swwmgz_m/zscript/weapons/swwm_tastytreat_fx.zsc

938 lines
21 KiB
Text

// Candygun projectiles and effects
Class CandyCasing : SWWMCasing {}
Class CandyMag : ExplodiumMag {}
Class CandyLight : PaletteLight
{
Default
{
Tag "CandyExpl";
ReactionTime 24;
}
}
Class CandyLight2 : PaletteLight
{
Default
{
Tag "CandyExpl";
ReactionTime 48;
Args 0,0,0,120;
}
}
Class CandyLight3 : PaletteLight
{
Default
{
Tag "CandyExpl";
ReactionTime 96;
Args 0,0,0,200;
}
}
Class CandyPLight : PaletteLight
{
Default
{
Tag "CandyExpl";
ReactionTime 5;
Args 0,0,0,300;
}
}
Class CandyPLight2 : PaletteLight
{
Default
{
Tag "CandyExpl";
ReactionTime 5;
Args 0,0,0,50;
}
}
Class HitListEntry
{
Actor hitactor;
Vector3 hitlocation, x;
int hitdamage;
bool pastwall; // used by silver bullet
}
Class CandyBeamTracer : LineTracer
{
Actor ignoreme;
Array<HitListEntry> hitlist;
Array<Line> ShootThroughList;
override ETraceStatus TraceCallback()
{
if ( Results.HitType == TRACE_HitActor )
{
if ( Results.HitActor == ignoreme ) return TRACE_Skip;
if ( Results.HitActor.bSHOOTABLE )
{
let ent = new("HitListEntry");
ent.hitactor = Results.HitActor;
ent.hitlocation = Results.HitPos;
ent.x = Results.HitVector;
hitlist.Push(ent);
}
return TRACE_Skip;
}
else if ( (Results.HitType == TRACE_HitWall) && (Results.Tier == TIER_Middle) )
{
if ( !Results.HitLine.sidedef[1] || (Results.HitLine.Flags&(Line.ML_BlockHitscan|Line.ML_BlockEverything)) )
return TRACE_Stop;
ShootThroughList.Push(Results.HitLine);
return TRACE_Skip;
}
return TRACE_Stop;
}
}
Class CandyBeam : Actor
{
Vector3 nextpos, nextdir;
action void A_Trace()
{
let t = new("CandyBeamTracer");
t.hitlist.Clear();
Vector3 x, y, z;
[x, y, z] = swwm_CoordUtil.GetAxes(pitch,angle,roll);
t.ShootThroughList.Clear();
t.Trace(pos,CurSector,x,speed,0);
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.hitlist.Size(); i++ )
{
SWWMUtility.DoKnockback(t.hitlist[i].hitactor,t.hitlist[i].x,12000);
t.hitlist[i].hitactor.DamageMobj(self,target,GetMissileDamage(0,0),'Explodium',DMG_THRUSTLESS);
}
Vector3 normal = -t.Results.HitVector, dir = t.Results.HitVector;
if ( t.Results.HitType == TRACE_HitWall )
{
normal = (-t.Results.HitLine.delta.y,t.Results.HitLine.delta.x,0).unit();
if ( !t.Results.Side ) normal *= -1;
t.Results.HitLine.RemoteActivate(target,t.Results.Side,SPAC_Impact,t.Results.HitPos);
dir -= 2*normal*(dir dot normal);
}
else if ( t.Results.HitType == TRACE_HitFloor )
{
if ( t.Results.ffloor ) normal = -t.Results.ffloor.top.Normal;
else normal = t.Results.HitSector.floorplane.Normal;
dir -= 2*normal*(dir dot normal);
}
else if ( t.Results.HitType == TRACE_HitCeiling )
{
if ( t.Results.ffloor ) normal = -t.Results.ffloor.bottom.Normal;
else normal = t.Results.HitSector.ceilingplane.Normal;
dir -= 2*normal*(dir dot normal);
}
else
{
t.Results.HitPos = level.Vec3Offset(pos,x*speed);
normal *= 0;
}
if ( t.Results.HitType != TRACE_HitNone ) speed = t.Results.Distance; // shortens in minimap
double a = FRandom[Candy](0,360), s = FRandom[Candy](0.,.8);
invoker.nextpos = level.Vec3Offset(t.Results.HitPos,normal);
invoker.nextdir = (dir+cos(a)*y*s+sin(a)*z*s).unit();
}
action void A_Spread( Class<Actor> pop = "CandyPop", Class<Actor> smk = "SWWMHalfSmoke" )
{
Vector3 tdir = level.Vec3Diff(pos,invoker.nextpos);
Vector3 pvel = .1*tdir+(FRandom[ExploS](-1,1),FRandom[ExploS](-1,1),FRandom[ExploS](-1,1)).unit()*FRandom[ExploS](.1,.3);
if ( special2 && !Random[ExploS](0,special2) )
{
let m = Spawn(smk,level.Vec3Offset(pos,tdir*.5));
m.vel = pvel;
m.SetShade(Color(1,1,1)*Random[ExploS](64,224));
m.special1 = Random[ExploS](1,3);
m.scale *= 1.5;
m.alpha *= .4;
}
if ( special1 > ReactionTime )
{
let s = Spawn(pop,invoker.nextpos);
s.target = target;
return;
}
let b = Spawn(GetClass(),invoker.nextpos);
b.angle = atan2(invoker.nextdir.y,invoker.nextdir.x);
b.pitch = asin(-invoker.nextdir.z);
b.target = target;
b.special1 = special1+1;
b.special2 = special2;
b.frame = frame;
}
override void Tick()
{
if ( isFrozen() ) return;
if ( !CheckNoDelay() || (tics == -1) ) return;
if ( tics > 0 ) tics--;
while ( !tics )
{
if ( !SetState(CurState.NextState) )
return;
}
}
Default
{
Obituary "$O_CANDYGUN";
RenderStyle "Add";
Alpha 0.4;
DamageFunction 40;
ReactionTime 12;
Radius 0.1;
Height 0;
Speed 16;
+NOGRAVITY;
+NOCLIP;
+DONTSPLASH;
+INTERPOLATEANGLES;
+NOTELEPORT;
+NOINTERACTION;
+FOILINVUL;
}
States
{
Spawn:
XZW1 A 1 Bright;
XZW1 A 1 Bright A_Trace();
XZW1 A 1 Bright A_Spread();
XZW1 A 1 Bright A_FadeOut(.1);
Wait;
}
}
Class CandyPop : Actor
{
Default
{
Obituary "$O_CANDYGUN";
DamageType "Explodium";
RenderStyle "Add";
Scale 2.;
Radius .1;
Height 0.;
+NOGRAVITY;
+NOBLOCKMAP;
+NODAMAGETHRUST;
+FORCERADIUSDMG;
+FORCEXYBILLBOARD;
+ROLLSPRITE;
+ROLLCENTER;
+NOTELEPORT;
+NOINTERACTION;
+FOILINVUL;
}
void FlashPlayer( int str, double rad )
{
if ( !SWWMUtility.InPlayerFOV(players[consoleplayer],self,rad) ) return;
let mo = players[consoleplayer].Camera;
double dist = Distance3D(mo);
str = int(str*(1.-(dist/rad)));
SWWMHandler.DoFlash(mo,Color(str,250,240,255),1);
SWWMHandler.DoFlash(mo,Color(str,224,0,255),3);
}
override void Tick()
{
if ( isFrozen() ) return;
if ( !CheckNoDelay() || (tics == -1) ) return;
if ( tics > 0 ) tics--;
while ( !tics )
{
if ( !SetState(CurState.NextState) )
return;
}
}
States
{
Spawn:
BLPF B 3 NoDelay
{
SWWMUtility.DoExplosion(self,500,60000,180,60);
Scale *= FRandom[ExploS](0.6,1.8);
Scale.x *= RandomPick[ExploS](-1,1);
Scale.y *= RandomPick[ExploS](-1,1);
roll = FRandom[Explos](0,360);
Spawn("CandyPLight",pos);
FlashPlayer(60,800);
int numpt = Random[ExploS](-3,3);
for ( int i=0; i<numpt; i++ )
{
double ang = FRandom[ExploS](0,360);
double pt = FRandom[ExploS](-90,90);
let s = Spawn("TinyCandyBeam",pos);
s.target = target;
s.angle = ang;
s.pitch = pt;
s.special2 = 3;
s.ReactionTime += Random[ExploS](-4,12);
}
numpt = Random[ExploS](1,3);
for ( int i=0; i<numpt; i++ )
{
Vector3 pvel = (FRandom[ExploS](-1,1),FRandom[ExploS](-1,1),FRandom[ExploS](-1,1)).unit()*FRandom[ExploS](1,3);
let s = Spawn("SWWMSmoke",pos);
s.vel = pvel;
s.SetShade(Color(1,1,1)*Random[ExploS](64,224));
s.special1 = Random[ExploS](1,3);
s.scale *= 2.4;
s.alpha *= .4;
}
}
Stop;
}
}
Class TinyCandyBeam : CandyBeam
{
Default
{
ReactionTime 12;
DamageFunction 20;
Speed 8;
}
States
{
Spawn:
XZW1 A 1 Bright;
XZW1 A 1 Bright A_Trace();
XZW1 A 1 Bright A_Spread("TinyCandyPop","SWWMSmallSmoke");
XZW1 A 1 Bright A_FadeOut(.15);
Wait;
}
}
Class TinyCandyPop : CandyPop
{
Default
{
Scale .5;
}
States
{
Spawn:
BLPF B 3 NoDelay
{
SWWMUtility.DoExplosion(self,200,32000,60,20);
Scale *= FRandom[ExploS](0.6,1.8);
Scale.x *= RandomPick[ExploS](-1,1);
Scale.y *= RandomPick[ExploS](-1,1);
roll = FRandom[Explos](0,360);
Spawn("CandyPLight2",pos);
FlashPlayer(20,250);
int numpt = Random[ExploS](1,3);
for ( int i=0; i<numpt; i++ )
{
Vector3 pvel = (FRandom[ExploS](-1,1),FRandom[ExploS](-1,1),FRandom[ExploS](-1,1)).unit()*FRandom[ExploS](.2,.9);
let s = Spawn("SWWMSmallSmoke",pos);
s.vel = pvel;
s.SetShade(Color(1,1,1)*Random[ExploS](64,224));
s.special1 = Random[ExploS](1,3);
s.scale *= 1.8;
s.alpha *= .4;
}
}
Stop;
}
}
Class CandyMagArm : Actor
{
Default
{
Obituary "$O_CANDYGUN";
PROJECTILE;
+THRUACTORS;
+BOUNCEONWALLS;
+BOUNCEONFLOORS;
+BOUNCEONCEILINGS;
+CANBOUNCEWATER;
+NODAMAGETHRUST;
+FORCERADIUSDMG;
-NOGRAVITY;
+FOILINVUL;
Gravity 0.35;
BounceFactor 1.0;
Radius 2;
Height 4;
}
override void PostBeginPlay()
{
Super.PostBeginPlay();
reactiontime = Random[ExploS](6,8);
double ang, pt;
ang = FRandom[ExploS](0,360);
pt = FRandom[ExploS](-90,90);
vel = (cos(ang)*cos(pt),sin(ang)*cos(pt),-sin(pt))*FRandom[ExploS](12.,30.);
}
States
{
Spawn:
TNT1 A 1
{
A_CountDown();
Spawn("CandyMagTrail",pos);
SWWMUtility.DoExplosion(self,50+reactiontime*5,3000+800*reactiontime,80+6*reactiontime);
double spd = vel.length();
vel = (vel*.1+(FRandom[ExploS](-.7,.7),FRandom[ExploS](-.7,.7),FRandom[ExploS](-.7,.7))).unit()*spd;
Vector3 pvel = (FRandom[ExploS](-1,1),FRandom[ExploS](-1,1),FRandom[ExploS](-1,1)).unit()*FRandom[ExploS](1,5);
let s = Spawn("SWWMHalfSmoke",pos);
s.vel = pvel+vel*.2;
s.SetShade(Color(1,1,1)*Random[ExploS](64,224));
s.special1 = Random[ExploS](2,7);
s.scale *= 2.4;
s.alpha *= 0.1+.4*(ReactionTime/8.);
int numpt = Random[ExploS](ReactionTime-12,3);
for ( int i=0; i<numpt; i++ )
{
double ang = FRandom[ExploS](0,360);
double pt = FRandom[ExploS](-90,90);
let s = Spawn("TinyCandyBeam",pos);
s.target = target;
s.angle = ang;
s.pitch = pt;
s.special2 = 3;
s.ReactionTime += Random[ExploS](8,20);
}
}
Wait;
}
}
Class CandyMagTrail : Actor
{
Default
{
RenderStyle "Add";
+NOBLOCKMAP;
+NOGRAVITY;
+FORCEXYBILLBOARD;
+NOTELEPORT;
+NOINTERACTION;
Scale 2.4;
Alpha 0.7;
Radius .1;
Height 0.;
}
override void Tick()
{
if ( isFrozen() ) return;
if ( !CheckNoDelay() || (tics == -1) ) return;
if ( tics > 0 ) tics--;
while ( !tics )
{
if ( !SetState(CurState.NextState) )
return;
}
}
States
{
Spawn:
XEX3 ABCDEFGHIJKLMNOPQRS 1 Bright A_SetScale(scale.x*.9);
Stop;
}
}
Class CandyMagTrailBig : CandyMagTrail
{
Default
{
Scale 4.;
}
States
{
Spawn:
XEX3 AABBCCDDEEFFGGHHIIJJKKLLMMNNOOPPQQRRSS 1 Bright A_SetScale(scale.x*.95);
Stop;
}
}
Class CandyMagArmBig : CandyMagArm
{
override void PostBeginPlay()
{
Super.PostBeginPlay();
reactiontime = Random[ExploS](10,20);
vel *= FRandom[ExploS](.8,2.);
}
States
{
Spawn:
TNT1 A 1
{
ReactionTime--;
Spawn("CandyMagTrailBig",pos);
SWWMUtility.DoExplosion(self,100+reactiontime*10,3000+900*reactiontime,200+16*reactiontime);
double spd = vel.length();
vel = (vel*.1+(FRandom[ExploS](-.5,.5),FRandom[ExploS](-.5,.5),FRandom[ExploS](-.5,.5))).unit()*spd;
Vector3 pvel = (FRandom[ExploS](-1,1),FRandom[ExploS](-1,1),FRandom[ExploS](-1,1)).unit()*FRandom[ExploS](1,5);
let s = Spawn("SWWMHalfSmoke",pos);
s.vel = pvel+vel*.2;
s.SetShade(Color(1,1,1)*Random[ExploS](64,224));
s.special1 = Random[ExploS](2,7);
s.scale *= 2.4;
s.alpha *= 0.1+.4*(ReactionTime/6.);
int numpt = Random[ExploS](ReactionTime-15,1);
for ( int i=0; i<numpt; i++ )
{
double ang = FRandom[ExploS](0,360);
double pt = FRandom[ExploS](-90,90);
let s = Spawn("TinyCandyBeam",pos);
s.target = target;
s.angle = ang;
s.pitch = pt;
s.special2 = 6;
s.ReactionTime += Random[ExploS](30,60);
}
if ( ReactionTime <= 0 )
{
numpt = Random[ExploS](2,6);
for ( int i=0; i<numpt; i++ )
{
double ang = FRandom[ExploS](0,360);
double pt = FRandom[ExploS](-90,90);
let s = Spawn("CandyBeam",pos);
s.target = target;
s.angle = ang;
s.pitch = pt;
s.ReactionTime += Random[ExploS](10,30);
}
Destroy();
}
}
Wait;
}
}
Class CandyGunProj : Actor
{
double pitchvel, anglevel;
Vector3 cvel;
Default
{
Obituary "$O_CANDYGUN";
DamageType "Explodium";
Radius 3;
Height 6;
Gravity 0.5;
Speed 30;
PROJECTILE;
-NOGRAVITY;
+ROLLSPRITE;
+ROLLCENTER;
+INTERPOLATEANGLES;
+NODAMAGETHRUST;
+FORCERADIUSDMG;
+FORCEXYBILLBOARD;
+FOILINVUL;
+EXPLODEONWATER;
}
override void PostBeginPlay()
{
Super.PostBeginPlay();
pitchvel = FRandom[Junk](10,30)*RandomPick[Junk](-1,1);
anglevel = FRandom[Junk](10,30)*RandomPick[Junk](-1,1);
}
void A_BlowUp()
{
bool bossbrains = false;
for ( Actor a=CurSector.thinglist; a; a=a.snext )
{
if ( a is 'BossBrain' )
{
let ti = ThinkerIterator.Create('BossEye');
if ( ti.Next() )
{
bossbrains = true;
break;
}
}
else if ( a is 'BossEye' )
{
bossbrains = true;
break;
}
}
if ( bossbrains && target )
SWWMUtility.MarkAchievement('swwm_achievement_yeet',target.player);
angle = atan2(cvel.y,cvel.x);
pitch = asin(-cvel.z);
bNOGRAVITY = true;
A_SetRenderStyle(1.,STYLE_Add);
Scale *= 7.+.2*special1;
A_AlertMonsters(swwm_uncapalert?0:40000);
SWWMUtility.DoExplosion(self,3000+900*special1,80000+15000*special1,500+30*special1,300,DE_EXTRAZTHRUST);
A_QuakeEx(9,9,9,70,0,1500+100*special1,"",QF_RELATIVE|QF_SCALEDOWN,falloff:1200,rollintensity:2.);
A_StartSound("candygun/gunhit",CHAN_VOICE,attenuation:.24);
A_StartSound("candygun/gunhit",CHAN_WEAPON,attenuation:.12);
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](35,50);
for ( int i=0; i<numpt; i++ )
{
Vector3 pvel = (FRandom[ExploS](-1,1),FRandom[ExploS](-1,1),FRandom[ExploS](-1,1)).unit()*FRandom[ExploS](1,20);
let s = Spawn("SWWMSmoke",pos);
s.vel = pvel;
s.SetShade(Color(1,1,1)*Random[ExploS](32,224));
s.special1 = Random[ExploS](1,8);
s.scale *= 4.;
s.alpha *= .4;
}
numpt = Random[ExploS](30,40);
for ( int i=0; i<numpt; i++ )
{
Vector3 pvel = (FRandom[ExploS](-1,1),FRandom[ExploS](-1,1),FRandom[ExploS](-1,1)).unit()*FRandom[ExploS](2,20);
let s = Spawn("SWWMSpark",pos);
s.vel = pvel;
}
numpt = Random[ExploS](40,60);
for ( int i=0; i<numpt; i++ )
{
Vector3 pvel = (FRandom[ExploS](-1,1),FRandom[ExploS](-1,1),FRandom[ExploS](-1,1)).unit()*FRandom[ExploS](2,32);
let s = Spawn("SWWMChip",pos);
s.vel = pvel;
}
numpt = int(Random[ExploS](2,6)*(1.+.4*special1));
for ( int i=0; i<numpt; i++ )
{
let s = Spawn("CandyMagArmBig",pos);
s.target = target;
}
Spawn("CandyLight3",pos);
Spawn("CandyRing3",pos);
if ( swwm_omnibust ) BusterWall.ProjectileBust(self,5000+900*special1,cvel);
}
States
{
Spawn:
XZW1 A 1
{
pitch += pitchvel;
angle += anglevel;
if ( vel.length() > 0. ) cvel = vel.unit();
}
Wait;
Death:
TNT1 A 0 A_BlowUp();
XEX3 AAABBBCCCDDDEEEFFFGGGHHHIIIJJJKKKLLLMMMNNNOOOPPPQQQRRRSSS 1 Bright
{
int numpt = Random[ExploS](-frame,6);
for ( int i=0; i<numpt; i++ )
{
double ang = FRandom[ExploS](0,360);
double pt = FRandom[ExploS](-90,90);
let s = Spawn((frame<10)?"CandyBeam":"TinyCandyBeam",pos);
s.target = target;
s.angle = ang;
s.pitch = pt;
s.special2 = 1;
s.ReactionTime += Random[ExploS](-12,48)+(25-frame)/2;
}
if ( (frame < 6) && (Random[ExploS](-frame,5) > 0) )
{
let s = Spawn("CandyMagArmBig",pos);
s.target = target;
}
}
Stop;
}
}
Class CandyMagProj : Actor
{
double pitchvel, anglevel;
Vector3 cvel;
Default
{
Obituary "$O_CANDYGUN";
DamageType "Explodium";
Radius 2;
Height 4;
Gravity 0.5;
Speed 30;
PROJECTILE;
-NOGRAVITY;
+ROLLSPRITE;
+ROLLCENTER;
+INTERPOLATEANGLES;
+NODAMAGETHRUST;
+FORCERADIUSDMG;
+FORCEXYBILLBOARD;
+FOILINVUL;
+BOUNCEONFLOORS;
+BOUNCEONCEILINGS;
+BOUNCEONWALLS;
+CANBOUNCEWATER;
+DONTBOUNCEONSKY;
+USEBOUNCESTATE;
BounceFactor 0.4;
WallBounceFactor 0.4;
}
override void PostBeginPlay()
{
Super.PostBeginPlay();
pitchvel = FRandom[Junk](10,30)*RandomPick[Junk](-1,1);
anglevel = FRandom[Junk](10,30)*RandomPick[Junk](-1,1);
}
void A_BlowUp()
{
angle = atan2(cvel.y,cvel.x);
pitch = asin(-cvel.z);
bNOGRAVITY = true;
A_SetRenderStyle(1.,STYLE_Add);
Scale *= 3.+.2*special1;
A_AlertMonsters(swwm_uncapalert?0:20000);
SWWMUtility.DoExplosion(self,800+900*special1,60000+15000*special1,200+20*special1,100,DE_EXTRAZTHRUST);
A_QuakeEx(9,9,9,30,0,500+80*special1,"",QF_RELATIVE|QF_SCALEDOWN,falloff:500,rollintensity:2.);
A_StartSound("candygun/maghit",CHAN_VOICE,attenuation:.24);
A_StartSound("candygun/maghit",CHAN_WEAPON,attenuation:.12);
A_SprayDecal("HugeRocketBlast",172);
Scale *= FRandom[ExploS](0.8,1.1);
Scale.x *= RandomPick[ExploS](-1,1);
Scale.y *= RandomPick[ExploS](-1,1);
int numpt = Random[ExploS](24,40);
for ( int i=0; i<numpt; i++ )
{
Vector3 pvel = (FRandom[ExploS](-1,1),FRandom[ExploS](-1,1),FRandom[ExploS](-1,1)).unit()*FRandom[ExploS](1,12);
let s = Spawn("SWWMSmoke",pos);
s.vel = pvel;
s.SetShade(Color(1,1,1)*Random[ExploS](64,224));
s.special1 = Random[ExploS](1,5);
s.scale *= 3.2;
s.alpha *= .4;
}
numpt = Random[ExploS](20,40);
for ( int i=0; i<numpt; i++ )
{
Vector3 pvel = (FRandom[ExploS](-1,1),FRandom[ExploS](-1,1),FRandom[ExploS](-1,1)).unit()*FRandom[ExploS](2,20);
let s = Spawn("SWWMSpark",pos);
s.vel = pvel;
}
numpt = Random[ExploS](25,60);
for ( int i=0; i<numpt; i++ )
{
Vector3 pvel = (FRandom[ExploS](-1,1),FRandom[ExploS](-1,1),FRandom[ExploS](-1,1)).unit()*FRandom[ExploS](2,32);
let s = Spawn("SWWMChip",pos);
s.vel = pvel;
}
numpt = int(Random[ExploS](3,6)*(1.+.4*special1));
for ( int i=0; i<numpt; i++ )
{
let s = Spawn("CandyMagArm",pos);
s.target = target;
}
Spawn("CandyLight2",pos);
Spawn("CandyRing2",pos);
if ( swwm_omnibust ) BusterWall.ProjectileBust(self,1000+900*special1,cvel);
}
void A_CheckBounce()
{
if ( (vel.length() > 4) && (vel.unit() dot cvel > .5) )
{
bHITOWNER = true;
A_StartSound("explodium/mag");
return;
}
ExplodeMissile();
}
States
{
Spawn:
XZW1 A 1
{
pitch += pitchvel;
angle += anglevel;
if ( vel.length() > 0. ) cvel = vel.unit();
}
Wait;
Bounce:
XZW1 A 0 A_CheckBounce();
Goto Spawn;
Death:
TNT1 A 0 A_BlowUp();
XEX3 AABBCCDDEEFFGGHHIIJJKKLLMMNNOOPPQQRRSS 1 Bright
{
int numpt = Random[ExploS](-frame,3);
for ( int i=0; i<numpt; i++ )
{
double ang = FRandom[ExploS](0,360);
double pt = FRandom[ExploS](-90,90);
let s = Spawn((frame>15)?"CandyBeam":"TinyCandyBeam",pos);
s.target = target;
s.angle = ang;
s.pitch = pt;
s.special2 = 2;
s.ReactionTime += Random[ExploS](-12,4)+(25-frame)/3;
}
}
Stop;
}
}
Class CandyBulletImpact : Actor
{
Default
{
Obituary "$O_CANDYGUN";
DamageType "Explodium";
RenderStyle "Add";
Scale 2.5;
Radius .1;
Height 0.;
+NOGRAVITY;
+NOBLOCKMAP;
+NODAMAGETHRUST;
+FORCERADIUSDMG;
+FORCEXYBILLBOARD;
+NOTELEPORT;
+NOINTERACTION;
+FOILINVUL;
}
override void PostBeginPlay()
{
Super.PostBeginPlay();
A_AlertMonsters(swwm_uncapalert?0:9000);
SWWMUtility.DoExplosion(self,900,48000,150,80,DE_EXTRAZTHRUST);
A_QuakeEx(6,6,6,15,0,300,"",QF_RELATIVE|QF_SCALEDOWN,falloff:200,rollintensity:0.2);
A_StartSound("candygun/hit",CHAN_VOICE,attenuation:.25);
A_StartSound("candygun/hit",CHAN_WEAPON,attenuation:.5);
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](15,30);
for ( int i=0; i<numpt; i++ )
{
Vector3 pvel = (FRandom[ExploS](-1,1),FRandom[ExploS](-1,1),FRandom[ExploS](-1,1)).unit()*FRandom[ExploS](1,3);
let s = Spawn("SWWMSmoke",pos);
s.vel = pvel;
s.SetShade(Color(1,1,1)*Random[ExploS](64,224));
s.special1 = Random[ExploS](1,3);
s.scale *= 2.4;
s.alpha *= .4;
}
numpt = Random[ExploS](12,16);
for ( int i=0; i<numpt; i++ )
{
Vector3 pvel = (FRandom[ExploS](-1,1),FRandom[ExploS](-1,1),FRandom[ExploS](-1,1)).unit()*FRandom[ExploS](2,6);
let s = Spawn("SWWMSpark",pos);
s.vel = pvel;
}
numpt = Random[ExploS](10,24);
for ( int i=0; i<numpt; i++ )
{
Vector3 pvel = (FRandom[ExploS](-1,1),FRandom[ExploS](-1,1),FRandom[ExploS](-1,1)).unit()*FRandom[ExploS](2,12);
let s = Spawn("SWWMChip",pos);
s.vel = pvel;
}
Spawn("CandyLight",pos);
Spawn("CandyRing",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:
XEX3 ABCDEFGHIJKLMNOPQRS 1 Bright
{
int numpt = Random[ExploS](-frame,6);
for ( int i=0; i<numpt; i++ )
{
double ang = FRandom[ExploS](0,360);
double pt = FRandom[ExploS](-90,90);
let s = Spawn("TinyCandyBeam",pos);
s.target = target;
s.angle = ang;
s.pitch = pt;
s.ReactionTime += Random[ExploS](-4,8);
}
}
Stop;
}
}
Class CandyRing : Actor
{
Default
{
RenderStyle "Add";
Scale 1.2;
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:
XRG5 ABCDEFGHIJKLMNOPQRSTUVWX 1 Bright A_SetScale(scale.x*1.08);
Stop;
}
}
Class CandyRing2 : CandyRing
{
Default
{
Scale 3.5;
}
States
{
Spawn:
XRG5 ABCDEFGHIJKLMNOPQRSTUVWX 1 Bright A_SetScale(scale.x*1.05);
Stop;
}
}
Class CandyRing3 : CandyRing
{
Default
{
Scale 4.;
}
States
{
Spawn:
XRG5 ABCDEFGHIJKLMNOPQRSTUVWX 1 Bright A_SetScale(scale.x*1.08);
Stop;
}
}
Class CandyWeaponLight : SWWMWeaponLight
{
Default
{
args 255,64,224,150;
}
}