5)*radius,FRandom[Gibs](-.5,.5)*radius,FRandom[Gibs](.1,.9)*height,flags:SXF_ABSOLUTEANGLE|SXF_USEBLOODCOLOR);
|
|
a.translation = translation;
|
|
a.CopyBloodColor(self);
|
|
a.scale *= scale.x;
|
|
a.master = gibbed;
|
|
if ( special1 )
|
|
{
|
|
ang = FRandom[Gibs](0,360);
|
|
pt = FRandom[Gibs](-90,90);
|
|
dir = (cos(pt)*cos(ang),cos(pt)*sin(ang),sin(-pt));
|
|
a.vel += dir*FRandom[Gibs](4.,8.);
|
|
a.vel.z += 16.;
|
|
}
|
|
}
|
|
for ( int i=0; i<gibsize; i++ )
|
|
{
|
|
[dummy, a] = A_SpawnItemEx("mkBloodDrop",FRandom[Gibs](-.8,.8)*radius,FRandom[Gibs](-.8,.8)*radius,FRandom[Gibs](0.,.9)*height,flags:SXF_ABSOLUTEANGLE|SXF_USEBLOODCOLOR);
|
|
ang = FRandom[Gibs](0,360);
|
|
pt = FRandom[Gibs](-90,90);
|
|
dir = (cos(pt)*cos(ang),cos(pt)*sin(ang),sin(-pt));
|
|
a.vel = dir*FRandom[Gibs](8.,24.);
|
|
a.vel += vel*.1;
|
|
a.scale *= 2.+FRandom[Gibs](.3,1.6);
|
|
a.SetShade(shadecol);
|
|
a.CopyBloodColor(self);
|
|
}
|
|
reactiontime--;
|
|
}
|
|
|
|
override void PostBeginPlay()
|
|
{
|
|
gibsize = int(min(max(radius,height)/8,12));
|
|
reactiontime = int(min(max(radius,height)/10,8));
|
|
if ( gibbed && gibbed.bloodcolor ) shadecol = Color(gibbed.bloodcolor.r/2,gibbed.bloodcolor.g/2,gibbed.bloodcolor.b/2);
|
|
else shadecol = Color(80,0,0);
|
|
if ( gibbed ) CopyBloodColor(gibbed);
|
|
}
|
|
|
|
override void Tick()
|
|
{
|
|
if ( isFrozen() ) return;
|
|
if ( !gibbed )
|
|
{
|
|
SetOrigin(level.Vec3Offset(pos,vel),false);
|
|
return;
|
|
}
|
|
SetOrigin(gibbed.pos,false);
|
|
scale = gibbed.scale;
|
|
vel = gibbed.vel;
|
|
if ( delay > 0 )
|
|
{
|
|
delay--;
|
|
return;
|
|
}
|
|
if ( !psnd )
|
|
{
|
|
A_StartSound("misc/gibber",CHAN_VOICE,CHANF_OVERLAP);
|
|
psnd = true;
|
|
}
|
|
BurstGibs();
|
|
if ( reactiontime <= 0 )
|
|
Destroy();
|
|
}
|
|
|
|
Default
|
|
{
|
|
+NOBLOCKMAP;
|
|
+NOGRAVITY;
|
|
+NOTELEPORT;
|
|
+DONTSPLASH;
|
|
+NOINTERACTION;
|
|
Radius 32;
|
|
Height 16;
|
|
mkGibber.GibType "mkFlyingGib";
|
|
}
|
|
}
|
|
|
|
// bare actors used for copying blood color to vanilla monsters
|
|
Class GreenBloodReference : Actor
|
|
{
|
|
Default
|
|
{
|
|
BloodColor "Green";
|
|
}
|
|
}
|
|
Class BlueBloodReference : Actor
|
|
{
|
|
Default
|
|
{
|
|
BloodColor "Blue";
|
|
}
|
|
}
|
|
Class PurpleBloodReference : Actor
|
|
{
|
|
Default
|
|
{
|
|
BloodColor "Purple";
|
|
}
|
|
}
|
|
|
|
// bare actor used for extra gib deaths
|
|
Class ExtraGibDeaths : Actor
|
|
{
|
|
StateLabel gibstate;
|
|
|
|
static void GibThis( Actor a, Statelabel st )
|
|
{
|
|
if ( !a ) return;
|
|
let g = ExtraGibDeaths(Spawn("ExtraGibDeaths"));
|
|
g.master = a;
|
|
g.gibstate = st;
|
|
}
|
|
|
|
void A_DoGib()
|
|
{
|
|
if ( !master ) return;
|
|
master.SetState(FindState(gibstate));
|
|
}
|
|
|
|
States
|
|
{
|
|
Spawn:
|
|
TNT1 A 1 NoDelay;
|
|
TNT1 A 1 A_DoGib();
|
|
Stop;
|
|
DemonXDeath:
|
|
SARX A 5;
|
|
SARX B 5 A_XScream();
|
|
SARX C 5 A_NoBlocking();
|
|
SARX DEF 5;
|
|
SARX G -1;
|
|
Stop;
|
|
KnightXDeath:
|
|
BO2X A 5;
|
|
BO2X B 5 A_XScream();
|
|
BO2X C 5;
|
|
BO2X D 5 A_NoBlocking();
|
|
BO2X EFGH 5;
|
|
BO2X I -1;
|
|
Stop;
|
|
BaronXDeath:
|
|
BOSX A 5;
|
|
BOSX B 5 A_XScream();
|
|
BOSX C 5;
|
|
BOSX D 5 A_NoBlocking();
|
|
BOSX EFGH 5;
|
|
BOSX I -1 A_BossDeath();
|
|
Stop;
|
|
CacoXDeath:
|
|
CACX A 5;
|
|
CACX B 5 A_XScream();
|
|
CACX C 5 A_NoBlocking();
|
|
CACX D 4;
|
|
CACX E 3;
|
|
CACX F 4;
|
|
CACX G 5;
|
|
CACX H -1;
|
|
Stop;
|
|
BonerXDeath:
|
|
REVX A 3;
|
|
REVX B 4 A_XScream();
|
|
REVX C 5 A_NoBlocking();
|
|
REVX DE 5;
|
|
REVX F -1;
|
|
Stop;
|
|
VileXDeath:
|
|
VILX A 5;
|
|
VILX B 5 A_XScream();
|
|
VILX C 5 A_NoBlocking();
|
|
VILX DEF 5;
|
|
VILX G -1;
|
|
Stop;
|
|
ArachXDeath:
|
|
BSPX A 5;
|
|
BSPX A 5 A_XScream();
|
|
BSPX B 8 A_NoBlocking();
|
|
BSPX C 6;
|
|
BSPX DE 6 BRIGHT;
|
|
BSPX F 5 BRIGHT;
|
|
BSPX GH 4 BRIGHT;
|
|
BSPX I -1 A_BossDeath();
|
|
Stop;
|
|
FatsoXDeath:
|
|
FATX A 5;
|
|
FATX B 5 A_XScream();
|
|
FATX C 5 A_NoBlocking();
|
|
FATX DE 5;
|
|
FATX F -1 A_BossDeath();
|
|
Stop;
|
|
}
|
|
}
|
|
|
|
// corpse thump handler
|
|
Class CorpseFallTracker : Thinker
|
|
{
|
|
Actor mybody;
|
|
double lastvelz;
|
|
bool wasflying;
|
|
|
|
static void TrackBody( Actor b )
|
|
{
|
|
if ( !b ) return;
|
|
let cft = new("CorpseFallTracker");
|
|
cft.ChangeStatNum(STAT_USER);
|
|
cft.mybody = b;
|
|
cft.lastvelz = b.vel.z;
|
|
cft.wasflying = ((b.pos.z>b.floorz)&&b.TestMobjZ());
|
|
}
|
|
override void Tick()
|
|
{
|
|
if ( !mybody )
|
|
{
|
|
Destroy();
|
|
return;
|
|
}
|
|
// play fall thumps
|
|
bool isflying = ((mybody.pos.z>mybody.floorz)&&mybody.TestMobjZ());
|
|
if ( wasflying && !isflying && (lastvelz < -10) )
|
|
mybody.A_StartSound("misc/bodythump",CHAN_DAMAGE,CHANF_OVERLAP);
|
|
wasflying = isflying;
|
|
lastvelz = mybody.vel.z;
|
|
// wait until body is dead on floor and at the last state of animation
|
|
if ( (mybody.Health > 0) || isflying || (mybody.tics != -1) || (mybody.vel.length() > 0) )
|
|
return;
|
|
Destroy();
|
|
}
|
|
}
|