- Try to get rid of all implicit casts from string to name, color or class. - Use FindClass where needed. - Used a map in a case where a dictionary was unneeded. - Use new bounce flags where needed. - Replace Legacy of Rust weapons/ammo.
76 lines
2.5 KiB
Text
76 lines
2.5 KiB
Text
// I WANT DIE
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// tokens
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Class DontDuplicate : Inventory {}
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Class DontDuplicate2 : Inventory {}
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extend Class SWWMHandler
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{
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double smult;
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int dmult;
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private void IWantDieSpawn( WorldEvent e )
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{
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if ( iwantdie == -1 )
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{
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int acsre = G_SkillPropertyInt(SKILLP_ACSReturn);
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iwantdie = (acsre >= 5);
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smult = 2.-(acsre-5)*.5; // reduced in Kynikoss skill because it'd stack with FastMonsters
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dmult = acsre-3;
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}
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if ( iwantdie <= 0 ) return;
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if ( SWWMUtility.ValidProjectile(e.Thing) && !e.Thing.FindInventory('DontDuplicate') && (e.Thing.target && e.Thing.target.bISMONSTER && !e.Thing.target.player) )
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{
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e.Thing.speed *= smult;
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e.Thing.vel *= smult;
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double ang = e.Thing.target.target?e.Thing.AngleTo(e.Thing.target.target):e.Thing.angle;
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double pt = e.Thing.target.target?e.Thing.PitchTo(e.Thing.target.target,e.Thing.target.missileheight,e.Thing.target.target.Height/2.):e.Thing.pitch;
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let [x, y, z] = SWWMUtility.GetAxes(ang,pt,e.Thing.roll);
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int numpt = Random[ExtraMissiles](1,dmult);
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for ( int i=0; i<numpt; i++ )
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{
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double a = FRandom[ExtraMissiles](0,360);
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double s = FRandom[ExtraMissiles](0,.1);
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Vector3 dir = SWWMUtility.ConeSpread(x,y,z,a,s);
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let p = Actor.Spawn(e.Thing.GetClass(),e.Thing.pos);
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p.GiveInventory('DontDuplicate',1);
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p.target = e.Thing.target;
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p.tracer = e.Thing.tracer;
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p.master = e.Thing.master;
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p.speed *= FRandom[ExtraMissiles](1.,3.);
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p.vel = dir*p.speed;
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p.angle = atan2(dir.y,dir.x);
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p.pitch = asin(-dir.z);
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p.roll = e.Thing.roll;
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}
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}
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if ( !e.Thing.bISMONSTER || (e.Thing is 'PlayerPawn') ) return;
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// avoid if it has some sort of special handling
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if ( e.Thing.special || e.Thing.tid || e.Thing.bDORMANT ) return;
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// random chance to spawn doubles
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if ( e.Thing.FindInventory('DontDuplicate') || Random[ExtraMissiles](0,2) ) return;
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int numpt = Random[ExtraMissiles](1,dmult);
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for ( int i=0; i<numpt; i++ )
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{
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// three attempts for each
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for ( int j=0; j<3; j++ )
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{
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let x = Actor.Spawn(e.Thing.GetClass(),e.Thing.Vec3Angle(e.Thing.Radius*FRandom[ExtraMissiles](1.5,4.),FRandom[ExtraMissiles](0,360)));
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if ( x.pos.z+x.height > x.ceilingz ) x.SetZ(x.ceilingz-x.height);
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if ( x.pos.z < x.floorz ) x.SetZ(x.floorz);
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if ( !x.TestMobjLocation() || !x.TestMobjZ() || !level.IsPointInLevel(x.pos) )
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{
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x.ClearCounters();
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x.Destroy();
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}
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else
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{
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x.angle = e.Thing.angle;
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x.bAMBUSH = e.Thing.bAMBUSH;
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x.GiveInventory('DontDuplicate',1);
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break;
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}
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}
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}
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}
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}
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