swwmgz_m/zscript/handler/swwm_handler_iwantdie.zsc
2021-03-22 01:26:15 +01:00

82 lines
2.6 KiB
Text

// I WANT DIE
// fuck
Class DontDuplicate : Inventory {}
Class DontDuplicate2 : Inventory {}
Class HOLYCOWIMTOTALLYGOINGSOFASTOHFUCK : Inventory
{
override void DoEffect()
{
Super.DoEffect();
if ( !Owner || (Owner.Health <= 0) ) return;
if ( (Owner.tics > 1) && (Owner.tics > max(1,Owner.CurState.tics/2)) )
Owner.tics = max(1,Owner.CurState.tics/2);
}
}
extend Class SWWMHandler
{
private void IWantDieSpawn( WorldEvent e )
{
if ( iwantdie == -1 ) iwantdie = (G_SkillName() == StringTable.Localize("$SWWM_SKLUNATIC"));
if ( iwantdie )
{
if ( SWWMUtility.ValidProjectile(e.Thing) && !e.Thing.FindInventory("DontDuplicate") && (e.Thing.target && e.Thing.target.bISMONSTER && !e.Thing.target.player) )
{
e.Thing.speed *= 2;
e.Thing.vel *= 2;
Vector3 x, y, z;
double ang = e.Thing.target.target?e.Thing.AngleTo(e.Thing.target.target):e.Thing.angle;
double pt = e.Thing.target.target?SWWMUtility.PitchTo(e.Thing,e.Thing.target.target,.5):e.Thing.pitch;
[x, y, z] = swwm_CoordUtil.GetAxes(pt,ang,e.Thing.roll);
int numpt = Random[ExtraMissiles](1,2);
for ( int i=0; i<numpt; i++ )
{
double a = FRandom[ExtraMissiles](0,360);
double s = FRandom[ExtraMissiles](0,.1);
Vector3 dir = (x+y*cos(a)*s+z*sin(a)*s).unit();
let p = Actor.Spawn(e.Thing.GetClass(),e.Thing.pos);
p.GiveInventory("DontDuplicate",1);
p.target = e.Thing.target;
p.tracer = e.Thing.tracer;
p.master = e.Thing.master;
p.speed *= FRandom[ExtraMissiles](1.,3.);
p.vel = dir*p.speed;
p.angle = atan2(dir.y,dir.x);
p.pitch = asin(-dir.z);
p.roll = e.Thing.roll;
}
}
if ( e.Thing.bISMONSTER && !(e.Thing is 'PlayerPawn') )
{
e.Thing.GiveInventory("HOLYCOWIMTOTALLYGOINGSOFASTOHFUCK",1);
// random chance to spawn doubles
if ( !e.Thing.FindInventory("DontDuplicate") && !Random[ExtraMissiles](0,2) )
{
int numpt = Random[ExtraMissiles](1,2);
for ( int i=0; i<numpt; i++ )
{
// three attempts for each
for ( int j=0; j<3; j++ )
{
let x = Actor.Spawn(e.Thing.GetClass(),e.Thing.Vec3Angle(e.Thing.Radius*FRandom[ExtraMissiles](1.5,4.),FRandom[ExtraMissiles](0,360)));
if ( x.pos.z+x.height > x.ceilingz ) x.SetZ(x.ceilingz-x.height);
if ( x.pos.z < x.floorz ) x.SetZ(x.floorz);
if ( !x.TestMobjLocation() || !x.TestMobjZ() || !level.IsPointInLevel(x.pos) )
{
x.ClearCounters();
x.Destroy();
}
else
{
x.angle = e.Thing.angle;
x.GiveInventory("DontDuplicate",1);
break;
}
}
}
}
}
}
}
}