1295 lines
38 KiB
Text
1295 lines
38 KiB
Text
// Blackmann "Rhino Stopper" Spreadgun (from Instant Action 3, also planned for Zanaveth Ultra Suite 2)
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// Slot 3, replaces Shotgun, Ethereal Crossbow, Serpent Staff
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Class SpreadgunTracer : LineTracer
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{
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Actor ignoreme;
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Array<HitListEntry> hitlist;
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Array<Line> shootthroughlist;
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Array<WaterHit> waterhitlist;
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override ETraceStatus TraceCallback()
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{
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// liquid splashes
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if ( Results.CrossedWater )
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{
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let hl = new("WaterHit");
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hl.sect = Results.CrossedWater;
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hl.hitpos = Results.CrossedWaterPos;
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WaterHitList.Push(hl);
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}
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else if ( Results.Crossed3DWater )
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{
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let hl = new("WaterHit");
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hl.sect = Results.Crossed3DWater;
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hl.hitpos = Results.Crossed3DWaterPos;
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WaterHitList.Push(hl);
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}
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if ( Results.HitType == TRACE_HitActor )
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{
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if ( Results.HitActor == ignoreme ) return TRACE_Skip;
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if ( Results.HitActor.bSHOOTABLE )
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{
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int amt = SWWMDamageAccumulator.GetAmount(Results.HitActor);
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// getgibhealth isn't clearscope, fuck
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int gibh = (Results.HitActor.GibHealth!=int.min)?Results.HitActor.GibHealth:-int(Results.HitActor.GetSpawnHealth()*gameinfo.gibfactor);
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// if gibbed, go through without dealing more damage
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if ( Results.HitActor.health-amt <= gibh ) return TRACE_Skip;
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let ent = new("HitListEntry");
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ent.hitactor = Results.HitActor;
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ent.hitlocation = Results.HitPos;
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ent.x = Results.HitVector;
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hitlist.Push(ent);
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// go right on through if dead
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if ( Results.HitActor.health-amt <= 0 ) return TRACE_Skip;
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// stap
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return TRACE_Stop;
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}
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return TRACE_Skip;
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}
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else if ( (Results.HitType == TRACE_HitWall) && (Results.Tier == TIER_Middle) )
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{
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if ( !Results.HitLine.sidedef[1] || (Results.HitLine.Flags&(Line.ML_BlockHitscan|Line.ML_BlockEverything)) )
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return TRACE_Stop;
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ShootThroughList.Push(Results.HitLine);
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return TRACE_Skip;
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}
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return TRACE_Stop;
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}
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}
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Class SpreadSlugTracer : SpreadgunTracer
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{
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double penetration; // please don't laugh
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override ETraceStatus TraceCallback()
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{
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// liquid splashes
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if ( Results.CrossedWater )
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{
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let hl = new("WaterHit");
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hl.sect = Results.CrossedWater;
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hl.hitpos = Results.CrossedWaterPos;
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WaterHitList.Push(hl);
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}
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else if ( Results.Crossed3DWater )
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{
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let hl = new("WaterHit");
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hl.sect = Results.Crossed3DWater;
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hl.hitpos = Results.Crossed3DWaterPos;
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WaterHitList.Push(hl);
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}
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if ( Results.HitType == TRACE_HitActor )
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{
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if ( Results.HitActor == ignoreme ) return TRACE_Skip;
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if ( Results.HitActor.bSHOOTABLE )
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{
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let ent = new("HitListEntry");
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ent.hitactor = Results.HitActor;
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ent.hitlocation = Results.HitPos;
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ent.x = Results.HitVector;
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if ( (Results.HitActor.Health >= int(penetration)) || Results.HitActor.bNODAMAGE )
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{
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ent.hitdamage = int(penetration);
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penetration = 0;
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}
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else
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{
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ent.hitdamage = min(Results.HitActor.health+int(Results.HitActor.GetSpawnHealth()*gameinfo.gibfactor),int(penetration));
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penetration = max(0,penetration-ent.hitdamage);
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}
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hitlist.Push(ent);
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if ( penetration <= 0 ) return TRACE_Stop;
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return TRACE_Skip;
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}
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return TRACE_Skip;
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}
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else if ( (Results.HitType == TRACE_HitWall) && (Results.Tier == TIER_Middle) )
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{
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if ( !Results.HitLine.sidedef[1] || (Results.HitLine.Flags&(Line.ML_BlockHitscan|Line.ML_BlockEverything)) )
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return TRACE_Stop;
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ShootThroughList.Push(Results.HitLine);
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return TRACE_Skip;
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}
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return TRACE_Stop;
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}
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}
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Class Spreadgun : SWWMWeapon
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{
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bool fired; // shell was used
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transient bool wasfired; // for hammer priming
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bool chambered; // a shell is actually loaded
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bool emptyup; // next reload will keep the chamber empty
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Class<Ammo> loadammo, nextammo; // currently loaded shell, next shell to load
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ui Class<Ammo> lastammo;
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bool initialized;
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transient ui TextureID WeaponBox, AmmoIcon[7], LoadedIcon[7];
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transient ui Font TewiFont;
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override void HudTick()
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{
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Super.HudTick();
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if ( lastammo && (lastammo != nextammo) && (Owner.player == players[consoleplayer]) )
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{
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let bar = SWWMStatusBar(statusbar);
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if ( bar )
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{
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bar.ntagstr = GetDefaultByType(nextammo).GetTag();
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bar.ntagtic = level.totaltime;
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bar.ntagcol = nametagcolor;
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}
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}
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lastammo = nextammo;
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}
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override String GetObituary( Actor victim, Actor inflictor, Name mod, bool playerattack )
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{
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if ( loadammo is 'RedShell' ) return StringTable.Localize("$O_SPREADGUN_RED");
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if ( loadammo is 'GreenShell' ) return StringTable.Localize("$O_SPREADGUN_GREEN");
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if ( loadammo is 'WhiteShell' ) return StringTable.Localize("$O_SPREADGUN_WHITE");
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if ( loadammo is 'BlueShell' ) return StringTable.Localize("$O_SPREADGUN_BLUE");
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if ( loadammo is 'BlackShell' ) return StringTable.Localize("$O_SPREADGUN_BLACK");
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if ( loadammo is 'PurpleShell' ) return StringTable.Localize("$O_SPREADGUN_PURPLE");
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if ( loadammo is 'GoldShell' ) return StringTable.Localize("$O_SPREADGUN_GOLD");
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return Super.GetObituary(victim,inflictor,mod,playerattack);
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}
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override void DrawWeapon( double TicFrac, double bx, double by, Vector2 hs, Vector2 ss )
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{
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static const Class<Ammo> types[] = {"RedShell","GreenShell","WhiteShell","BlueShell","BlackShell","PurpleShell","GoldShell"};
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if ( !WeaponBox )
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{
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WeaponBox = TexMan.CheckForTexture("graphics/HUD/SpreadgunDisplay.png",TexMan.Type_Any);
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AmmoIcon[0] = TexMan.CheckForTexture("graphics/HUD/RedShell.png",TexMan.Type_Any);
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AmmoIcon[1] = TexMan.CheckForTexture("graphics/HUD/GreenShell.png",TexMan.Type_Any);
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AmmoIcon[2] = TexMan.CheckForTexture("graphics/HUD/WhiteShell.png",TexMan.Type_Any);
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AmmoIcon[3] = TexMan.CheckForTexture("graphics/HUD/BlueShell.png",TexMan.Type_Any);
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AmmoIcon[4] = TexMan.CheckForTexture("graphics/HUD/BlackShell.png",TexMan.Type_Any);
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AmmoIcon[5] = TexMan.CheckForTexture("graphics/HUD/PurpleShell.png",TexMan.Type_Any);
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AmmoIcon[6] = TexMan.CheckForTexture("graphics/HUD/GoldShell.png",TexMan.Type_Any);
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LoadedIcon[0] = TexMan.CheckForTexture("graphics/HUD/LoadedRedShell.png",TexMan.Type_Any);
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LoadedIcon[1] = TexMan.CheckForTexture("graphics/HUD/LoadedGreenShell.png",TexMan.Type_Any);
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LoadedIcon[2] = TexMan.CheckForTexture("graphics/HUD/LoadedWhiteShell.png",TexMan.Type_Any);
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LoadedIcon[3] = TexMan.CheckForTexture("graphics/HUD/LoadedBlueShell.png",TexMan.Type_Any);
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LoadedIcon[4] = TexMan.CheckForTexture("graphics/HUD/LoadedBlackShell.png",TexMan.Type_Any);
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LoadedIcon[5] = TexMan.CheckForTexture("graphics/HUD/LoadedPurpleShell.png",TexMan.Type_Any);
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LoadedIcon[6] = TexMan.CheckForTexture("graphics/HUD/LoadedGoldShell.png",TexMan.Type_Any);
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}
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if ( !TewiFont ) TewiFont = Font.GetFont('TewiShaded');
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Screen.DrawTexture(WeaponBox,false,bx-54,by-43,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true);
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int ox = 6;
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int oy = 11;
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for ( int i=0; i<7; i++ )
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{
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Screen.DrawTexture(AmmoIcon[i],false,bx-ox,by-oy,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true,DTA_ColorOverlay,(types[i]==nextammo)?Color(0,0,0,0):Color(128,0,0,0));
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String astr = String.Format("%3d",Owner.CountInv(types[i]));
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Screen.DrawText(TewiFont,Font.CR_FIRE,bx-ox-(TewiFont.StringWidth(astr)+1),by-oy-2,astr,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true,DTA_ColorOverlay,(types[i]==nextammo)?Color(0,0,0,0):Color(128,0,0,0));
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oy += 10;
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if ( i == 3 )
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{
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oy = 21;
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ox = 33;
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}
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}
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if ( !chambered ) return;
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for ( int i=0; i<7; i++ )
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{
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if ( loadammo != types[i] ) continue;
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Screen.DrawTexture(LoadedIcon[i],false,bx-48,by-8,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true,DTA_ColorOverlay,fired?Color(128,0,0,0):Color(0,0,0,0));
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break;
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}
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}
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override bool ReportHUDAmmo()
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{
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static const Class<Ammo> types[] = {"RedShell","GreenShell","WhiteShell","BlueShell","BlackShell","PurpleShell","GoldShell"};
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for ( int i=0; i<7; i++ ) if ( Owner.CountInv(types[i]) > 0 ) return true;
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return (!fired && chambered);
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}
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override bool CheckAmmo( int firemode, bool autoswitch, bool requireammo, int ammocount )
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{
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static const Class<Ammo> types[] = {"RedShell","GreenShell","WhiteShell","BlueShell","BlackShell","PurpleShell","GoldShell"};
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if ( (firemode == PrimaryFire) || (firemode == AltFire) )
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{
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if ( !fired && chambered ) return true;
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for ( int i=0; i<7; i++ ) if ( Owner.CountInv(types[i]) > 0 ) return true;
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return false;
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}
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return Super.CheckAmmo(firemode,autoswitch,requireammo,ammocount);
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}
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override bool UsesAmmo( Class<Ammo> kind )
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{
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static const Class<Ammo> types[] = {"RedShell","GreenShell","WhiteShell","BlueShell","BlackShell","PurpleShell","GoldShell"};
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for ( int i=0; i<7; i++ ) if ( kind is types[i] ) return true;
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return false;
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}
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action void A_SelectUnloadState()
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{
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static const Class<Ammo> types[] = {"RedShell","GreenShell","WhiteShell","BlueShell","BlackShell","PurpleShell","GoldShell"};
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static const statelabel primedstates[] = {"UnloadRed", "UnloadGreen", "UnloadWhite", "UnloadBlue", "UnloadBlack", "UnloadPurple", "UnloadGold"};
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static const statelabel firedstates[] = {"UnloadRedFired", "UnloadGreenFired", "UnloadWhiteFired", "UnloadBlueFired", "UnloadBlackFired", "UnloadPurpleFired", "UnloadGoldFired"};
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int amidx = 0;
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for ( int i=0; i<7; i++ )
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{
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if ( invoker.loadammo != types[i] ) continue;
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amidx = i;
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break;
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}
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if ( !invoker.chambered ) player.SetPSprite(PSP_WEAPON,invoker.FindState("UnloadEmpty")); // no "fired" one for this, as it can never happen
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else if ( !invoker.fired ) player.SetPSprite(PSP_WEAPON,invoker.FindState(primedstates[amidx]));
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else player.SetPSprite(PSP_WEAPON,invoker.FindState(firedstates[amidx]));
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if ( invoker.chambered ) A_Overlay(-9999,"UnloadDummy");
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else A_Overlay(-9999,"UnloadDummyEmpty");
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A_StartSound("spreadgun/deselect",CHAN_WEAPON,CHANF_OVERLAP);
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}
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action void A_SelectLoadState()
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{
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static const Class<Ammo> types[] = {"RedShell","GreenShell","WhiteShell","BlueShell","BlackShell","PurpleShell","GoldShell"};
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static const statelabel primedstates[] = {"LoadRed", "LoadGreen", "LoadWhite", "LoadBlue", "LoadBlack", "LoadPurple", "LoadGold"};
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static const statelabel firedstates[] = {"LoadRedFired", "LoadGreenFired", "LoadWhiteFired", "LoadBlueFired", "LoadBlackFired", "LoadPurpleFired", "LoadGoldFired"};
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int amidx = 0;
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for ( int i=0; i<7; i++ )
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{
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if ( invoker.nextammo != types[i] ) continue;
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amidx = i;
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break;
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}
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invoker.wasfired = false;
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if ( invoker.emptyup )
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{
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if ( !invoker.fired ) player.SetPSprite(PSP_WEAPON,invoker.FindState("LoadEmpty"));
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else player.SetPSprite(PSP_WEAPON,invoker.FindState("LoadEmptyFired"));
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}
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else if ( !invoker.fired ) player.SetPSprite(PSP_WEAPON,invoker.FindState(primedstates[amidx]));
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else
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{
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invoker.wasfired = true;
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player.SetPSprite(PSP_WEAPON,invoker.FindState(firedstates[amidx]));
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}
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if ( invoker.emptyup ) A_Overlay(-9999,"LoadDummyEmpty");
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else A_Overlay(-9999,"LoadDummy");
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invoker.emptyup = false;
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}
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action void A_DropShell()
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{
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static const Class<Ammo> types[] = {"RedShell","GreenShell","WhiteShell","BlueShell","BlackShell","PurpleShell","GoldShell"};
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static const Class<Actor> casetypes[] = {"RedShellCasing","GreenShellCasing","WhiteShellCasing","BlueShellCasing","BlackShellCasing","PurpleShellCasing","GoldShellCasing"};
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if ( !invoker.fired )
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{
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for ( int i=0; i<7; i++ )
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{
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if ( invoker.loadammo != types[i] ) continue;
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let amo = FindInventory(types[i]);
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if ( !amo )
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{
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amo = Inventory(Spawn(types[i]));
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amo.AttachToOwner(self);
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amo.Amount = 0;
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}
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if ( (amo.Amount >= amo.MaxAmount) && !sv_infiniteammo && !FindInventory('PowerInfiniteAmmo',true) )
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amo.CreateTossable(1);
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amo.Amount++;
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break;
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}
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}
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else
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{
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for ( int i=0; i<7; i++ )
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{
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if ( invoker.loadammo != types[i] ) continue;
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Vector3 x, y, z;
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[x, y, z] = swwm_CoordUtil.GetAxes(pitch,angle,roll);
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Vector3 origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),10*x-10*z);
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let c = Spawn(casetypes[i],origin);
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c.angle = angle;
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c.pitch = pitch;
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c.vel = x*FRandom[Junk](-.2,.2)+y*FRandom[Junk](-.2,.2)-(0,0,FRandom[Junk](2,3));
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c.vel += vel*.5;
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break;
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}
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}
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}
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action void ProcessTraceHit( SpreadgunTracer t, Vector3 origin, Vector3 dir, int dmg, double mm, Class<Actor> impact = "SpreadImpact", int bc = 1, bool large = false )
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{
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if ( swwm_omnibust )
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{
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// Wall busting
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int bustdmg = dmg;
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if ( t is 'SpreadSlugTracer' ) bustdmg = int(SpreadSlugTracer(t).penetration);
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BusterWall.Bust(t.Results,bustdmg,self,t.Results.HitVector,t.Results.HitPos.z);
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}
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for ( int i=0; i<t.ShootThroughList.Size(); i++ )
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{
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t.ShootThroughList[i].Activate(self,0,SPAC_PCross);
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t.ShootThroughList[i].Activate(self,0,SPAC_Impact);
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}
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for ( int i=0; i<t.WaterHitList.Size(); i++ )
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{
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let b = Spawn(large?"InvisibleSplasher":"SmolInvisibleSplasher",t.WaterHitList[i].hitpos);
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b.A_CheckTerrain();
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}
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for ( int i=5; i<t.Results.Distance; i+=10 )
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{
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if ( !Random[Boolet](0,bc) ) continue;
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let b = Actor.Spawn("SWWMBubble",level.Vec3Offset(origin,dir*i));
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b.Scale *= FRandom[Boolet](.1,.3);
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}
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for ( int i=0; i<t.HitList.Size(); i++ )
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{
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int realdmg = dmg?dmg:t.HitList[i].HitDamage;
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SWWMDamageAccumulator.Accumulate(t.HitList[i].HitActor,realdmg,invoker,self,'shot',!large&&!swwm_shotgib);
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SWWMUtility.DoKnockback(t.HitList[i].HitActor,t.HitList[i].x+(0,0,0.025),mm*FRandom[Spreadgun](0.4,1.2));
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if ( t.HitList[i].HitActor.bNOBLOOD || t.HitList[i].HitActor.bDORMANT || t.HitList[i].HitActor.bINVULNERABLE )
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{
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let p = Spawn(impact,t.HitList[i].HitLocation);
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p.angle = atan2(t.HitList[i].x.y,t.HitList[i].x.x)+180;
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p.pitch = asin(t.HitList[i].x.z);
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}
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else
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{
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t.HitList[i].HitActor.TraceBleed(realdmg,self);
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t.HitList[i].HitActor.SpawnBlood(t.HitList[i].HitLocation,atan2(t.HitList[i].x.y,t.HitList[i].x.x)+180,realdmg);
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if ( large ) t.HitList[i].HitActor.A_StartSound("spreadgun/slugf",CHAN_DAMAGE,CHANF_OVERLAP,1.,2.);
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else t.HitList[i].HitActor.A_StartSound("spreadgun/pelletf",CHAN_DAMAGE,CHANF_OVERLAP,.4,4.);
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}
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}
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if ( (t.Results.HitType != TRACE_HitNone) && (t.Results.HitType != TRACE_HasHitSky) && (t.Results.HitType != TRACE_HitActor) )
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{
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Vector3 hitnormal = -t.Results.HitVector;
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if ( t.Results.HitType == TRACE_HitFloor )
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{
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if ( t.Results.FFloor ) hitnormal = -t.Results.FFloor.top.Normal;
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else hitnormal = t.Results.HitSector.floorplane.Normal;
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}
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else if ( t.Results.HitType == TRACE_HitCeiling )
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{
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if ( t.Results.FFloor ) hitnormal = -t.Results.FFloor.bottom.Normal;
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else hitnormal = t.Results.HitSector.ceilingplane.Normal;
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}
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else if ( t.Results.HitType == TRACE_HitWall )
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{
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hitnormal = (-t.Results.HitLine.delta.y,t.Results.HitLine.delta.x,0).unit();
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if ( !t.Results.Side ) hitnormal *= -1;
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}
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let p = Spawn(impact,t.Results.HitPos+hitnormal*4);
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p.angle = atan2(hitnormal.y,hitnormal.x);
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p.pitch = asin(-hitnormal.z);
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if ( t.Results.HitType == TRACE_HitFloor ) p.CheckSplash(40);
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if ( t.Results.HitLine ) t.Results.HitLine.RemoteActivate(self,t.Results.Side,SPAC_Impact,t.Results.HitPos);
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}
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}
|
|
|
|
override Vector3 GetTraceOffset()
|
|
{
|
|
return (10.,2.,-2.);
|
|
}
|
|
|
|
action void A_FireShell()
|
|
{
|
|
static const Class<Ammo> types[] = {"RedShell","GreenShell","WhiteShell","BlueShell","BlackShell","PurpleShell","GoldShell"};
|
|
static const statelabel flashes[] = {"FlashRed","FlashGreen","FlashWhite","FlashBlue","FlashBlack","FlashPurple","FlashGold"};
|
|
static const String sounds[] = {"spreadgun/redfire","spreadgun/greenfire","spreadgun/whitefire","spreadgun/bluefire","spreadgun/blackfire","spreadgun/purplefire","spreadgun/goldfire"};
|
|
static const int louds[] = {800,1000,1100,1200,1400,600,2500};
|
|
static const int quakes[] = {3,4,2,4,3,1,6};
|
|
static const Color cols[] = {Color(40,255,192,64),Color(36,255,192,80),Color(64,255,160,32),Color(48,32,176,255),Color(72,255,128,16),Color(24,255,224,96),Color(96,255,224,16)};
|
|
for ( int i=0; i<7; i++ )
|
|
{
|
|
if ( invoker.loadammo != types[i] ) continue;
|
|
A_SWWMFlash(flashes[i]);
|
|
A_StartSound(sounds[i],CHAN_WEAPON,CHANF_OVERLAP,attenuation:.6);
|
|
A_AlertMonsters(swwm_uncapalert?0:louds[i]);
|
|
A_QuakeEx(quakes[i],quakes[i],quakes[i],9,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:.2*quakes[i]);
|
|
A_BumpFOV(1.-quakes[i]*.04);
|
|
A_PlayerFire();
|
|
SWWMHandler.DoFlash(self,cols[i],5);
|
|
Vector3 x, y, z;
|
|
[x, y, z] = swwm_CoordUtil.GetAxes(pitch,angle,roll);
|
|
Vector3 origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),10*x+2*y-2*z);
|
|
Vector3 x2, y2, z2;
|
|
[x2, y2, z2] = swwm_CoordUtil.GetAxes(BulletSlope(),angle,roll);
|
|
double a, s;
|
|
Vector3 dir;
|
|
SpreadgunTracer st;
|
|
SpreadSlugTracer sst;
|
|
switch ( i )
|
|
{
|
|
case 1:
|
|
sst = new("SpreadSlugTracer");
|
|
sst.ignoreme = self;
|
|
sst.penetration = 120.;
|
|
a = FRandom[Spreadgun](0,360);
|
|
s = FRandom[Spreadgun](0,.01);
|
|
dir = (x2+y2*cos(a)*s+z2*sin(a)*s).unit();
|
|
sst.hitlist.Clear();
|
|
sst.shootthroughlist.Clear();
|
|
sst.waterhitlist.Clear();
|
|
sst.Trace(origin,level.PointInSector(origin.xy),dir,8000.,TRACE_HitSky);
|
|
ProcessTraceHit(sst,origin,dir,0,12000,"SlugImpact",1,true);
|
|
for ( int i=0; i<6; i++ )
|
|
{
|
|
let s = Spawn("SWWMSmoke",origin);
|
|
s.scale *= .8;
|
|
s.alpha *= .3;
|
|
s.SetShade(Color(1,1,1)*Random[Spreadgun](96,192));
|
|
s.vel += vel*.5+x*FRandom[Spreadgun](3.,5.);
|
|
}
|
|
for ( int i=0; i<10; i++ )
|
|
{
|
|
let s = Spawn("SWWMSpark",origin);
|
|
s.scale *= .2;
|
|
s.alpha *= .4;
|
|
s.vel += vel*.5+x*FRandom[Spreadgun](4.,8.)+y*FRandom[Spreadgun](-1,1)+z*FRandom[Spreadgun](-1,1);
|
|
}
|
|
SWWMUtility.DoKnockback(self,-x,25000.);
|
|
break;
|
|
case 2:
|
|
for ( int j=0; j<3; j++ )
|
|
{
|
|
a = FRandom[Spreadgun](0,360);
|
|
s = FRandom[Spreadgun](0,.24);
|
|
dir = (x2+y2*cos(a)*s+z2*sin(a)*s).unit();
|
|
let p = Spawn("DragonBreathArm",origin);
|
|
p.target = self;
|
|
p.angle = atan2(dir.y,dir.x);
|
|
p.pitch = asin(-dir.z);
|
|
}
|
|
for ( int i=0; i<15; i++ )
|
|
{
|
|
let s = Spawn("SWWMSmoke",origin);
|
|
s.special1 = 1;
|
|
s.scale *= .9;
|
|
s.alpha *= .3;
|
|
s.SetShade(Color(1,1,1)*Random[Spreadgun](96,192));
|
|
s.vel += vel*.5+x*FRandom[Spreadgun](3.,5.)+y*FRandom[Spreadgun](-1,1)+z*FRandom[Spreadgun](-1,1);
|
|
}
|
|
for ( int i=0; i<12; i++ )
|
|
{
|
|
let s = Spawn("SWWMSpark",origin);
|
|
s.scale *= .3;
|
|
s.alpha *= .4;
|
|
s.vel += vel*.5+x*FRandom[Spreadgun](4.,8.)+y*FRandom[Spreadgun](-2,2)+z*FRandom[Spreadgun](-2,2);
|
|
}
|
|
SWWMUtility.DoKnockback(self,-x,13000.);
|
|
break;
|
|
case 3:
|
|
for ( int j=0; j<8; j++ )
|
|
{
|
|
a = FRandom[Spreadgun](0,360);
|
|
s = FRandom[Spreadgun](0,.8);
|
|
let b = Spawn("SaltBeam",level.Vec3Offset(origin,y*cos(a)*s+z*sin(a)*s));
|
|
b.target = self;
|
|
b.angle = atan2(x2.y,x2.x);
|
|
b.pitch = asin(-x2.z);
|
|
}
|
|
for ( int i=0; i<16; i++ )
|
|
{
|
|
let s = Spawn("SWWMSmoke",origin);
|
|
s.special1 = 1;
|
|
s.scale *= .9;
|
|
s.SetShade(Color(1,3,4)*Random[Spreadgun](32,63));
|
|
s.A_SetRenderStyle(.3,STYLE_AddShaded);
|
|
s.vel += vel*.5+x*FRandom[Spreadgun](3.,5.)+y*FRandom[Spreadgun](-1,1)+z*FRandom[Spreadgun](-1,1);
|
|
}
|
|
for ( int i=0; i<20; i++ )
|
|
{
|
|
let s = Spawn("SWWMSpark",origin);
|
|
s.scale *= .3;
|
|
s.alpha *= .4;
|
|
s.vel += vel*.5+x*FRandom[Spreadgun](4.,8.)+y*FRandom[Spreadgun](-2,2)+z*FRandom[Spreadgun](-2,2);
|
|
}
|
|
SWWMUtility.DoKnockback(self,-x,23000.);
|
|
break;
|
|
case 4:
|
|
for ( int j=0; j<50; j++ )
|
|
{
|
|
a = FRandom[Spreadgun](0,360);
|
|
s = FRandom[Spreadgun](0,.2);
|
|
dir = (x2+y2*cos(a)*s+z2*sin(a)*s).unit();
|
|
let p = Spawn("CorrosiveFlechette",origin);
|
|
p.target = self;
|
|
p.angle = atan2(dir.y,dir.x);
|
|
p.pitch = asin(-dir.z);
|
|
p.vel = dir*p.speed*FRandom[Spreadgun](1.,1.5);
|
|
}
|
|
for ( int i=0; i<10; i++ )
|
|
{
|
|
let s = Spawn("SWWMSmoke",origin);
|
|
s.scale *= .7;
|
|
s.alpha *= .3;
|
|
s.SetShade(Color(1,1,1)*Random[Spreadgun](48,128));
|
|
s.vel += vel*.5+x*FRandom[Spreadgun](3.,12.)+y*FRandom[Spreadgun](-1,1)+z*FRandom[Spreadgun](-1,1);
|
|
}
|
|
for ( int i=0; i<20; i++ )
|
|
{
|
|
let s = Spawn("SWWMSpark",origin);
|
|
s.scale *= .3;
|
|
s.alpha *= .4;
|
|
s.vel += vel*.5+x*FRandom[Spreadgun](4.,12.)+y*FRandom[Spreadgun](-2,2)+z*FRandom[Spreadgun](-2,2);
|
|
}
|
|
SWWMUtility.DoKnockback(self,-x,15000.);
|
|
break;
|
|
case 5:
|
|
a = FRandom[Spreadgun](0,360);
|
|
s = FRandom[Spreadgun](0,.03);
|
|
dir = (x2+y2*cos(a)*s+z2*sin(a)*s).unit();
|
|
let b = Spawn("TheBall",origin);
|
|
b.target = self;
|
|
b.angle = atan2(dir.y,dir.x);
|
|
b.pitch = asin(-dir.z);
|
|
b.vel = dir*b.speed;
|
|
for ( int i=0; i<8; i++ )
|
|
{
|
|
let s = Spawn("SWWMSmoke",origin);
|
|
s.scale *= .6;
|
|
s.alpha *= .25;
|
|
s.SetShade(Color(1,1,1)*Random[Spreadgun](96,192));
|
|
s.vel += vel*.5+x*FRandom[Spreadgun](3.,5.);
|
|
}
|
|
for ( int i=0; i<8; i++ )
|
|
{
|
|
let s = Spawn("SWWMSpark",origin);
|
|
s.scale *= .2;
|
|
s.alpha *= .4;
|
|
s.vel += vel*.5+x*FRandom[Spreadgun](4.,8.)+y*FRandom[Spreadgun](-1,1)+z*FRandom[Spreadgun](-1,1);
|
|
}
|
|
SWWMUtility.DoKnockback(self,-x,9500.);
|
|
break;
|
|
case 6:
|
|
a = FRandom[Spreadgun](0,360);
|
|
s = FRandom[Spreadgun](0,.01);
|
|
dir = (x2+y2*cos(a)*s+z2*sin(a)*s).unit();
|
|
FLineTraceData d;
|
|
LineTrace(atan2(dir.y,dir.x),10000,asin(-dir.z),TRF_ABSPOSITION|TRF_NOSKY,origin.z,origin.x,origin.y,d);
|
|
SWWMBulletTrail.DoTrail(self,origin,dir,10000,2,true);
|
|
if ( d.HitType != TRACE_HitNone )
|
|
{
|
|
Vector3 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;
|
|
}
|
|
let p = Spawn("SlugImpact",d.HitLocation+hitnormal);
|
|
p.angle = atan2(hitnormal.y,hitnormal.x);
|
|
p.pitch = asin(-hitnormal.z);
|
|
if ( d.HitLine ) d.HitLine.RemoteActivate(self,d.LineSide,SPAC_Impact,d.HitLocation);
|
|
let b = Spawn("GoldenImpact",d.HitLocation+hitnormal*4.);
|
|
b.angle = atan2(hitnormal.y,hitnormal.x);
|
|
b.pitch = asin(-hitnormal.z);
|
|
b.target = self;
|
|
}
|
|
for ( int i=0; i<6; i++ )
|
|
{
|
|
let s = Spawn("SWWMSmoke",origin);
|
|
s.scale *= .8;
|
|
s.alpha *= .3;
|
|
s.SetShade(Color(1,1,1)*Random[Spreadgun](96,192));
|
|
s.vel += vel*.5+x*FRandom[Spreadgun](3.,5.);
|
|
}
|
|
for ( int i=0; i<10; i++ )
|
|
{
|
|
let s = Spawn("SWWMSpark",origin);
|
|
s.scale *= .2;
|
|
s.alpha *= .4;
|
|
s.vel += vel*.5+x*FRandom[Spreadgun](4.,8.)+y*FRandom[Spreadgun](-1,1)+z*FRandom[Spreadgun](-1,1);
|
|
}
|
|
for ( int i=0; i<50; i++ )
|
|
{
|
|
let s = Spawn("FancyConfetti",origin);
|
|
s.bAMBUSH = true;
|
|
s.vel += vel*.5+x*FRandom[Spreadgun](1.,20.)+y*FRandom[Spreadgun](-2,2)+z*FRandom[Spreadgun](-2,2);
|
|
}
|
|
SWWMUtility.DoKnockback(self,-x,30000.);
|
|
SWWMUtility.AchievementProgressInc('swwm_progress_golden',1,player);
|
|
break;
|
|
default:
|
|
st = new("SpreadgunTracer");
|
|
st.ignoreme = self;
|
|
for ( int j=0; j<20; j++ )
|
|
{
|
|
a = FRandom[Spreadgun](0,360);
|
|
s = FRandom[Spreadgun](0,.22);
|
|
dir = (x2+y2*cos(a)*s+z2*sin(a)*s).unit();
|
|
st.hitlist.Clear();
|
|
st.shootthroughlist.Clear();
|
|
st.waterhitlist.Clear();
|
|
st.Trace(origin,level.PointInSector(origin.xy),dir,8000.,TRACE_HitSky);
|
|
ProcessTraceHit(st,origin,dir,4,7000,bc:5);
|
|
}
|
|
for ( int i=0; i<16; i++ )
|
|
{
|
|
let s = Spawn("SWWMSmoke",origin);
|
|
s.special1 = 1;
|
|
s.scale *= .9;
|
|
s.alpha *= .3;
|
|
s.SetShade(Color(1,1,1)*Random[Spreadgun](96,192));
|
|
s.vel += vel*.5+x*FRandom[Spreadgun](3.,5.)+y*FRandom[Spreadgun](-1,1)+z*FRandom[Spreadgun](-1,1);
|
|
}
|
|
for ( int i=0; i<20; i++ )
|
|
{
|
|
let s = Spawn("SWWMSpark",origin);
|
|
s.scale *= .3;
|
|
s.alpha *= .4;
|
|
s.vel += vel*.5+x*FRandom[Spreadgun](4.,8.)+y*FRandom[Spreadgun](-2,2)+z*FRandom[Spreadgun](-2,2);
|
|
}
|
|
SWWMUtility.DoKnockback(self,-x,20000.);
|
|
break;
|
|
}
|
|
break;
|
|
}
|
|
A_StartSound("spreadgun/hammer",CHAN_WEAPON,CHANF_OVERLAP);
|
|
invoker.fired = true;
|
|
}
|
|
|
|
action void A_LoadShell()
|
|
{
|
|
A_StartSound("spreadgun/shellin",CHAN_WEAPON,CHANF_OVERLAP);
|
|
if ( !sv_infiniteammo && !FindInventory('PowerInfiniteAmmo',true) )
|
|
{
|
|
let amo = FindInventory(invoker.nextammo);
|
|
if ( amo && (amo.Amount > 0) ) amo.Amount--;
|
|
}
|
|
invoker.chambered = true;
|
|
invoker.fired = false;
|
|
invoker.loadammo = invoker.nextammo;
|
|
}
|
|
|
|
action void A_Prime()
|
|
{
|
|
if ( invoker.fired || invoker.wasfired )
|
|
{
|
|
A_StartSound("spreadgun/hammer",CHAN_WEAPON,CHANF_OVERLAP);
|
|
}
|
|
}
|
|
|
|
override bool PickupForAmmoSWWM( SWWMWeapon ownedWeapon )
|
|
{
|
|
bool good = Super.PickupForAmmoSWWM(ownedWeapon);
|
|
let Owner = ownedWeapon.Owner;
|
|
if ( (AmmoGive1 == 0) && loadammo && !fired && chambered )
|
|
{
|
|
let cur = Owner.FindInventory(loadammo);
|
|
if ( !cur )
|
|
{
|
|
cur = Inventory(Spawn(loadammo));
|
|
cur.Amount = 0;
|
|
cur.AttachToOwner(Owner);
|
|
}
|
|
// give the loaded shell (or drop)
|
|
if ( cur.Amount >= cur.MaxAmount ) cur.CreateTossable(1);
|
|
cur.Amount++;
|
|
good = true;
|
|
}
|
|
return good;
|
|
}
|
|
|
|
override void AttachToOwner( Actor other )
|
|
{
|
|
static const Class<Ammo> types[] = {"RedShell","GreenShell","WhiteShell","BlueShell","BlackShell","PurpleShell","GoldShell"};
|
|
if ( !initialized )
|
|
{
|
|
initialized = true;
|
|
if ( !loadammo ) loadammo = "RedShell";
|
|
fired = false;
|
|
chambered = true;
|
|
}
|
|
for ( int i=0; i<7; i++ )
|
|
{
|
|
Ammo a = Ammo(other.FindInventory(types[i]));
|
|
if ( !a ) continue;
|
|
nextammo = types[i];
|
|
Super.AttachToOwner(other);
|
|
return;
|
|
}
|
|
nextammo = AmmoType1;
|
|
Super.AttachToOwner(other);
|
|
}
|
|
|
|
action void A_SwitchAmmoType( bool rev = false )
|
|
{
|
|
static const Class<Ammo> types[] = {"RedShell","GreenShell","WhiteShell","BlueShell","BlackShell","PurpleShell","GoldShell"};
|
|
int cur = 0, next = 0;
|
|
for ( int i=0; i<7; i++ )
|
|
{
|
|
if ( invoker.nextammo != types[i] ) continue;
|
|
cur = i;
|
|
break;
|
|
}
|
|
int ridx = -1;
|
|
if ( rev )
|
|
{
|
|
// check backwards from what we currently had
|
|
for ( int i=cur; i>=0; i-- )
|
|
{
|
|
if ( CountInv(types[i]) <= 0 ) continue;
|
|
ridx = i;
|
|
break;
|
|
}
|
|
if ( ridx == -1 )
|
|
{
|
|
// check forwards instead, but avoid golden shells
|
|
for ( int i=0; i<6; i++ )
|
|
{
|
|
if ( CountInv(types[i]) <= 0 ) continue;
|
|
ridx = i;
|
|
break;
|
|
}
|
|
}
|
|
if ( ridx != -1 ) next = ridx;
|
|
}
|
|
else
|
|
{
|
|
for ( int i=0; i<7; i++ )
|
|
{
|
|
ridx = (i+cur+1)%7;
|
|
if ( CountInv(types[ridx]) <= 0 ) continue;
|
|
next = ridx;
|
|
break;
|
|
}
|
|
}
|
|
if ( invoker.nextammo != types[next] ) A_StartSound("misc/invchange",CHAN_WEAPONEXTRA,CHANF_UI|CHANF_LOCAL);
|
|
invoker.nextammo = types[next];
|
|
A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH);
|
|
}
|
|
|
|
action void A_AltHold()
|
|
{
|
|
A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH);
|
|
// tap fire to unload round
|
|
if ( invoker.chambered && (player.cmd.buttons&BT_ATTACK) )
|
|
{
|
|
invoker.emptyup = true;
|
|
player.SetPSPrite(PSP_WEAPON,invoker.FindState("Reload"));
|
|
return;
|
|
}
|
|
if ( player.cmd.buttons&BT_ALTATTACK ) return;
|
|
A_SwitchAmmoType();
|
|
if ( !invoker.fired ) player.SetPSPrite(PSP_WEAPON,invoker.FindState("Ready"));
|
|
else player.SetPSPrite(PSP_WEAPON,invoker.FindState("ReadyFired"));
|
|
}
|
|
|
|
override void ModifyDropAmount( int dropamount )
|
|
{
|
|
Super.ModifyDropAmount(dropamount);
|
|
// toss some ammo while we're at it
|
|
if ( Random[Spreadgun](0,1) )
|
|
A_DropItem(Random[Spreadgun](0,2)?"RedShell":"GreenShell",Random[Spreadgun](1,2));
|
|
}
|
|
|
|
override void MarkPrecacheSounds()
|
|
{
|
|
Super.MarkPrecacheSounds();
|
|
MarkSound("spreadgun/open");
|
|
MarkSound("spreadgun/hammer");
|
|
MarkSound("spreadgun/close");
|
|
MarkSound("spreadgun/shellin");
|
|
MarkSound("spreadgun/select");
|
|
MarkSound("spreadgun/deselect");
|
|
MarkSound("spreadgun/redfire1");
|
|
MarkSound("spreadgun/redfire2");
|
|
MarkSound("spreadgun/greenfire1");
|
|
MarkSound("spreadgun/greenfire2");
|
|
MarkSound("spreadgun/whitefire1");
|
|
MarkSound("spreadgun/whitefire2");
|
|
MarkSound("spreadgun/bluefire1");
|
|
MarkSound("spreadgun/bluefire2");
|
|
MarkSound("spreadgun/blackfire1");
|
|
MarkSound("spreadgun/blackfire2");
|
|
MarkSound("spreadgun/purplefire1");
|
|
MarkSound("spreadgun/purplefire2");
|
|
MarkSound("spreadgun/goldfire1");
|
|
MarkSound("spreadgun/goldfire2");
|
|
MarkSound("spreadgun/checkgun");
|
|
MarkSound("spreadgun/casing1");
|
|
MarkSound("spreadgun/casing2");
|
|
MarkSound("spreadgun/casing3");
|
|
MarkSound("spreadgun/casing4");
|
|
MarkSound("spreadgun/casing5");
|
|
MarkSound("spreadgun/casing6");
|
|
MarkSound("spreadgun/gcasing1");
|
|
MarkSound("spreadgun/gcasing2");
|
|
MarkSound("spreadgun/gcasing3");
|
|
MarkSound("spreadgun/pellet1");
|
|
MarkSound("spreadgun/pellet2");
|
|
MarkSound("spreadgun/pellet3");
|
|
MarkSound("spreadgun/pellet4");
|
|
MarkSound("spreadgun/pellet5");
|
|
MarkSound("spreadgun/pellet6");
|
|
MarkSound("spreadgun/pellet7");
|
|
MarkSound("spreadgun/pellet8");
|
|
MarkSound("spreadgun/pelletf1");
|
|
MarkSound("spreadgun/pelletf2");
|
|
MarkSound("spreadgun/pelletf3");
|
|
MarkSound("spreadgun/pelletf4");
|
|
MarkSound("spreadgun/pelletf5");
|
|
MarkSound("spreadgun/pelletf6");
|
|
MarkSound("spreadgun/slug1");
|
|
MarkSound("spreadgun/slug2");
|
|
MarkSound("spreadgun/slugf1");
|
|
MarkSound("spreadgun/slugf2");
|
|
MarkSound("spreadgun/corrode");
|
|
MarkSound("spreadgun/corrodepuff1");
|
|
MarkSound("spreadgun/corrodepuff2");
|
|
MarkSound("spreadgun/ball1");
|
|
MarkSound("spreadgun/ball2");
|
|
MarkSound("spreadgun/ball3");
|
|
MarkSound("spreadgun/ballf1");
|
|
MarkSound("spreadgun/ballf2");
|
|
MarkSound("spreadgun/ballf3");
|
|
MarkSound("spreadgun/salt1");
|
|
MarkSound("spreadgun/salt2");
|
|
MarkSound("spreadgun/salt3");
|
|
MarkSound("spreadgun/salt4");
|
|
MarkSound("spreadgun/salttrail1");
|
|
MarkSound("spreadgun/salttrail2");
|
|
MarkSound("spreadgun/salttrail3");
|
|
MarkSound("spreadgun/salttrail4");
|
|
MarkSound("spreadgun/goldexpl1");
|
|
MarkSound("spreadgun/goldexpl2");
|
|
MarkSound("misc/clonk1");
|
|
MarkSound("misc/clonk2");
|
|
MarkSound("misc/clonk3");
|
|
MarkSound("misc/clonk4");
|
|
MarkSound("misc/clonk5");
|
|
MarkSound("misc/clonk6");
|
|
MarkSound("misc/clonk7");
|
|
MarkSound("misc/clonk8");
|
|
MarkSound("misc/clonk9");
|
|
MarkSound("misc/clonk10");
|
|
MarkSound("misc/clonk11");
|
|
}
|
|
|
|
Default
|
|
{
|
|
//$Title Spreadgun
|
|
//$Group Weapons
|
|
//$Sprite graphics/HUD/Icons/W_Spreadgun.png
|
|
//$Icon weapon
|
|
Tag "$T_SPREADGUN";
|
|
Inventory.PickupMessage "$I_SPREADGUN";
|
|
Obituary "$O_SPREADGUN";
|
|
SWWMWeapon.Tooltip "$TT_SPREADGUN";
|
|
Inventory.Icon "graphics/HUD/Icons/W_Spreadgun.png";
|
|
Weapon.UpSound "spreadgun/select";
|
|
Weapon.SlotNumber 3;
|
|
Weapon.SelectionOrder 500;
|
|
Weapon.AmmoType1 "RedShell";
|
|
Weapon.AmmoGive1 1;
|
|
SWWMWeapon.DropAmmoType "Shell";
|
|
Stamina 15000;
|
|
+SWWMWEAPON.NOFIRSTGIVE;
|
|
Radius 10;
|
|
Height 24;
|
|
}
|
|
|
|
States
|
|
{
|
|
Spawn:
|
|
XZW1 A -1;
|
|
Stop;
|
|
Deselect:
|
|
XZW2 A 1
|
|
{
|
|
A_StartSound("spreadgun/deselect",CHAN_WEAPON,CHANF_OVERLAP);
|
|
return A_JumpIf(invoker.fired,"DeselectFired");
|
|
}
|
|
XZW2 BCDEFGHI 1;
|
|
XZW2 I -1 A_FullLower();
|
|
Stop;
|
|
DeselectFired:
|
|
XZW2 Z 1;
|
|
XZW3 ABCDEFGH 1;
|
|
XZW3 H -1 A_FullLower();
|
|
Stop;
|
|
Select:
|
|
XZW2 I 1
|
|
{
|
|
A_FullRaise();
|
|
return A_JumpIf(invoker.fired,"SelectFired");
|
|
}
|
|
XZW2 JKLMNOPQ 1;
|
|
Goto Ready;
|
|
SelectFired:
|
|
XZW3 HIJKLMNOP 1;
|
|
Goto ReadyFired;
|
|
Ready:
|
|
XZW2 A 1
|
|
{
|
|
if ( CountInv(invoker.nextammo) <= 0 ) A_SwitchAmmoType(true);
|
|
int flg = WRF_ALLOWZOOM|WRF_ALLOWUSER1;
|
|
if ( invoker.nextammo && (CountInv(invoker.nextammo) > 0) && ((invoker.loadammo != invoker.nextammo) || !invoker.chambered) )
|
|
flg |= WRF_ALLOWRELOAD;
|
|
A_WeaponReady(flg);
|
|
return ResolveState(null);
|
|
}
|
|
Wait;
|
|
ReadyFired:
|
|
XZW2 Z 1
|
|
{
|
|
if ( CountInv(invoker.nextammo) <= 0 ) A_SwitchAmmoType(true);
|
|
int flg = WRF_ALLOWZOOM|WRF_ALLOWUSER1;
|
|
if ( invoker.nextammo && (CountInv(invoker.nextammo) > 0) )
|
|
flg |= WRF_ALLOWRELOAD;
|
|
else flg |= WRF_NOPRIMARY;
|
|
A_WeaponReady(flg);
|
|
if ( player.cmd.buttons&(BT_ATTACK|BT_ALTATTACK) )
|
|
invoker.CheckAmmo(EitherFire,true);
|
|
return ResolveState(null);
|
|
}
|
|
Wait;
|
|
Fire:
|
|
#### # 1
|
|
{
|
|
if ( invoker.fired || !invoker.chambered ) return ResolveState("Reload");
|
|
A_FireShell();
|
|
return ResolveState(null);
|
|
}
|
|
XZW2 RSTU 1;
|
|
XZW2 VWXY 2;
|
|
Goto ReadyFired;
|
|
AltFire:
|
|
#### # 1 A_AltHold();
|
|
Wait;
|
|
Reload:
|
|
#### # 1
|
|
{
|
|
A_PlayerReload();
|
|
A_SelectUnloadState();
|
|
}
|
|
Stop;
|
|
UnloadDummy: // overlay with shared functions for all unload anims
|
|
TNT1 A 11;
|
|
TNT1 A 14
|
|
{
|
|
invoker.chambered = false;
|
|
A_StartSound("spreadgun/open",CHAN_WEAPON,CHANF_OVERLAP);
|
|
}
|
|
TNT1 A 1 A_DropShell();
|
|
Stop;
|
|
UnloadDummyEmpty:
|
|
TNT1 A 11;
|
|
TNT1 A 14 A_StartSound("spreadgun/open",CHAN_WEAPON,CHANF_OVERLAP);
|
|
Stop;
|
|
UnloadRedFired:
|
|
XZW2 Z 2;
|
|
XZW3 QRST 2;
|
|
XZW3 UVWXYZ 1;
|
|
XZW4 ABCDEFGH 1;
|
|
XZW8 M 1;
|
|
Goto Reload2;
|
|
UnloadGreenFired:
|
|
XZW2 Z 2;
|
|
XZW4 IJKL 2;
|
|
XZW4 MNOPQRSTUVWXYZ 1;
|
|
XZW9 T 1;
|
|
Goto Reload2;
|
|
UnloadWhiteFired:
|
|
XZW2 Z 2;
|
|
XZW5 ABCD 2;
|
|
XZW5 EFGHIJKLMNOPQR 1;
|
|
XZWB A 1;
|
|
Goto Reload2;
|
|
UnloadBlueFired:
|
|
XZW2 Z 2;
|
|
XZW5 STUV 2;
|
|
XZW5 WXYZ 1;
|
|
XZW6 ABCDEFGHIJ 1;
|
|
XZWC H 1;
|
|
Goto Reload2;
|
|
UnloadBlackFired:
|
|
XZW2 Z 2;
|
|
XZW6 KLMN 2;
|
|
XZW6 OPQRSTUVWXYZ 1;
|
|
XZW7 AB 1;
|
|
XZWD O 1;
|
|
Goto Reload2;
|
|
UnloadPurpleFired:
|
|
XZW2 Z 2;
|
|
XZW7 CDEF 2;
|
|
XZW7 GHIJKLMNOPQRST 1;
|
|
XZWE V 1;
|
|
Goto Reload2;
|
|
UnloadGoldFired:
|
|
XZW2 Z 2;
|
|
XZW7 UVWX 2;
|
|
XZW7 YZ 1;
|
|
XZW8 ABCDEFGHIJKL 1;
|
|
XZWG C 1;
|
|
Goto Reload2;
|
|
UnloadRed:
|
|
XZW2 A 2;
|
|
XZWK JKLM 2;
|
|
XZWK NOPQRSTUVWXYZ 1;
|
|
XZWL A 1;
|
|
XZWP F 1;
|
|
Goto Reload2;
|
|
UnloadGreen:
|
|
XZW2 A 2;
|
|
XZWL BCDE 2;
|
|
XZWL FGHIJKLMNOPQRS 1;
|
|
XZWQ M 1;
|
|
Goto Reload2;
|
|
UnloadWhite:
|
|
XZW2 A 2;
|
|
XZWL TUVW 2;
|
|
XZWL XYZ 1;
|
|
XZWM ABCDEFGHIJK 1;
|
|
XZWR T 1;
|
|
Goto Reload2;
|
|
UnloadBlue:
|
|
XZW2 A 2;
|
|
XZWM LMNO 2;
|
|
XZWM PQRSTUVWXYZ 1;
|
|
XZWN ABC 1;
|
|
XZWT A 1;
|
|
Goto Reload2;
|
|
UnloadBlack:
|
|
XZW2 A 2;
|
|
XZWN DEFG 2;
|
|
XZWN HIJKLMNOPQRSTU 1;
|
|
XZWU H 1;
|
|
Goto Reload2;
|
|
UnloadPurple:
|
|
XZW2 A 2;
|
|
XZWN VWXY 2;
|
|
XZWN Z 1;
|
|
XZWO ABCDEFGHIJKLM 1;
|
|
XZWV O 1;
|
|
Goto Reload2;
|
|
UnloadGold:
|
|
XZW2 A 2;
|
|
XZWO NOPQ 2;
|
|
XZWO RSTUVWXYZ 1;
|
|
XZWP ABCDE 1;
|
|
XZWW V 1;
|
|
Goto Reload2;
|
|
UnloadEmpty:
|
|
XZW2 A 2;
|
|
XZWY CDEF 2;
|
|
XZWY GHIJKLMNOPQRSTU 1;
|
|
Goto Reload2;
|
|
Reload2:
|
|
#### # 1 A_SelectLoadState();
|
|
Stop;
|
|
LoadDummy: // overlay with shared functions for all load anims
|
|
TNT1 A 9;
|
|
TNT1 A 12 A_LoadShell();
|
|
TNT1 A 2 A_StartSound("spreadgun/close",CHAN_WEAPON,CHANF_OVERLAP);
|
|
TNT1 A 2 A_Prime();
|
|
TNT1 A 1 { invoker.PlayUpSound(self); }
|
|
Stop;
|
|
LoadDummyEmpty:
|
|
TNT1 A 9;
|
|
TNT1 A 2 A_StartSound("spreadgun/close",CHAN_WEAPON,CHANF_OVERLAP);
|
|
TNT1 A 2 A_Prime();
|
|
TNT1 A 1 { invoker.PlayUpSound(self); }
|
|
Stop;
|
|
LoadRedFired:
|
|
XZW8 MNOPQRSTUVWXYZ 1;
|
|
XZW9 ABCDEFGHIJKLMNOPQRS 1;
|
|
Goto Ready;
|
|
LoadGreenFired:
|
|
XZW9 TUVWXYZ 1;
|
|
XZWA ABCDEFGHIJKLMNOPQRSTUVWXYZ 1;
|
|
Goto Ready;
|
|
LoadWhiteFired:
|
|
XZWB ABCDEFGHIJKLMNOPQRSTUVWXYZ 1;
|
|
XZWC ABCDEFG 1;
|
|
Goto Ready;
|
|
LoadBlueFired:
|
|
XZWC HIJKLMNOPQRSTUVWXYZ 1;
|
|
XZWD ABCDEFGHIJKLMN 1;
|
|
Goto Ready;
|
|
LoadBlackFired:
|
|
XZWD OPQRSTUVWXYZ 1;
|
|
XZWE ABCDEFGHIJKLMNOPQRSTU 1;
|
|
Goto Ready;
|
|
LoadPurpleFired:
|
|
XZWE VWXYZ 1;
|
|
XZWF ABCDEFGHIJKLMNOPQRSTUVWXYZ 1;
|
|
XZWG AB 1;
|
|
Goto Ready;
|
|
LoadGoldFired:
|
|
XZWG CDEFGHIJKLMNOPQRSTUVWXYZ 1;
|
|
XZWH ABCDEFGHI 1;
|
|
Goto Ready;
|
|
LoadRed:
|
|
XZWP FGHIJKLMNOPQRSTUVWXYZ 1;
|
|
XZWQ ABCDEFGHIJKL 1;
|
|
Goto Ready;
|
|
LoadGreen:
|
|
XZWQ MNOPQRSTUVWXYZ 1;
|
|
XZWR ABCDEFGHIJKLMNOPQRS 1;
|
|
Goto Ready;
|
|
LoadWhite:
|
|
XZWR TUVWXYZ 1;
|
|
XZWS ABCDEFGHIJKLMNOPQRSTUVWXYZ 1;
|
|
Goto Ready;
|
|
LoadBlue:
|
|
XZWT ABCDEFGHIJKLMNOPQRSTUVWXYZ 1;
|
|
XZWU ABCDEFG 1;
|
|
Goto Ready;
|
|
LoadBlack:
|
|
XZWU HIJKLMNOPQRSTUVWXYZ 1;
|
|
XZWV ABCDEFGHIJKLMN 1;
|
|
Goto Ready;
|
|
LoadPurple:
|
|
XZWV OPQRSTUVWXYZ 1;
|
|
XZWW ABCDEFGHIJKLMNOPQRSTU 1;
|
|
Goto Ready;
|
|
LoadGold:
|
|
XZWW VWXYZ 1;
|
|
XZWX ABCDEFGHIJKLMNOPQRSTUVWXYZ 1;
|
|
XZWY AB 1;
|
|
Goto Ready;
|
|
LoadEmpty:
|
|
XZWY UVWXYZ 1;
|
|
XZWZ ABCDEFGHIJKLMNO 1;
|
|
Goto Ready;
|
|
LoadEmptyFired:
|
|
XZWZ PQRSTUVWXYZ 1;
|
|
XZW0 HIJKLMNOPQ 1;
|
|
Goto Ready;
|
|
Zoom:
|
|
XZW2 A 1
|
|
{
|
|
A_StartSound("spreadgun/checkgun",CHAN_WEAPON,CHANF_OVERLAP);
|
|
A_PlayerCheckGun();
|
|
return A_JumpIf(invoker.fired,"ZoomFired");
|
|
}
|
|
XZWH JKLMNOPQRST 1;
|
|
XZWH UVWXYZ 2;
|
|
XZWI ABC 2;
|
|
XZWI DEFGHI 1;
|
|
Goto Ready;
|
|
ZoomFired:
|
|
XZW2 Z 1;
|
|
XZWI WXYZ 1;
|
|
XZWJ ABCDEFG 1;
|
|
XZWJ HIJKLMNOP 2;
|
|
XZWJ QRSTUV 1;
|
|
Goto ReadyFired;
|
|
DummyMelee:
|
|
TNT1 A 3
|
|
{
|
|
A_Parry(9);
|
|
A_PlayerMelee(true);
|
|
}
|
|
TNT1 A 1 A_Melee();
|
|
Stop;
|
|
User1:
|
|
XZW2 A 2
|
|
{
|
|
A_StartSound("spreadgun/deselect",CHAN_WEAPON,CHANF_OVERLAP);
|
|
return A_JumpIf(invoker.fired,"User1Fired");
|
|
}
|
|
XZWI JK 2;
|
|
User1Hold:
|
|
XZWI L 1
|
|
{
|
|
A_StartSound("demolitionist/swing",CHAN_WEAPON,CHANF_OVERLAP);
|
|
A_Overlay(-9999,"DummyMelee");
|
|
}
|
|
XZWI MNOP 2;
|
|
XZWI QR 3;
|
|
XZWI S 0 A_JumpIf(player.cmd.buttons&BT_USER1,"User1Hold");
|
|
XZWI S 0 { invoker.PlayUpSound(self); }
|
|
XZWI STUV 2;
|
|
Goto Ready;
|
|
User1Fired:
|
|
XZW2 Z 2;
|
|
XZWJ WX 2;
|
|
User1FiredHold:
|
|
XZWJ Y 1
|
|
{
|
|
A_StartSound("demolitionist/swing",CHAN_WEAPON,CHANF_OVERLAP);
|
|
A_Overlay(-9999,"DummyMelee");
|
|
}
|
|
XZWJ Z 2;
|
|
XZWK ABC 2;
|
|
XZWK DE 3;
|
|
XZWK F 0 A_JumpIf(player.cmd.buttons&BT_USER1,"User1FiredHold");
|
|
XZWK F 0 { invoker.PlayUpSound(self); }
|
|
XZWK FGHI 2;
|
|
Goto ReadyFired;
|
|
FlashRed:
|
|
XZW0 A 2 Bright
|
|
{
|
|
let l = Spawn("SWWMWeaponLight",pos);
|
|
l.args[3] = 120;
|
|
l.target = self;
|
|
}
|
|
Stop;
|
|
FlashGreen:
|
|
XZW0 B 2 Bright
|
|
{
|
|
let l = Spawn("SWWMWeaponLight",pos);
|
|
l.args[3] = 90;
|
|
l.target = self;
|
|
}
|
|
Stop;
|
|
FlashWhite:
|
|
XZW0 C 2 Bright
|
|
{
|
|
let l = Spawn("SWWMWeaponLight",pos);
|
|
l.args[1] = 176;
|
|
l.args[2] = 32;
|
|
l.args[3] = 160;
|
|
l.target = self;
|
|
}
|
|
Stop;
|
|
FlashBlue:
|
|
XZW0 D 2 Bright
|
|
{
|
|
let l = Spawn("SWWMWeaponLight",pos);
|
|
l.args[0] = 96;
|
|
l.args[1] = 224;
|
|
l.args[2] = 255;
|
|
l.args[3] = 160;
|
|
l.target = self;
|
|
}
|
|
Stop;
|
|
FlashBlack:
|
|
XZW0 E 2 Bright
|
|
{
|
|
let l = Spawn("SWWMWeaponLight",pos);
|
|
l.args[3] = 60;
|
|
l.target = self;
|
|
}
|
|
Stop;
|
|
FlashPurple:
|
|
XZW0 F 2 Bright
|
|
{
|
|
let l = Spawn("SWWMWeaponLight",pos);
|
|
l.args[3] = 60;
|
|
l.target = self;
|
|
}
|
|
Stop;
|
|
FlashGold:
|
|
XZW0 G 2 Bright
|
|
{
|
|
let l = Spawn("SWWMWeaponLight",pos);
|
|
l.args[3] = 300;
|
|
l.target = self;
|
|
}
|
|
Stop;
|
|
}
|
|
}
|