swwmgz_m/zscript/weapons/swwm_shot_fx.zsc

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42 KiB
Text

// Spreadgun projectiles and effects
Class RedShellCasing : SWWMCasing
{
Default
{
BounceSound "spreadgun/casing";
}
override void PostBeginPlay()
{
Super.PostBeginPlay();
heat = 0;
}
}
Class GreenShellCasing : RedShellCasing {}
Class BlueShellCasing : RedShellCasing {}
Class BlackShellCasing : RedShellCasing {}
Class PurpleShellCasing : RedShellCasing {}
Class GoldShellCasing : RedShellCasing
{
Default
{
BounceSound "spreadgun/gcasing";
}
}
Class SpreadImpact : Actor
{
Default
{
Radius 0.1;
Height 0;
+NOGRAVITY;
+NOCLIP;
+NOTELEPORT;
+NOINTERACTION;
}
override void PostBeginPlay()
{
Super.PostBeginPlay();
A_StartSound("spreadgun/pellet",CHAN_VOICE,CHANF_DEFAULT,.4,4.);
A_SprayDecal("TinyPock",-20);
int numpt = Random[Spreadgun](2,4)-special1;
Vector3 x = SWWMUtility.Vec3FromAngles(angle,pitch);
for ( int i=0; i<numpt; i++ )
{
Vector3 pvel = (x+SWWMUtility.Vec3FromAngles(FRandom[Spreadgun](0,360),FRandom[Spreadgun](-90,90))*.8).unit()*FRandom[Spreadgun](.1,1.2);
let s = Spawn("SWWMSmoke",pos);
s.vel = pvel;
s.scale *= .6;
s.special1 = Random[Spreadgun](0,1);
s.SetShade(Color(1,1,1)*Random[Spreadgun](96,192));
}
numpt = Random[Spreadgun](-1,3)-special1;
for ( int i=0; i<numpt; i++ )
{
Vector3 pvel = SWWMUtility.Vec3FromAngles(FRandom[Spreadgun](0,360),FRandom[Spreadgun](-90,90))*FRandom[Spreadgun](2,8);
let s = Spawn("SWWMSpark",pos);
s.vel = pvel;
}
numpt = Random[Spreadgun](2,4)-special1;
for ( int i=0; i<numpt; i++ )
{
Vector3 pvel = SWWMUtility.Vec3FromAngles(FRandom[Spreadgun](0,360),FRandom[Spreadgun](-90,90))*FRandom[Spreadgun](1,4);
let s = Spawn("SWWMChip",pos);
s.vel = pvel;
}
Destroy();
}
}
Class SlugImpact : Actor
{
Default
{
Radius 0.1;
Height 0;
+NOGRAVITY;
+NOCLIP;
+NOTELEPORT;
+NOINTERACTION;
}
override void PostBeginPlay()
{
Super.PostBeginPlay();
A_StartSound("spreadgun/slug",CHAN_VOICE,CHANF_DEFAULT,1.,2.);
A_SprayDecal("Pock",-20);
int numpt = Random[Spreadgun](5,10)-special1;
Vector3 x = SWWMUtility.Vec3FromAngles(angle,pitch);
for ( int i=0; i<numpt; i++ )
{
Vector3 pvel = (x+SWWMUtility.Vec3FromAngles(FRandom[Spreadgun](0,360),FRandom[Spreadgun](-90,90))*.4).unit()*FRandom[Spreadgun](.4,2.);
let s = Spawn("SWWMSmoke",pos);
s.vel = pvel;
s.scale *= 1.4;
s.special1 = Random[Spreadgun](0,2);
s.SetShade(Color(1,1,1)*Random[Spreadgun](96,192));
}
numpt = Random[Spreadgun](2,5)-special1;
for ( int i=0; i<numpt; i++ )
{
Vector3 pvel = SWWMUtility.Vec3FromAngles(FRandom[Spreadgun](0,360),FRandom[Spreadgun](-90,90))*FRandom[Spreadgun](2,8);
let s = Spawn("SWWMSpark",pos);
s.vel = pvel;
}
numpt = Random[Spreadgun](4,8)-special1;
for ( int i=0; i<numpt; i++ )
{
Vector3 pvel = SWWMUtility.Vec3FromAngles(FRandom[Spreadgun](0,360),FRandom[Spreadgun](-90,90))*FRandom[Spreadgun](2,8);
let s = Spawn("SWWMChip",pos);
s.vel = pvel;
}
Destroy();
}
}
Class SaltTracer : LineTracer
{
Actor ignore;
Array<Line> ShootThroughList;
Array<WaterHit> WaterHitList;
override ETraceStatus TraceCallback()
{
// liquid splashes
if ( Results.CrossedWater )
{
let hl = new("WaterHit");
hl.sect = Results.CrossedWater;
hl.hitpos = Results.CrossedWaterPos;
WaterHitList.Push(hl);
}
else if ( Results.Crossed3DWater )
{
let hl = new("WaterHit");
hl.sect = Results.Crossed3DWater;
hl.hitpos = Results.Crossed3DWaterPos;
WaterHitList.Push(hl);
}
if ( Results.HitType == TRACE_HitActor )
{
if ( Results.HitActor == ignore ) return TRACE_Skip;
if ( Results.HitActor.bSHOOTABLE ) return TRACE_Stop;
return TRACE_Skip;
}
else if ( (Results.HitType == TRACE_HitWall) && (Results.Tier == TIER_Middle) )
{
if ( !Results.HitLine.sidedef[1] || (Results.HitLine.Flags&Line.ML_BlockHitscan) )
return TRACE_Stop;
ShootThroughList.Push(Results.HitLine);
return TRACE_Skip;
}
return TRACE_Stop;
}
}
Class SaltLight : PaletteLight
{
Default
{
Tag "SaltExpl,1";
ReactionTime 30;
Args 0,0,0,240;
}
}
Class SaltLight2 : PaletteLight
{
Default
{
Tag "SaltExpl";
ReactionTime 30;
Args 0,0,0,70;
}
}
Class SaltImpact : Actor
{
Default
{
Obituary "$O_SPREADGUN_BLUE";
DamageType "Plasma";
RenderStyle "Add";
Radius 0.1;
Height 0;
Scale 1.8;
+NOGRAVITY;
+NOBLOCKMAP;
+NODAMAGETHRUST;
+FORCERADIUSDMG;
+FORCEXYBILLBOARD;
+NOTELEPORT;
+FOILINVUL;
+NOINTERACTION;
}
override String GetObituary( Actor victim, Actor inflictor, Name mod, bool playerattack )
{
if ( args[0] >= 1 ) return StringTable.Localize("$O_WALLBUSTER_BLUE");
return Super.GetObituary(victim,inflictor,mod,playerattack);
}
override void PostBeginPlay()
{
Super.PostBeginPlay();
A_AlertMonsters(swwm_uncapalert?0:6000);
SWWMUtility.DoExplosion(self,30+special2*4,15000,100,40);
A_QuakeEx(3,3,3,10,0,250,"",QF_RELATIVE|QF_SCALEDOWN|QF_3D,falloff:150,rollintensity:0.2);
A_StartSound("spreadgun/salt",CHAN_VOICE,attenuation:.35);
A_SprayDecal("ShockMarkSmall",-172);
A_SprayDecal("SaltMark",-172);
Scale *= FRandom[ExploS](0.8,1.1);
int numpt = Random[ExploS](5,9)-special1;
for ( int i=0; i<numpt; i++ )
{
Vector3 pvel = SWWMUtility.Vec3FromAngles(FRandom[ExploS](0,360),FRandom[ExploS](-90,90))*FRandom[ExploS](1,6);
let s = Spawn("SWWMSmoke",pos);
s.vel = pvel;
s.SetShade(Color(1,3,4)*Random[ExploS](48,63));
s.special1 = Random[ExploS](1,2);
s.scale *= 2.4;
s.A_SetRenderStyle(.4,STYLE_AddShaded);
}
numpt = Random[ExploS](3,9)-special1;
for ( int i=0; i<numpt; i++ )
{
Vector3 pvel = SWWMUtility.Vec3FromAngles(FRandom[ExploS](0,360),FRandom[ExploS](-90,90))*FRandom[ExploS](2,6);
let s = Spawn("SWWMSpark",pos);
s.vel = pvel;
}
numpt = Random[ExploS](3,6)-special1;
for ( int i=0; i<numpt; i++ )
{
Vector3 pvel = SWWMUtility.Vec3FromAngles(FRandom[ExploS](0,360),FRandom[ExploS](-90,90))*FRandom[ExploS](2,12);
let s = Spawn("SWWMChip",pos);
s.vel = pvel;
}
Spawn("SaltLight2",pos);
}
override void Tick()
{
if ( isFrozen() ) return;
if ( !CheckNoDelay() || (tics == -1) ) return;
if ( tics > 0 ) tics--;
while ( !tics )
{
if ( !SetState(CurState.NextState) )
return;
}
}
States
{
Spawn:
TNT1 A 0 NoDelay A_Jump(256,"Expl1","Expl2","Expl3");
Expl1:
KSX1 ABCDEFGHIJKLMNOPQRSTUVWXYZ[\] 1 Bright;
Stop;
Expl2:
KSX2 ABCDEFGHIJKLMNOPQRSTUVWXYZ[\] 1 Bright;
Stop;
Expl3:
KSX3 ABCDEFGHIJKLMNOPQRSTUVWXYZ[\] 1 Bright;
Stop;
}
}
Class SaltBeam : Actor
{
Default
{
Obituary "$O_SPREADGUN_BLUE";
DamageType "Plasma";
RenderStyle "Add";
Radius 0.1;
Height 0;
Stamina 9;
Speed 32;
+NOGRAVITY;
+NOBLOCKMAP;
+DONTSPLASH;
+NOTELEPORT;
+ROLLSPRITE;
+ROLLCENTER;
+NODAMAGETHRUST;
+FORCERADIUSDMG;
+FOILINVUL;
+NOINTERACTION;
}
override String GetObituary( Actor victim, Actor inflictor, Name mod, bool playerattack )
{
if ( args[1] >= 1 ) return StringTable.Localize("$O_WALLBUSTER_BLUE");
return Super.GetObituary(victim,inflictor,mod,playerattack);
}
void SpreadOut()
{
special1 = 1;
Vector3 x, y, z;
[x, y, z] = swwm_CoordUtil.GetAxes(pitch,angle,roll);
let t = new("SaltTracer");
t.ignore = target;
t.Trace(pos,cursector,x,speed,TRACE_HitSky);
for ( int i=0; i<t.ShootThroughList.Size(); i++ )
{
t.ShootThroughList[i].Activate(target,0,SPAC_PCross);
t.ShootThroughList[i].Activate(target,0,SPAC_Impact);
}
for ( int i=0; i<t.WaterHitList.Size(); i++ )
{
let b = Actor.Spawn("InvisibleSplasher",t.WaterHitList[i].hitpos);
b.A_CheckTerrain();
}
for ( int i=4; i<t.Results.Distance; i+=8 )
{
if ( Random[Spreadgun](0,Stamina) ) continue;
let b = Actor.Spawn("SWWMHalfSmoke",level.Vec3Offset(pos,x*i));
b.Scale *= FRandom[Spreadgun](.6,.8);
b.special1 = Random[Spreadgun](1,2);
b.A_SetRenderStyle(.3,STYLE_AddShaded);
b.SetShade(Color(1,3,4)*Random[Spreadgun](48,63));
b.vel += x*FRandom[Spreadgun](-.5,3);
}
if ( t.Results.HitType != TRACE_HitNone )
{
if ( (args[1] == 2) || swwm_omnibust ) BusterWall.Bust(t.Results,60+Accuracy*10,target,x,t.Results.HitPos.z);
if ( t.Results.HitType == TRACE_HitActor )
{
SWWMUtility.DoKnockback(t.Results.HitActor,x,25000);
let p = SWWMPuff.Setup(t.Results.HitPos,x,self,target,t.Results.HitActor);
t.Results.HitActor.DamageMobj(p,target,40+Accuracy*5,'Salt',DMG_THRUSTLESS|DMG_INFLICTOR_IS_PUFF);
if ( t.Results.HitActor && t.Results.HitActor.bIsMonster && !Random[Spreadgun](0,3) )
t.Results.HitActor.Howl();
}
Vector3 norm = -x;
if ( t.Results.HitType == TRACE_HitWall )
{
norm = (t.Results.HitLine.delta.y,-t.Results.HitLine.delta.x,0).unit();
if ( t.Results.Side ) norm *= -1;
t.Results.HitLine.RemoteActivate(tracer,t.Results.Side,SPAC_Impact,t.Results.HitPos);
}
else if ( t.Results.HitType == TRACE_HitFloor )
{
if ( t.Results.ffloor ) norm = -t.Results.ffloor.top.Normal;
else norm = t.Results.HitSector.floorplane.Normal;
}
else if ( t.Results.HitType == TRACE_HitCeiling )
{
if ( t.Results.ffloor ) norm = -t.Results.ffloor.bottom.Normal;
else norm = t.Results.HitSector.ceilingplane.Normal;
}
if ( t.Results.HitType != TRACE_HasHitSky )
{
let i = Spawn("SaltImpact",level.Vec3Offset(t.Results.HitPos,norm*4));
i.angle = atan2(norm.y,norm.x);
i.pitch = asin(-norm.z);
i.target = target;
i.special1 = (Stamina-9)/4;
i.special2 = Accuracy;
i.args[0] = args[1];
}
speed = t.Results.Distance; // shortens in minimap
return;
}
else if ( (args[0] > 20) && !Random[Spreadgun](0,800/args[0]) )
{
let i = Spawn("SaltImpact",level.Vec3Offset(pos,x*speed));
i.angle = atan2(x.y,x.x);
i.pitch = asin(-x.z);
i.target = target;
i.special1 = (Stamina-9)/4;
i.special2 = Accuracy;
i.args[0] = args[1];
return;
}
// next beam
if ( !(special2%4) && !Random[Spreadgun](0,Stamina) )
Spawn("SaltLight",level.Vec3Offset(pos,x*speed/2));
let next = Spawn("SaltBeam",level.Vec3Offset(pos,x*speed));
double a = FRandom[Spreadgun](0,360), s = FRandom[Spreadgun](0,.06);
Vector3 dir = SWWMUtility.ConeSpread(x,y,z,a,s);
next.angle = atan2(dir.y,dir.x);
next.pitch = asin(-dir.z);
next.target = target;
next.special2 = (special2+1)%10;
next.args[0] = args[0]+1;
next.args[1] = args[1];
next.SetStateLabel("TrailSpawn");
}
override void PostBeginPlay()
{
Super.PostBeginPlay();
if ( !Random[Spreadgun](0,3) )
A_StartSound("spreadgun/salttrail",CHAN_VOICE,CHANF_DEFAULT,.3,4.);
}
override void Tick()
{
if ( isFrozen() ) return;
A_FadeOut(.04);
if ( Random[Spreadgun](-2,args[2]/10) == 0 )
SWWMUtility.DoExplosion(self,5+Accuracy,5000,speed,flags:DE_HOWL,ignoreme:target);
if ( ((special2%4) || args[2]) && !special1 ) SpreadOut();
args[2]++;
if ( !CheckNoDelay() || (tics == -1) ) return;
if ( tics > 0 ) tics--;
while ( !tics )
{
if ( !SetState(CurState.NextState) )
return;
}
}
States
{
Spawn:
XZW1 A -1 Bright NoDelay
{
return FindState("StarterDev")+Random[Spreadgun](0,11)*2;
}
Stop;
TrailSpawn:
XZW2 A -1 Bright
{
return FindState("TrailerDev")+Random[Spreadgun](0,11)*2;
}
Stop;
StarterDev:
#### # 25 Bright;
XZW1 B -1 Bright;
Stop;
#### # 25 Bright;
XZW1 C -1 Bright;
Stop;
#### # 25 Bright;
XZW1 D -1 Bright;
Stop;
#### # 25 Bright;
XZW1 E -1 Bright;
Stop;
#### # 25 Bright;
XZW1 F -1 Bright;
Stop;
#### # 25 Bright;
XZW1 G -1 Bright;
Stop;
#### # 25 Bright;
XZW1 H -1 Bright;
Stop;
#### # 25 Bright;
XZW1 I -1 Bright;
Stop;
#### # 25 Bright;
XZW1 J -1 Bright;
Stop;
#### # 25 Bright;
XZW1 K -1 Bright;
Stop;
#### # 25 Bright;
XZW1 L -1 Bright;
Stop;
#### # 25 Bright;
XZW1 M -1 Bright;
Stop;
TrailerDev:
#### # 25 Bright;
XZW2 B -1 Bright;
Stop;
#### # 25 Bright;
XZW2 C -1 Bright;
Stop;
#### # 25 Bright;
XZW2 D -1 Bright;
Stop;
#### # 25 Bright;
XZW2 E -1 Bright;
Stop;
#### # 25 Bright;
XZW2 F -1 Bright;
Stop;
#### # 25 Bright;
XZW2 G -1 Bright;
Stop;
#### # 25 Bright;
XZW2 H -1 Bright;
Stop;
#### # 25 Bright;
XZW2 I -1 Bright;
Stop;
#### # 25 Bright;
XZW2 J -1 Bright;
Stop;
#### # 25 Bright;
XZW2 K -1 Bright;
Stop;
#### # 25 Bright;
XZW2 L -1 Bright;
Stop;
#### # 25 Bright;
XZW2 M -1 Bright;
Stop;
}
}
Class BallImpact : Actor
{
Default
{
Radius 0.1;
Height 0;
+NOGRAVITY;
+NOCLIP;
+DONTSPLASH;
+NOTELEPORT;
+NOINTERACTION;
}
override void PostBeginPlay()
{
Super.PostBeginPlay();
A_QuakeEx(3,3,3,12,0,200,"",QF_RELATIVE|QF_SCALEDOWN|QF_3D,falloff:100,rollIntensity:.3);
A_StartSound("spreadgun/ball",CHAN_VOICE);
A_SprayDecal("WallCrack",-20);
int numpt = Random[Spreadgun](5,10);
Vector3 x = SWWMUtility.Vec3FromAngles(angle,pitch);
for ( int i=0; i<numpt; i++ )
{
Vector3 pvel = (x+SWWMUtility.Vec3FromAngles(FRandom[Spreadgun](0,360),FRandom[Spreadgun](-90,90))*.8).unit()*FRandom[Spreadgun](.1,1.2);
let s = Spawn("SWWMSmoke",pos);
s.vel = pvel;
s.SetShade(Color(1,1,1)*Random[Spreadgun](128,192));
}
numpt = Random[Spreadgun](4,12);
for ( int i=0; i<numpt; i++ )
{
Vector3 pvel = SWWMUtility.Vec3FromAngles(FRandom[Spreadgun](0,360),FRandom[Spreadgun](-90,90))*FRandom[Spreadgun](2,8);
let s = Spawn("SWWMSpark",pos);
s.vel = pvel;
}
numpt = Random[Spreadgun](4,8);
for ( int i=0; i<numpt; i++ )
{
Vector3 pvel = SWWMUtility.Vec3FromAngles(FRandom[Spreadgun](0,360),FRandom[Spreadgun](-90,90))*FRandom[Spreadgun](2,8);
let s = Spawn("SWWMChip",pos);
s.vel = pvel;
}
Destroy();
}
}
Class CorrodeSmoke : SWWMHalfSmoke
{
Default
{
RenderStyle "Add";
Alpha 0.25;
}
States
{
Spawn:
FRT1 ABCDEFGHIJKLMNOPQRSTUVWXYZ 1 Bright A_SetTics(1+special1);
FRT2 ABCDEFGHI 1 Bright A_SetTics(1+special1);
Stop;
}
}
Class CorrodeDebuff : Inventory
{
int cnt, cnt2, cnt3;
Actor instigator;
bool wasalive;
Default
{
Obituary "$O_SPREADGUN_BLACK_DEBUFF";
Inventory.Amount 1;
Inventory.MaxAmount 1000;
Inventory.InterHubAmount 0;
+INVENTORY.UNDROPPABLE;
+INVENTORY.UNTOSSABLE;
}
override int DoSpecialDamage( Actor target, int Damage, Name DamageType )
{
if ( target == Owner ) return Damage;
// spread ourselves
let c = CorrodeDebuff(target.FindInventory("CorrodeDebuff"));
if ( !c )
{
c = CorrodeDebuff(Spawn("CorrodeDebuff",target.pos));
c.AttachToOwner(target);
c.cnt = 5; // slight delay
c.Amount = min(Damage*8,int(Amount*.6)); // prevent "escalating" spread
c.A_StartSound("spreadgun/corrode",CHAN_VOICE,CHANF_DEFAULT,min(c.Amount/100.,1.));
}
else if ( c.Amount < int(Amount*.6) ) c.Amount = min(c.Amount+Damage*8,int(Amount*.6)); // prevent "escalating" spread
c.instigator = instigator;
return 0; // no direct damage
}
override void AttachToOwner( Actor other )
{
Super.AttachToOwner(other);
cnt3 = Random[Corrode](0,19); // randomize puff sound offset
}
override void OwnerDied()
{
Super.OwnerDied();
// forcibly update
wasalive = true;
cnt = -1;
if ( instigator ) SWWMUtility.AchievementProgressInc("acid",1,instigator.player);
}
override void DoEffect()
{
Super.DoEffect();
if ( (Amount <= 0) || !Owner )
{
if ( Owner && IsActorPlayingSound(CHAN_VOICE) )
{
// don't destroy yet, keep following owner until the sound wears off
SetOrigin(Owner.Vec3Offset(0,0,Owner.height/2),false);
return;
}
DepleteOrDestroy();
return;
}
SetOrigin(Owner.Vec3Offset(0,0,Owner.height/2),false);
cnt--;
if ( cnt < 0 )
{
if ( !Random[Corrode](0,3) && (Owner.Health > 0) ) Owner.Howl();
double maxrad = max(Owner.radius,Owner.height);
int defh = Owner.GetSpawnHealth();
int flg = DMG_THRUSTLESS;
if ( Owner is 'Centaur' ) flg |= DMG_FOILINVUL; // you're melting, that shield is worthless
Owner.DamageMobj(self,instigator?instigator:Actor(self),clamp(Amount/8,1,50),'Corroded',flg);
bool justdied = (wasalive && (!Owner || (Owner.Health <= 0)));
if ( justdied )
{
maxrad += 60;
Amount = min(Amount+int(defh**.5),MaxAmount);
A_StartSound("spreadgun/corrode",CHAN_VOICE,CHANF_DEFAULT);
}
if ( !wasalive ) maxrad += 25;
SWWMUtility.DoExplosion(self,clamp(Amount/8,1,50),0,maxrad*1.2,maxrad*.9,DE_NOBLEED|DE_NOSPLASH|DE_HOWL,'Corroded',Owner);
if ( !Owner ) return; // yeah this can happen
int smokefact = int(clamp(maxrad/32.,1,8));
int numpt = Random[Corrode](0,2*smokefact);
if ( justdied ) numpt = Random[Corrode](8,12)*smokefact;
for ( int i=0; i<numpt; i++ )
{
let s = Spawn("CorrodeSmoke",level.Vec3Offset(Owner.pos,(.8*FRandom[Corrode](-Owner.radius,Owner.radius),.8*FRandom[Corrode](-Owner.radius,Owner.radius),FRandom[Corrode](.1*Owner.Height,.9*Owner.Height))));
s.vel = Owner.vel*.5;
if ( justdied ) s.vel += SWWMUtility.Vec3FromAngles(FRandom[Corrode](0,360),FRandom[Corrode](-90,90))*FRandom[Corrode](2.,8.);
else if ( !wasalive ) s.vel += SWWMUtility.Vec3FromAngles(FRandom[Corrode](0,360),FRandom[Corrode](-90,90))*FRandom[Corrode](.2,2.);
else s.vel += SWWMUtility.Vec3FromAngles(FRandom[Corrode](0,360),FRandom[Corrode](-90,90))*FRandom[Corrode](.1,1.);
s.scale *= FRandom[Corrode](2.,3.);
s.alpha *= Clamp(Amount/10.,0.,.6);
if ( justdied ) s.special1 = Random[Corrode](0,2);
else if ( !wasalive ) s.special1 = Random[Corrode](0,1);
}
cnt = clamp((100-Amount)/10,5,15);
}
wasalive = (Owner && Owner.Health > 0);
cnt3++;
if ( !(cnt3%20) ) A_StartSound("spreadgun/corrodepuff",CHAN_BODY,CHANF_OVERLAP,min(Amount/200.,1.),2.,FRandom[Corrode](.8,1.2)-min(Amount/200.,.4));
cnt2++;
if ( cnt2 < 3 ) return;
cnt2 = (!Owner||(Owner.Health<=Owner.GetGibHealth()))?-2:0; // slower decay when gibbed
Amount -= 1;
if ( Amount > 100 ) Amount -= max(0,Amount/50-1);
if ( !Owner ) return;
if ( Owner.Health > 0 ) Amount -= 1;
if ( Owner.bNOBLOOD ) Amount -= 2;
}
}
Class FlechetteTracer : LineTracer
{
Actor ignore;
Array<Line> ShootThroughList;
Array<WaterHit> WaterHitList;
override ETraceStatus TraceCallback()
{
// liquid splashes
if ( Results.CrossedWater )
{
let hl = new("WaterHit");
hl.sect = Results.CrossedWater;
hl.hitpos = Results.CrossedWaterPos;
WaterHitList.Push(hl);
}
else if ( Results.Crossed3DWater )
{
let hl = new("WaterHit");
hl.sect = Results.Crossed3DWater;
hl.hitpos = Results.Crossed3DWaterPos;
WaterHitList.Push(hl);
}
if ( Results.HitType == TRACE_HitActor )
{
if ( Results.HitActor == ignore ) return TRACE_Skip;
if ( Results.HitActor.bSHOOTABLE ) return TRACE_Stop;
return TRACE_Skip;
}
else if ( (Results.HitType == TRACE_HitWall) && (Results.Tier == TIER_Middle) )
{
if ( !Results.HitLine.sidedef[1] || (Results.HitLine.Flags&(Line.ML_BLOCKEVERYTHING|Line.ML_BLOCKPROJECTILE)) )
return TRACE_Stop;
ShootThroughList.Push(Results.HitLine);
return TRACE_Skip;
}
return TRACE_Stop;
}
}
Class CorrosiveSplash : Actor
{
Default
{
Radius 0.1;
Height 0;
+NOGRAVITY;
+NOCLIP;
+NOTELEPORT;
+NOINTERACTION;
}
override int DoSpecialDamage( Actor target, int Damage, Name DamageType )
{
// spread ourselves
let c = CorrodeDebuff(target.FindInventory("CorrodeDebuff"));
if ( !c )
{
c = CorrodeDebuff(Spawn("CorrodeDebuff",target.pos));
c.AttachToOwner(target);
c.cnt = 5; // slight delay
}
c.Amount = min(c.Amount+Damage,c.MaxAmount);
c.A_StartSound("spreadgun/corrode",CHAN_VOICE,CHANF_DEFAULT,min(c.Amount/100.,1.));
c.instigator = self.target;
return 0; // no direct damage
}
override void PostBeginPlay()
{
Super.PostBeginPlay();
SWWMUtility.DoExplosion(self,20,0,50,15,DE_NOBLEED|DE_NOSPLASH|DE_HOWL,'Corroded',tracer);
Destroy();
}
}
Class CorrosiveFlechette : Actor
{
transient FlechetteTracer t;
Actor lasthit;
Default
{
Obituary "$O_SPREADGUN_BLACK";
+NOBLOCKMAP;
+DONTSPLASH;
+NOTELEPORT;
+NODAMAGETHRUST;
+NOINTERACTION;
+INTERPOLATEANGLES;
Speed 100;
Radius .1;
Height 0.;
Gravity .35;
}
override void Tick()
{
prev = pos; // interpolation
if ( isFrozen() ) return;
if ( CurState == SpawnState )
{
// bullet trace
if ( (pos.z < floorz) || (pos.z > ceilingz) )
{
// the fuck just happened???
SetStateLabel("Death");
return;
}
Vector3 dir = vel;
double dist = vel.length();
if ( dist < 1. )
{
// somehow have no velocity while alive, just die
SetStateLabel("Death");
return;
}
dir /= dist;
if ( !t ) t = new("FlechetteTracer");
if ( lasthit ) t.ignore = lasthit;
else if ( !bHITOWNER ) t.ignore = target;
else t.ignore = null;
t.shootthroughlist.Clear();
t.waterhitlist.Clear();
t.Trace(pos,CurSector,dir,dist,TRACE_HitSky);
for ( int i=0; i<t.ShootThroughList.Size(); i++ )
{
t.ShootThroughList[i].Activate(target,0,SPAC_PCross);
t.ShootThroughList[i].Activate(target,0,SPAC_Impact);
}
for ( int i=0; i<t.WaterHitList.Size(); i++ )
{
let b = Spawn("SmolInvisibleSplasher",t.WaterHitList[i].hitpos);
b.A_CheckTerrain();
}
for ( int i=10; i<t.Results.Distance; i+=20 )
{
if ( Random[Boolet](0,2) ) continue;
let b = Actor.Spawn("SWWMHalfSmoke",level.Vec3Offset(pos,dir*i));
b.Scale *= FRandom[Boolet](.3,.5);
b.A_SetRenderStyle(b.alpha*.2,STYLE_AddShaded);
b.SetShade(Color(3,4,3)*Random[Boolet](10,20));
b.vel += vel*.05;
}
if ( t.Results.HitType == TRACE_HitNone )
{
// advance bullet
SetOrigin(level.Vec3Offset(pos,dir*dist),true);
vel = t.Results.HitVector*dist-(0,0,GetGravity()); // slight drop
dir = vel.unit();
angle = atan2(dir.y,dir.x);
pitch = asin(-dir.z);
return;
}
else if ( t.Results.HitType == TRACE_HitActor )
{
Vector3 hitnormal = -t.Results.HitVector;
let a = t.Results.HitActor;
if ( a.bSHOOTABLE && (a.Health > 0) )
{
let c = CorrodeDebuff(a.FindInventory("CorrodeDebuff"));
if ( !c )
{
c = CorrodeDebuff(Spawn("CorrodeDebuff",a.pos));
c.AttachToOwner(a);
}
c.Amount = min(c.Amount+25,c.MaxAmount);
c.cnt = 0;
c.instigator = target;
c.A_StartSound("spreadgun/corrode",CHAN_VOICE,CHANF_DEFAULT,min(c.Amount/100.,1.));
}
int dmg = 3;
int amt = 3;
if ( a.bSHOOTABLE )
{
SWWMUtility.DoKnockback(a,t.Results.HitVector,1000);
let p = SWWMPuff.Setup(t.Results.HitPos,t.Results.HitVector,self,target,a);
SWWMDamageAccumulator.Accumulate(a,dmg,p,target,'Shot',flags:DMG_INFLICTOR_IS_PUFF);
amt = SWWMDamageAccumulator.GetAmount(a);
}
if ( !a.bSHOOTABLE || a.bNOBLOOD || a.bDORMANT || a.bINVULNERABLE )
{
let p = Spawn("SpreadImpact",t.Results.HitPos);
A_SetAngle(atan2(hitnormal.y,hitnormal.x),SPF_INTERPOLATE);
A_SetPitch(asin(-hitnormal.z),SPF_INTERPOLATE);
}
else
{
a.TraceBleed(dmg,self);
a.SpawnBlood(t.Results.HitPos,atan2(t.Results.HitVector.y,t.Results.HitVector.x)+180,dmg);
A_StartSound("spreadgun/pelletf",CHAN_VOICE,CHANF_DEFAULT,.5,2.);
}
let s = Spawn("CorrosiveSplash",t.Results.HitPos);
s.target = target;
s.tracer = a;
// chance to pierce
int posthealth = a.health-amt;
double hratio = posthealth/double(a.GetSpawnHealth());
if ( (!a.bSHOOTABLE && !Random[Corrode](0,2)) || (posthealth <= 0) || (FRandom[Corrode](hratio,1.) < .5) )
{
SetOrigin(t.Results.HitPos,true);
dir = t.Results.HitVector;
A_SetAngle(atan2(dir.y,dir.x),SPF_INTERPOLATE);
A_SetPitch(asin(-dir.z),SPF_INTERPOLATE);
vel = dir*dist;
bHITOWNER = true;
lasthit = t.Results.HitActor;
}
else SetStateLabel("Death");
return;
}
else
{
// Wall busting
if ( swwm_omnibust )
BusterWall.Bust(t.Results,3,target,t.Results.HitVector,t.Results.HitPos.z);
// check what we hit
Vector3 hitnormal = -t.Results.HitVector;
if ( t.Results.HitType == TRACE_HitFloor )
{
if ( t.Results.ffloor ) hitnormal = -t.Results.ffloor.top.Normal;
else hitnormal = t.Results.HitSector.floorplane.Normal;
}
else if ( t.Results.HitType == TRACE_HitCeiling )
{
if ( t.Results.ffloor ) hitnormal = -t.Results.ffloor.bottom.Normal;
else hitnormal = t.Results.HitSector.ceilingplane.Normal;
}
else if ( t.Results.HitType == TRACE_HitWall )
{
hitnormal = (-t.Results.HitLine.delta.y,t.Results.HitLine.delta.x,0).unit();
if ( !t.Results.Side ) hitnormal *= -1;
t.Results.HitLine.RemoteActivate(target,t.Results.Side,SPAC_Impact,t.Results.HitPos);
}
if ( t.Results.HitType != TRACE_HasHitSky )
{
let p = Spawn("SpreadImpact",t.Results.HitPos+hitnormal);
p.angle = atan2(hitnormal.y,hitnormal.x);
p.pitch = asin(-hitnormal.z);
if ( t.Results.HitType == TRACE_HitFloor ) p.CheckSplash(40);
let s = Spawn("CorrosiveSplash",t.Results.HitPos+hitnormal);
s.target = target;
}
// can we bounce?
if ( t.Results.HitVector dot hitnormal > -.35 )
{
SetOrigin(t.Results.HitPos+hitnormal,true);
dir = t.Results.HitVector-2*hitnormal*(t.Results.HitVector dot hitnormal);
A_SetAngle(atan2(dir.y,dir.x),SPF_INTERPOLATE);
A_SetPitch(asin(-dir.z),SPF_INTERPOLATE);
vel = dir*dist;
bHITOWNER = true;
lasthit = null;
}
else SetStateLabel("Death");
return;
}
}
if ( !CheckNoDelay() || (tics == -1) ) return;
if ( tics > 0 ) tics--;
while ( !tics )
{
if ( !SetState(CurState.NextState) )
return;
}
}
States
{
Spawn:
XZW1 A -1;
Stop;
Death:
TNT1 A 35;
Stop;
}
}
Class TheBall : Actor
{
double heat;
int deadtimer;
Vector3 oldvel;
Actor lasthit;
Default
{
Obituary "$O_SPREADGUN_PURPLE";
PROJECTILE;
+BOUNCEONWALLS;
+BOUNCEONFLOORS;
+BOUNCEONCEILINGS;
+CANBOUNCEWATER;
+USEBOUNCESTATE;
+DONTBOUNCEONSKY;
+NODAMAGETHRUST;
-NOGRAVITY;
Speed 80;
Gravity 0.1;
BounceFactor 1.0;
Radius 2;
Height 4;
}
override String GetObituary( Actor victim, Actor inflictor, Name mod, bool playerattack )
{
if ( special1 >= 1 ) return StringTable.Localize("$O_WALLBUSTER_PURPLE");
return Super.GetObituary(victim,inflictor,mod,playerattack);
}
override int SpecialMissileHit( Actor victim )
{
if ( (vel.length() <= 5) || ((victim == target) && !bHITOWNER) || (victim == lasthit) || (!victim.bSHOOTABLE && !victim.bSOLID) )
return 1;
// check if we should rip or bounce
// girthitude
double girth = (victim.radius+victim.height)/2.*max(50,victim.mass)*(victim.health/double(victim.GetSpawnHealth()));
// how hard this damn thing is going to slam
double slamforce = vel.length()*350.+heat*120;
int dmg = int(vel.length()*4.5+heat*45);
bool is_schutt = victim.bSHOOTABLE;
// critical hit!
bool crit = false;
if ( is_schutt && !Random[Spreadgun](0,9) )
{
Spawn("SWWMItemFog",pos);
int whichclonk = Random[Spreadgun](1,11);
String snd = String.Format("misc/clonk%d",whichclonk);
A_AlertMonsters(swwm_uncapalert?0:2500);
A_StartSound(snd,CHAN_VOICE,CHANF_OVERLAP,1.,.2);
A_StartSound(snd,CHAN_VOICE,CHANF_OVERLAP,1.,.2);
victim.A_QuakeEx(8,8,8,8,0,3000,"",QF_RELATIVE|QF_SCALEDOWN|QF_3D,falloff:300,rollIntensity:1.);
victim.A_StartSound(snd,CHAN_DAMAGE,CHANF_OVERLAP,1.,.2);
slamforce *= 4;
dmg *= 4;
vel *= 1.1;
let numpt = Random[Spreadgun](20,30);
for ( int i=0; i<numpt; i++ )
{
Vector3 pvel = SWWMUtility.Vec3FromAngles(FRandom[Spreadgun](0,360),FRandom[Spreadgun](-90,90))*FRandom[Spreadgun](1,8);
let s = Spawn("SWWMSpark",pos);
s.scale *= 3.;
s.alpha *= .2;
s.vel = pvel;
}
crit = true;
if ( target ) SWWMUtility.AchievementProgressInc("balls",1,target.player);
}
SWWMUtility.DoKnockback(victim,vel.unit(),slamforce);
bool bleeds = (victim && !victim.bINVULNERABLE && !victim.bNOBLOOD && !victim.bDORMANT && is_schutt);
int newdmg = victim.DamageMobj(self,target,dmg,crit?'CriticalConcussion':'Concussion',crit?(DMG_THRUSTLESS|DMG_FOILINVUL):DMG_THRUSTLESS); // crits ignore invulnerability
Vector3 dir = -vel.unit();
// slam jam
if ( bleeds )
{
A_StartSound("spreadgun/ballf",CHAN_VOICE,CHANF_OVERLAP,(vel.length()/30.)**.5);
if ( victim )
{
victim.A_StartSound("spreadgun/ballf",CHAN_DAMAGE,CHANF_OVERLAP,(vel.length()/30.)**.5);
victim.TraceBleed((newdmg>0)?newdmg:dmg,self);
victim.SpawnBlood(pos,atan2(dir.y,dir.x),dmg);
}
}
else
{
A_StartSound("spreadgun/ball",CHAN_VOICE,CHANF_OVERLAP,(vel.length()/30.)**.5);
if ( victim ) victim.A_StartSound("spreadgun/ball",CHAN_DAMAGE,CHANF_OVERLAP,(vel.length()/30.)**.5);
if ( vel.length() > 15. )
{
let s = Spawn("BallImpact",pos);
s.angle = atan2(dir.y,dir.x);
s.pitch = asin(-dir.z);
}
}
// make it so the crit does not propagate to friendlies unless we bonked a friend (you monster!)
if ( crit )
SWWMUtility.DoExplosion(self,dmg/2,25000,150,80,(victim.isFriend(target))?0:DE_NOHURTFRIEND,crit?'CriticalConcussion':'Concussion',target,DMG_FOILINVUL);
if ( crit && victim && (victim.Health <= 0) && (victim.bBOSS || victim.FindInventory("BossMarker")) && target )
SWWMUtility.MarkAchievement("clonk",target.player);
// only rip shootables
if ( (slamforce > girth) && is_schutt )
{
vel *= .7;
return 1;
}
// force bounce
BlockingMobj = victim;
A_HandleBounce();
lasthit = victim;
// pretend to pass through
return 1;
}
override void PostBeginPlay()
{
Super.PostBeginPlay();
A_StartSound("spreadgun/ballfly",CHAN_WEAPON,CHANF_LOOP,.6,3.,2.);
heat = 1.;
}
override void Tick()
{
oldvel = vel;
Super.Tick();
if ( isFrozen() ) return;
if ( InStateSequence(CurState,ResolveState("Death")) )
{
deadtimer++;
if ( deadtimer > 300 )
{
let numpt = Random[Spreadgun](3,6);
for ( int i=0; i<numpt; i++ )
{
Vector3 pvel = SWWMUtility.Vec3FromAngles(FRandom[Spreadgun](0,360),FRandom[Spreadgun](-90,90))*FRandom[Spreadgun](1,8);
let s = Spawn("SWWMSmallSmoke",pos);
s.scale *= 3.;
s.alpha *= .2;
s.vel = pvel;
}
Destroy();
}
return;
}
heat -= 0.004+0.0004*vel.length();
A_SoundVolume(CHAN_WEAPON,vel.length()/75.);
if ( heat <= 0 ) return;
let s = Spawn("SWWMHalfSmoke",pos);
s.alpha *= heat;
}
void A_HandleBounce()
{
bHITOWNER = true;
lasthit = null;
Vector3 HitNormal = -vel.unit();
F3DFloor ff;
if ( BlockingFloor )
{
// find closest 3d floor for its normal
for ( int i=0; i<BlockingFloor.Get3DFloorCount(); i++ )
{
if ( !(BlockingFloor.Get3DFloor(i).flags&F3DFloor.FF_SOLID) ) continue;
if ( !(BlockingFloor.Get3DFloor(i).top.ZAtPoint(pos.xy) ~== floorz) ) continue;
ff = BlockingFloor.Get3DFloor(i);
break;
}
if ( ff ) HitNormal = -ff.top.Normal;
else HitNormal = BlockingFloor.floorplane.Normal;
}
else if ( BlockingCeiling )
{
// find closest 3d floor for its normal
for ( int i=0; i<BlockingCeiling.Get3DFloorCount(); i++ )
{
if ( !(BlockingCeiling.Get3DFloor(i).flags&F3DFloor.FF_SOLID) ) continue;
if ( !(BlockingCeiling.Get3DFloor(i).bottom.ZAtPoint(pos.xy) ~== ceilingz) ) continue;
ff = BlockingCeiling.Get3DFloor(i);
break;
}
if ( ff ) HitNormal = -ff.bottom.Normal;
else HitNormal = BlockingCeiling.ceilingplane.Normal;
}
else if ( BlockingLine )
{
HitNormal = (-BlockingLine.delta.y,BlockingLine.delta.x,0).unit();
int wside = SWWMUtility.PointOnLineSide(pos.xy,BlockingLine);
if ( !wside ) HitNormal *= -1;
if ( (oldvel.length() > 15) && swwm_balluse )
{
int locknum = SWWMUtility.GetLineLock(BlockingLine);
// remotely activate unlocked lines (that aren't exits)
if ( (!locknum || (target && target.CheckKeys(locknum,false,true))) && !SWWMUtility.IsExitLine(BlockingLine) )
BlockingLine.RemoteActivate(target,wside,SPAC_Use,pos);
}
}
else if ( BlockingMobj )
{
Vector3 diff = level.Vec3Diff(BlockingMobj.Vec3Offset(0,0,BlockingMobj.Height/2),pos);
HitNormal = diff.unit();
}
// send the needed data for a bust
if ( (special1 == 2) || swwm_omnibust )
{
int dmg = int(oldvel.length()*4.2+heat*80);
BusterWall.ProjectileBust(self,dmg,oldvel.unit());
}
// undo the bounce, we need to hook in our own
vel = oldvel;
// re-do the bounce with our formula
double bcefact = .9;
if ( BlockingMobj )
{
bcefact *= .7;
if ( !BlockingMobj.bINVULNERABLE && !BlockingMobj.bNOBLOOD && !BlockingMobj.bDORMANT )
bcefact *= .6;
}
vel = (vel dot HitNormal)*HitNormal*FRandom[Spreadgun](-1.8,-1.)+vel;
vel += SWWMUtility.Vec3FromAngles(FRandom[Spreadgun](0,360),FRandom[Spreadgun](-90,90))*.4;
vel *= bcefact;
// slam jam
if ( !BlockingMobj )
{
A_StartSound("spreadgun/ball",CHAN_VOICE,CHANF_OVERLAP,max(0.,(vel.length()/30.-.2))**.5);
if ( vel.length() > 15 )
{
let s = Spawn("BallImpact",pos);
s.angle = atan2(HitNormal.y,HitNormal.x);
s.pitch = asin(-HitNormal.z);
}
}
gravity = .35;
if ( (vel.length() < 5) && (pos.z <= floorz) )
{
ClearBounce();
ExplodeMissile();
}
}
States
{
Spawn:
XZW1 A -1;
Stop;
Bounce:
XZW1 A 0 A_HandleBounce();
Goto Spawn;
Death:
XZW1 A -1
{
bMOVEWITHSECTOR = true;
A_StopSound(CHAN_WEAPON);
}
Stop;
}
}
Class GExploLight : PaletteLight
{
Default
{
ReactionTime 80;
Args 0,0,0,800;
}
}
Class GExploRing : Actor
{
Default
{
RenderStyle "Add";
Scale 8.;
Radius 0.1;
Height 0;
+NOGRAVITY;
+NOBLOCKMAP;
+FORCEXYBILLBOARD;
+NOTELEPORT;
+NOINTERACTION;
}
override void Tick()
{
if ( isFrozen() ) return;
if ( !CheckNoDelay() || (tics == -1) ) return;
if ( tics > 0 ) tics--;
while ( !tics )
{
if ( !SetState(CurState.NextState) )
return;
}
}
States
{
Spawn:
XRG0 ABCDEFGHIJKLMNOPQRSTUVWX 1 Bright A_SetScale(scale.x*1.05);
Stop;
}
}
Class GoldenImpact : Actor
{
Default
{
DamageType "Explodium";
RenderStyle "Add";
Radius 0.1;
Height 0;
Scale 8.;
+NOGRAVITY;
+NOBLOCKMAP;
+NODAMAGETHRUST;
+FORCERADIUSDMG;
+FORCEXYBILLBOARD;
+NOTELEPORT;
+FOILINVUL;
+NOINTERACTION;
}
override void PostBeginPlay()
{
Super.PostBeginPlay();
A_AlertMonsters(swwm_uncapalert?0:40000);
SWWMUtility.DoExplosion(self,7777,90000,600,500,DE_EXTRAZTHRUST);
A_QuakeEx(9,9,9,40,0,5000,"",QF_RELATIVE|QF_SCALEDOWN|QF_3D,falloff:500,rollintensity:1.5);
A_StartSound("spreadgun/goldexpl",CHAN_VOICE,attenuation:.3);
A_StartSound("spreadgun/goldexpl",CHAN_WEAPON,attenuation:.15);
A_SprayDecal("WumboRocketBlast",-172);
Scale *= FRandom[ExploS](0.8,1.1);
Scale.x *= RandomPick[ExploS](-1,1);
Scale.y *= RandomPick[ExploS](-1,1);
int numpt = Random[ExploS](30,40);
for ( int i=0; i<numpt; i++ )
{
Vector3 pvel = SWWMUtility.Vec3FromAngles(FRandom[ExploS](0,360),FRandom[ExploS](-90,90))*FRandom[ExploS](1,9);
let s = Spawn("SWWMSmoke",pos);
s.vel = pvel;
s.SetShade(Color(1,1,1)*Random[ExploS](64,224)+Color(30,25,0));
s.special1 = Random[ExploS](3,6);
s.scale *= 3.5;
s.alpha *= .8;
}
numpt = Random[ExploS](8,12);
for ( int i=0; i<numpt; i++ )
{
Vector3 pvel = SWWMUtility.Vec3FromAngles(FRandom[ExploS](0,360),FRandom[ExploS](-90,90))*FRandom[ExploS](2,12);
let s = Spawn("SWWMSpark",pos);
s.vel = pvel;
}
numpt = Random[ExploS](6,16);
for ( int i=0; i<numpt; i++ )
{
Vector3 pvel = SWWMUtility.Vec3FromAngles(FRandom[ExploS](0,360),FRandom[ExploS](-90,90))*FRandom[ExploS](2,24);
let s = Spawn("SWWMChip",pos);
s.vel = pvel;
}
numpt = Random[ExploS](12,24);
for ( int i=0; i<numpt; i++ )
{
Vector3 pvel = SWWMUtility.Vec3FromAngles(FRandom[ExploS](0,360),FRandom[ExploS](-90,90))*FRandom[ExploS](8,40);
let s = Spawn("FancyConfetti",pos);
s.scale *= 3.;
s.bAMBUSH = true;
s.vel = pvel;
}
Spawn("GExploLight",pos);
let r = Spawn("GExploRing",pos);
}
action void A_GoldSpread()
{
special1++;
if ( (special1%4) || (special1 > 30) ) return;
FLineTraceData d;
Vector3 HitNormal;
Vector3 origin;
double ang, pt;
for ( int i=0; i<3; i++ )
{
double totaldist = 30+(special1**2.)*.4;
ang = FRandom[ExploS](0,360);
pt = FRandom[ExploS](-90,90);
origin = pos;
while ( totaldist > 0 )
{
LineTrace(ang,totaldist,pt,TRF_THRUACTORS|TRF_ABSPOSITION,origin.z,origin.x,origin.y,d);
hitnormal = -d.HitDir;
if ( d.HitType == TRACE_HitFloor )
{
if ( d.Hit3DFloor ) hitnormal = -d.Hit3DFloor.top.Normal;
else hitnormal = d.HitSector.floorplane.Normal;
}
else if ( d.HitType == TRACE_HitCeiling )
{
if ( d.Hit3DFloor ) hitnormal = -d.Hit3DFloor.bottom.Normal;
else hitnormal = d.HitSector.ceilingplane.Normal;
}
else if ( d.HitType == TRACE_HitWall )
{
hitnormal = (-d.HitLine.delta.y,d.HitLine.delta.x,0).unit();
if ( !d.LineSide ) hitnormal *= -1;
}
totaldist -= d.Distance;
if ( totaldist > 0 )
{
Vector3 bounced = d.HitDir-(1.2*hitnormal*(d.HitDir dot HitNormal));
ang = atan2(bounced.y,bounced.x);
pt = asin(-bounced.z);
origin = d.HitLocation+hitnormal;
}
}
let p = Spawn("GoldenSubImpact",d.HitLocation+hitnormal*4);
p.angle = atan2(hitnormal.y,hitnormal.x);
p.pitch = asin(-hitnormal.z);
p.target = target;
}
}
override void Tick()
{
if ( isFrozen() ) return;
if ( !CheckNoDelay() || (tics == -1) ) return;
if ( tics > 0 ) tics--;
while ( !tics )
{
if ( !SetState(CurState.NextState) )
return;
}
}
States
{
Spawn:
XEX1 AABBCCDDEEFFGGHHIIJJKKLLMMNNOOPPQQRRSSTTUUVVWWXXYYZZ[[\\]] 1 Bright A_GoldSpread();
Stop;
}
}
Class GoldenSubImpact : Actor
{
Default
{
DamageType "Explodium";
RenderStyle "Add";
Scale 6.;
Alpha .8;
Radius 0.1;
Height 0;
+NOGRAVITY;
+NOBLOCKMAP;
+NODAMAGETHRUST;
+FORCERADIUSDMG;
+FORCEXYBILLBOARD;
+NOTELEPORT;
+FOILINVUL;
+NOINTERACTION;
}
override void PostBeginPlay()
{
Super.PostBeginPlay();
SWWMUtility.DoExplosion(self,777,80000,500,400,DE_EXTRAZTHRUST);
A_QuakeEx(7,7,7,20,0,2000,"",QF_RELATIVE|QF_SCALEDOWN|QF_3D,falloff:200,rollintensity:.8);
A_SprayDecal("BigRocketBlast",-172);
Scale *= FRandom[ExploS](0.8,1.1);
Scale.x *= RandomPick[ExploS](-1,1);
Scale.y *= RandomPick[ExploS](-1,1);
int numpt = Random[ExploS](4,8);
for ( int i=0; i<numpt; i++ )
{
Vector3 pvel = SWWMUtility.Vec3FromAngles(FRandom[ExploS](0,360),FRandom[ExploS](-90,90))*FRandom[ExploS](1,9);
let s = Spawn("SWWMSmoke",pos);
s.vel = pvel;
s.SetShade(Color(1,1,1)*Random[ExploS](64,224)+Color(30,25,0));
s.special1 = Random[ExploS](2,4);
s.scale *= 2.6;
s.alpha *= .5;
}
numpt = Random[ExploS](2,3);
for ( int i=0; i<numpt; i++ )
{
Vector3 pvel = SWWMUtility.Vec3FromAngles(FRandom[ExploS](0,360),FRandom[ExploS](-90,90))*FRandom[ExploS](2,12);
let s = Spawn("SWWMSpark",pos);
s.vel = pvel;
}
numpt = Random[ExploS](1,2);
for ( int i=0; i<numpt; i++ )
{
Vector3 pvel = SWWMUtility.Vec3FromAngles(FRandom[ExploS](0,360),FRandom[ExploS](-90,90))*FRandom[ExploS](2,18);
let s = Spawn("SWWMChip",pos);
s.vel = pvel;
}
numpt = Random[ExploS](2,3);
for ( int i=0; i<numpt; i++ )
{
Vector3 pvel = SWWMUtility.Vec3FromAngles(FRandom[ExploS](0,360),FRandom[ExploS](-90,90))*FRandom[ExploS](8,24);
let s = Spawn("FancyConfetti",pos);
s.scale *= 2.;
s.bAMBUSH = true;
s.vel = pvel;
}
}
action void A_GoldSubSpread()
{
special1++;
if ( (special1%2) || (special1 > 20) ) return;
FLineTraceData d;
Vector3 HitNormal;
Vector3 origin;
double ang, pt;
for ( int i=0; i<2; i++ )
{
double totaldist = 20+(special1**2.)*.2;
ang = FRandom[ExploS](0,360);
pt = FRandom[ExploS](-90,90);
origin = pos;
while ( totaldist > 0 )
{
LineTrace(ang,totaldist,pt,TRF_THRUACTORS|TRF_ABSPOSITION,origin.z,origin.x,origin.y,d);
hitnormal = -d.HitDir;
if ( d.HitType == TRACE_HitFloor )
{
if ( d.Hit3DFloor ) hitnormal = -d.Hit3DFloor.top.Normal;
else hitnormal = d.HitSector.floorplane.Normal;
}
else if ( d.HitType == TRACE_HitCeiling )
{
if ( d.Hit3DFloor ) hitnormal = -d.Hit3DFloor.bottom.Normal;
else hitnormal = d.HitSector.ceilingplane.Normal;
}
else if ( d.HitType == TRACE_HitWall )
{
hitnormal = (-d.HitLine.delta.y,d.HitLine.delta.x,0).unit();
if ( !d.LineSide ) hitnormal *= -1;
}
totaldist -= d.Distance;
if ( totaldist > 0 )
{
Vector3 bounced = d.HitDir-(1.2*hitnormal*(d.HitDir dot HitNormal));
ang = atan2(bounced.y,bounced.x);
pt = asin(-bounced.z);
origin = d.HitLocation+hitnormal;
}
}
let p = Spawn("GoldenSubSubImpact",d.HitLocation+hitnormal*4);
p.angle = atan2(hitnormal.y,hitnormal.x);
p.pitch = asin(-hitnormal.z);
p.target = target;
}
}
override void Tick()
{
if ( isFrozen() ) return;
if ( !CheckNoDelay() || (tics == -1) ) return;
if ( tics > 0 ) tics--;
while ( !tics )
{
if ( !SetState(CurState.NextState) )
return;
}
}
States
{
Spawn:
XEX1 ABCDEFGHIJKLMNOPQRSTUVWXYZ[\] 1 Bright A_GoldSubSpread();
Stop;
}
}
Class GoldenSubSubImpact : Actor
{
Default
{
DamageType "Explodium";
RenderStyle "Add";
Scale 3.;
Alpha .6;
Radius 0.1;
Height 0;
+NOGRAVITY;
+NOBLOCKMAP;
+NODAMAGETHRUST;
+FORCERADIUSDMG;
+FORCEXYBILLBOARD;
+NOTELEPORT;
+FOILINVUL;
+NOINTERACTION;
}
override void PostBeginPlay()
{
Super.PostBeginPlay();
SWWMUtility.DoExplosion(self,77,70000,400,300,DE_EXTRAZTHRUST);
A_QuakeEx(4,4,4,15,0,1000,"",QF_RELATIVE|QF_SCALEDOWN|QF_3D,falloff:100,rollintensity:.4);
A_SprayDecal("RocketBlast",-172);
Scale *= FRandom[ExploS](0.8,1.1);
Scale.x *= RandomPick[ExploS](-1,1);
Scale.y *= RandomPick[ExploS](-1,1);
int numpt = Random[ExploS](1,2);
for ( int i=0; i<numpt; i++ )
{
Vector3 pvel = SWWMUtility.Vec3FromAngles(FRandom[ExploS](0,360),FRandom[ExploS](-90,90))*FRandom[ExploS](1,3);
let s = Spawn("SWWMSmoke",pos);
s.vel = pvel;
s.SetShade(Color(1,1,1)*Random[ExploS](64,224)+Color(30,25,0));
s.special1 = Random[ExploS](0,3);
s.scale *= 1.6;
s.alpha *= .2;
}
}
action void A_GoldSubSubSpread()
{
special1++;
if ( (special1%2) || (special1 > 10) ) return;
}
override void Tick()
{
if ( isFrozen() ) return;
if ( !CheckNoDelay() || (tics == -1) ) return;
if ( tics > 0 ) tics--;
while ( !tics )
{
if ( !SetState(CurState.NextState) )
return;
}
}
States
{
Spawn:
XEX1 ABCDEFGHIJKLMNOPQRSTUVWXYZ[\] 1 Bright A_GoldSubSubSpread();
Stop;
}
}