550 lines
15 KiB
Text
550 lines
15 KiB
Text
// Dr. Locke's Mighty Wolf Breath Airgun aka "Deep Impact" Airblaster (from SWWM series)
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// Slot 1, replaces Fist, Staff, Hexen starting weapons
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Class AirBullet : FastProjectile
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{
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int tcnt;
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Actor lasthit;
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Default
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{
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Obituary "$O_DEEPIMPACT";
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Radius 2;
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Height 4;
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DamageFunction 100;
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DamageType 'AirRip';
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Speed 400;
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PROJECTILE;
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+FORCERADIUSDMG;
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+NODAMAGETHRUST;
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+RIPPER;
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}
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override void PostBeginPlay()
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{
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A_StartSound("deepimpact/bullet",CHAN_BODY,CHANF_LOOPING,1.,1.5);
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}
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override int DoSpecialDamage( Actor target, int damage, Name damagetype )
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{
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if ( target.bBOSS ) damage = int(damage*.4);
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if ( !bAMBUSH )
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{
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if ( target == lasthit ) return 0;
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lasthit = target;
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}
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SWWMHandler.DoKnockback(target,vel.unit(),10000);
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return damage;
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}
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override void Effect()
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{
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let r = Spawn("AirBulletRing",pos);
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r.angle = angle;
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r.pitch = pitch;
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r.roll = FRandom[Impact](0,360);
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r.scale *= .3;
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r.alpha *= .6;
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int numpt = Random[ExploS](2,4);
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for ( int i=0; i<numpt; i++ )
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{
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Vector3 pvel = (FRandom[ExploS](-1,1),FRandom[ExploS](-1,1),FRandom[ExploS](-1,1)).unit()*FRandom[ExploS](.1,.8);
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let s = Spawn("SWWMSmoke",pos);
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s.vel = pvel+vel.unit()*3.;
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s.SetShade(Color(1,1,1)*Random[ExploS](240,255));
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s.special1 = Random[ExploS](1,2);
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s.scale *= 1.8;
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s.alpha *= .2;
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}
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bAMBUSH = true;
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SWWMHandler.DoExplosion(self,GetMissileDamage(0,0),0,50,ignoreme:target);
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bAMBUSH = false;
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tcnt++;
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if ( tcnt < 2 ) return;
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tcnt = 0;
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Spawn("AirRingLight",pos);
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}
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void A_Splode()
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{
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A_AlertMonsters(8000);
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if ( target && SWWMUtility.SphereIntersect(target,pos,120) )
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{
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// push away
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Vector3 dir = level.Vec3Diff(pos,target.Vec3Offset(0,0,target.height/2));
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double dist = dir.length();
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dir /= dist;
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double mm = 8000000./max(20.,dist);
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if ( (target.pos.z > target.floorz) && target.TestMobjZ() ) mm *= 1.6;
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SWWMHandler.DoKnockback(target,dir,mm);
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}
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SWWMHandler.DoExplosion(self,0,100000,150,ignoreme:target);
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A_QuakeEx(6,6,6,20,0,250,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:1.);
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A_StartSound("deepimpact/bullethit",CHAN_VOICE,CHANF_DEFAULT,1.,.3);
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A_SprayDecal("ImpactMark");
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Spawn("AirBulletLight",pos);
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int numpt = Random[ExploS](10,20);
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for ( int i=0; i<numpt; i++ )
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{
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Vector3 pvel = (FRandom[ExploS](-1,1),FRandom[ExploS](-1,1),FRandom[ExploS](-1,1)).unit()*FRandom[ExploS](2,6);
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let s = Spawn("SWWMSmoke",pos);
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s.vel = pvel;
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s.SetShade(Color(1,1,1)*Random[ExploS](240,255));
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s.special1 = Random[ExploS](1,2);
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s.scale *= 2.4;
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s.alpha *= .4;
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}
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numpt = Random[ExploS](8,12);
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for ( int i=0; i<numpt; i++ )
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{
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Vector3 pvel = (FRandom[ExploS](-1,1),FRandom[ExploS](-1,1),FRandom[ExploS](-1,1)).unit()*FRandom[ExploS](2,6);
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let s = Spawn("SWWMSpark",pos);
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s.vel = pvel;
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}
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numpt = Random[ExploS](6,16);
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for ( int i=0; i<numpt; i++ )
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{
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Vector3 pvel = (FRandom[ExploS](-1,1),FRandom[ExploS](-1,1),FRandom[ExploS](-1,1)).unit()*FRandom[ExploS](2,12);
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let s = Spawn("SWWMChip",pos);
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s.vel = pvel;
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}
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}
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States
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{
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Spawn:
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TNT1 A -1;
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Stop;
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Death:
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TNT1 A 1 A_Splode();
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Stop;
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}
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}
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Class AirBulletLight : PaletteLight
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{
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Default
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{
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Tag "ImpactWav";
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ReactionTime 5;
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Args 0,0,0,150;
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}
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}
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Class AirRingLight : PaletteLight
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{
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Default
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{
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Tag "ImpactWav2";
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ReactionTime 30;
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Args 0,0,0,120;
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}
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}
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Class AirBulletRing : Actor
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{
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Default
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{
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RenderStyle "Add";
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+NOGRAVITY;
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+NOBLOCKMAP;
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+DONTSPLASH;
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+ROLLSPRITE;
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+ROLLCENTER;
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+FORCEXYBILLBOARD;
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+NOINTERACTION;
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Radius 0.1;
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Height 0;
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}
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States
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{
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Spawn:
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XRG1 ABCDEFGHIJKLMNOPQRSTUVWX 2;
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Stop;
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}
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}
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Class DeepTracer : LineTracer
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{
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Actor ignoreme;
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Array<Actor> hitlist;
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Array<double> hitdist;
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override ETraceStatus TraceCallback()
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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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hitlist.Push(Results.HitActor);
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hitdist.Push(Results.Distance);
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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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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 THitList
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{
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Actor a;
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int nhits;
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Vector3 avgdir;
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double avgdist;
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}
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Class DeepImpact : SWWMWeapon
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{
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int clipcount;
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double charge;
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bool charging;
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transient ui TextureID WeaponBox, AmmoBar;
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transient ui DynamicValueInterpolator ChargeInter;
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transient ui Font TewiFont;
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Property ClipCount : clipcount;
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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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if ( !WeaponBox ) WeaponBox = TexMan.CheckForTexture("graphics/HUD/DeepImpactDisplay.png",TexMan.Type_Any);
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if ( !TewiFont ) TewiFont = Font.GetFont('TewiShaded');
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if ( !AmmoBar ) AmmoBar = TexMan.CheckForTexture("graphics/HUD/DeepImpactBar.png",TexMan.Type_Any);
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Screen.DrawTexture(WeaponBox,false,bx-36,by-54,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true);
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int chg = clamp(ChargeInter?ChargeInter.GetValue():clipcount,0,100);
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int ct = int(((by-2)-(chg*50./100.))*hs.y);
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Screen.DrawTexture(AmmoBar,false,bx-7,by-52,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true,DTA_ClipTop,ct);
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Screen.DrawText(TewiFont,Font.CR_FIRE,bx-35,by-13,String.Format("%3d%%",chg),DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true);
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}
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override void HudTick()
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{
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if ( !ChargeInter ) ChargeInter = DynamicValueInterpolator.Create(clipcount,.5,1,25);
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ChargeInter.Update(clipcount);
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}
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override bool ReportHUDAmmo()
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{
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return (ClipCount>0);
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}
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action void A_BeginCharge()
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{
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invoker.charge = 0;
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A_StartSound("deepimpact/charge",CHAN_WEAPONEXTRA);
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A_QuakeEx(2,2,2,35,0,1,"",QF_RELATIVE|QF_SCALEUP,rollIntensity:.2);
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A_AlertMonsters(100);
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}
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action void A_ChargeUp()
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{
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invoker.charge += 1./TICRATE;
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A_WeaponOffset(FRandom[Impact](-1,1)*invoker.charge,32+FRandom[Impact](-1,1)*invoker.charge);
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if ( invoker.charge >= (invoker.clipcount*.01) )
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{
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A_WeaponOffset(0,32);
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player.SetPSprite(PSP_WEAPON,ResolveState("AltRelease"));
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}
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}
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action void A_DryFire()
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{
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let weap = Weapon(invoker);
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if ( !weap ) return;
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A_StartSound("deepimpact/dryfire",CHAN_WEAPON,CHANF_OVERLAP,.5);
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A_AlertMonsters(70);
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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+2*y-3*z);
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int numpt = Random[Impact](5,7);
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for ( int i=0; i<numpt; i++ )
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{
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Vector3 pvel = (x+(FRandom[Impact](-.1,.1),FRandom[Impact](-.1,.1),FRandom[Impact](-.1,.1))).unit()*FRandom[Impact](.1,.4);
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let s = Spawn("SWWMSmoke",origin);
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s.vel = pvel;
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s.scale *= .3;
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s.alpha *= .05;
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s.SetShade(Color(1,1,1)*Random[Impact](192,255));
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}
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}
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action void A_Air()
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{
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let weap = Weapon(invoker);
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if ( !weap ) return;
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A_QuakeEx(1,1,1,2,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:.05);
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A_StartSound("deepimpact/fire",CHAN_WEAPON,CHANF_OVERLAP);
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A_AlertMonsters(300);
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A_PlayerFire();
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invoker.clipcount = max(0,invoker.clipcount-3);
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Vector3 x, y, z, dir;
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[x, y, z] = swwm_CoordUtil.GetAxes(pitch,angle,roll);
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SWWMHandler.DoKnockback(self,-x,2000.);
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Vector3 origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),10*x+2*y-3*z);
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DeepTracer t = new("DeepTracer");
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t.ignoreme = self;
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Array<THitList> list;
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list.Clear();
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int rings = 1;
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int wallhits = 0;
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Vector3 hitnormal;
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Vector3 wnorm = (0,0,0);
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for ( double i=0; i<1.; i+=.05 )
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{
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for ( int j=0; j<360; j+=(360/rings) )
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{
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dir = (x+y*cos(j)*i+z*sin(j)*i).unit();
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t.hitlist.Clear();
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t.hitdist.Clear();
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t.Trace(origin,level.PointInSector(origin.xy),dir,150-i*50,0);
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for ( int i=0; i<t.hitlist.Size(); i++ )
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{
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int inl = -1;
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for ( int k=0; k<list.Size(); k++ )
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{
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if ( list[k].a != t.hitlist[i] ) continue;
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inl = k;
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break;
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}
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if ( inl == -1 )
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{
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THitList l = new("THitList");
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l.a = t.hitlist[i];
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inl = list.Push(l);
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}
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list[inl].nhits++;
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list[inl].avgdir += dir;
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list[inl].avgdist += t.hitdist[i];
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}
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if ( t.Results.HitType == TRACE_HitWall )
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{
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t.Results.HitLine.RemoteActivate(self,t.Results.Side,SPAC_Impact,t.Results.HitPos);
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wallhits++;
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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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wnorm += (hitnormal*.2-dir)/max(50.,t.Results.Distance);
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}
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else if ( t.Results.HitType == TRACE_HitFloor )
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{
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wallhits++;
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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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wnorm += (hitnormal*.2-dir)/max(50.,t.Results.Distance);
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}
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else if ( t.Results.HitType == TRACE_HitCeiling )
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{
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wallhits++;
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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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wnorm += (hitnormal*.2-dir)/max(50.,t.Results.Distance);
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}
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}
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rings += 5;
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}
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if ( wallhits > 0 )
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{
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wnorm /= wallhits;
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if ( (pos.z > floorz) && TestMobjZ() ) wnorm *= 2.4;
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SWWMHandler.DoKnockback(self,wnorm.unit(),wnorm.length()*5000000.);
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}
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for ( int i=0; i<list.Size(); i++ )
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{
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Vector3 avgdir = list[i].avgdir/list[i].nhits;
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double avgdist = list[i].avgdist/list[i].nhits;
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double dmg = 4000.*(1.-clamp(avgdist/300.,0.,1.));
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if ( !list[i].a.bDONTTHRUST && (list[i].a.mass < LARGE_MASS) )
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list[i].a.vel += ((avgdir+(0,0,.35))*dmg/max(50,list[i].a.mass));
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list[i].a.DamageMobj(self,self,int(dmg/500.),'Push',DMG_THRUSTLESS);
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}
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let ti = ThinkerIterator.Create("Actor");
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Actor m;
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while ( m = Actor(ti.Next()) )
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{
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if ( !m.bMISSILE ) continue;
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double rdist = level.Vec3Diff(origin,m.pos).length();
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Vector3 rdir = level.Vec3Diff(origin,m.pos).unit();
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if ( LineTrace(atan2(rdir.y,rdir.x),rdist,asin(-rdir.z),TRF_THRUACTORS|TRF_ABSPOSITION,origin.z,origin.x,origin.y) || (rdist > 150) || (rdir dot x < 0.7) ) continue;
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m.speed = m.vel.length();
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m.vel = m.speed*1.5*(m.vel.unit()*.2+rdir).unit();
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Vector3 ndir = m.vel.unit();
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m.angle = atan2(ndir.y,ndir.x);
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m.pitch = asin(-ndir.z);
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if ( m.target == self ) continue;
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if ( m.bSEEKERMISSILE ) m.tracer = m.target;
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m.target = self;
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}
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int numpt = Random[Impact](7,12);
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for ( int i=0; i<numpt; i++ )
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{
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Vector3 pvel = (x+(FRandom[Impact](-.2,.2),FRandom[Impact](-.2,.2),FRandom[Impact](-.2,.2))).unit()*FRandom[Impact](.5,4);
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let s = Spawn("SWWMSmoke",origin);
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s.vel = pvel;
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s.special1 = 1;
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s.scale *= .5;
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s.alpha *= .15;
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s.SetShade(Color(1,1,1)*Random[Impact](192,255));
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}
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}
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action void A_AltBullet()
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{
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let weap = Weapon(invoker);
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if ( !weap ) return;
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A_StopSound(CHAN_WEAPONEXTRA);
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A_QuakeEx(6,6,6,10,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:.7);
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A_StartSound("deepimpact/altfire",CHAN_WEAPON,CHANF_OVERLAP,attenuation:.5);
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A_AlertMonsters(8000);
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A_PlayerFire();
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invoker.clipcount = 0;
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Vector3 x, y, z, x2, y2, z2;
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[x, y, z] = swwm_CoordUtil.GetAxes(pitch,angle,roll);
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SWWMHandler.DoKnockback(self,-x,42000.);
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Vector3 origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),10*x+2*y-3*z);
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double a = FRandom[Spread](0,360), s = FRandom[Spread](0,.002);
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[x2, y2, z2] = swwm_CoordUtil.GetAxes(BulletSlope(),angle,roll);
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Vector3 dir = (x2+y2*cos(a)*s+z2*sin(a)*s).unit();
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let p = Spawn("AirBullet",origin);
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p.target = self;
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p.angle = atan2(dir.y,dir.x);
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p.pitch = asin(-dir.z);
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p.vel = dir*p.speed;
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invoker.charge = 0;
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int numpt = Random[Impact](14,18);
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for ( int i=0; i<numpt; i++ )
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{
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Vector3 pvel = (x+(FRandom[Impact](-.5,.5),FRandom[Impact](-.5,.5),FRandom[Impact](-.5,.5))).unit()*FRandom[Impact](1,6);
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let s = Spawn("SWWMSmoke",origin);
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s.vel = pvel;
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s.special1 = 2;
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s.scale *= .7;
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s.alpha *= .2;
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s.SetShade(Color(1,1,1)*Random[Impact](192,255));
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}
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}
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action void A_Crank()
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{
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invoker.clipcount = min(invoker.default.clipcount,invoker.clipcount+20);
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A_StartSound("deepimpact/reload",CHAN_WEAPON,CHANF_OVERLAP);
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A_QuakeEx(1,1,1,7,0,1,"",QF_RELATIVE|QF_SCALEUP,rollIntensity:.05);
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}
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action void A_NoCrank()
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{
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A_StartSound("deepimpact/noreload",CHAN_WEAPON,CHANF_OVERLAP);
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A_QuakeEx(1,1,1,2,0,1,"",QF_RELATIVE|QF_SCALEUP,rollIntensity:.05);
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}
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Default
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{
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Tag "$T_DEEPIMPACT";
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Inventory.PickupMessage "$I_DEEPIMPACT";
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Obituary "$O_DEEPIMPACT_WEAK";
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Inventory.Icon "graphics/HUD/Icons/W_DeepImpact.png";
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Weapon.UpSound "deepimpact/select";
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Weapon.SlotNumber 1;
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Weapon.SlotPriority 1.;
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Weapon.SelectionOrder 2000;
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Stamina 6000;
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DeepImpact.ClipCount 100;
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+WEAPON.MELEEWEAPON;
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+WEAPON.WIMPY_WEAPON;
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}
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States
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{
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Spawn:
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XZW1 A -1;
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Stop;
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Select:
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XZW2 I 2 A_FullRaise();
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XZW2 JKLMNOP 2;
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Goto Ready;
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Ready:
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XZW2 A 1 A_WeaponReady(WRF_ALLOWRELOAD|WRF_ALLOWUSER1|WRF_ALLOWZOOM);
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Wait;
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DryFire:
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XZW2 A 1 A_DryFire();
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XZW2 QR 2;
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XZW2 TU 3;
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XZW2 A 4;
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Goto Ready;
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Fire:
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XZW2 A 0 A_JumpIf(invoker.ClipCount<=0,"DryFire");
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XZW2 A 1 A_Air();
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XZW2 QR 2;
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XZW2 STUA 3;
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Goto Ready;
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AltFire:
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XZW2 A 0 A_JumpIf(invoker.ClipCount<100,"Reload");
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XZW2 A 0 A_BeginCharge();
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XZW2 A 1 A_ChargeUp();
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XZW2 V 1 A_ChargeUp();
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Wait;
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AltRelease:
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XZW2 V 1 A_AltBullet();
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XZW2 W 1;
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XZW2 X 2;
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XZW2 YZ 3;
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XZW3 AB 5;
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XZW3 CD 4;
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XZW3 EFG 3;
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Goto Ready;
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Reload:
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XZW2 A 0 A_JumpIf(invoker.clipcount>=invoker.default.clipcount,"NoReload");
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XZW2 A 2 A_StartSound("deepimpact/reloadbeg",CHAN_WEAPON,CHANF_OVERLAP);
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XZW3 HIJ 2;
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ReloadHold:
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XZW3 K 2 A_Crank();
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XZW3 LM 2;
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XZW3 NOPQ 3;
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XZW3 K 0 A_JumpIf((player.cmd.buttons&(BT_RELOAD|BT_ALTATTACK))&&(invoker.clipcount<invoker.default.clipcount),"ReloadHold");
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XZW3 K 2 A_StartSound("deepimpact/reloadend",CHAN_WEAPON,CHANF_OVERLAP);
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XZW3 RSTUV 2;
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Goto Ready;
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NoReload:
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XZW2 A 2 A_StartSound("deepimpact/reloadbeg",CHAN_WEAPON,CHANF_OVERLAP);
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XZW3 HIJ 2;
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NoReloadHold:
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XZW3 K 2 A_NoCrank();
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XZW3 L 2;
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XZW3 M 5;
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XZW3 L 3;
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XZW3 K 2 A_StartSound("deepimpact/reloadend",CHAN_WEAPON,CHANF_OVERLAP);
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XZW3 RSTUV 2;
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Goto Ready;
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Zoom:
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XZW2 A 3
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{
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A_StartSound("deepimpact/checkout",CHAN_WEAPON,CHANF_OVERLAP);
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A_PlayerCheckGun();
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}
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XZW3 WXYZ 3;
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XZW4 AB 4;
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XZW4 CD 3;
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XZW4 EFG 2;
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Goto Ready;
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User1:
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XZW2 A 2
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{
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A_StartSound("demolitionist/wswing",CHAN_WEAPON,CHANF_OVERLAP);
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A_PlayerMelee();
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}
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XZW4 H 2 A_StartSound("demolitionist/reloadbeg",CHAN_WEAPON,CHANF_OVERLAP);
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XZW4 I 2;
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XZW4 J 1 A_Parry(9);
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XZW4 KLM 1;
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XZW4 N 4 A_Melee(60,"demolitionist/whits");
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XZW4 O 3 { invoker.PlayUpSound(self); }
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XZW4 PQRSTUV 2;
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Goto Ready;
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Deselect:
|
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XZW2 A 2 A_StartSound("deepimpact/deselect",CHAN_WEAPON,CHANF_OVERLAP);
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XZW2 BCDEFGHI 2;
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XZW2 I -1 A_FullLower();
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Stop;
|
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}
|
|
}
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