743 lines
19 KiB
Text
743 lines
19 KiB
Text
// Imanaki Corp Hellfire Cannon Mk3, aka "Hellblazer" (from SWWM series, originally inspired by the Hellraiser from OMGWEAPONS)
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// Slot 6, replaces Rocket Launcher, Phoenix Rod, Firestorm
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Class HellblazerX : GhostArtifactX
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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; // not fullbright
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Stop;
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}
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}
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// I'll do this properly in 1.4, for now it's gross-looking
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Class HellblazerXSub : GhostArtifactX
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{
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Hellblazer weap;
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int ridx;
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Default
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{
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RenderStyle "Normal";
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}
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void UpdateMe()
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{
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if ( !weap.bInitialized )
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{
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// not initialized, default to 3 loaded rockets
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if ( ridx < 3 ) SetState(SpawnState+1+ridx);
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else Setstate(SpawnState);
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return;
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}
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int idx = ridx-weap.magpos;
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if ( idx > 5 ) idx -= 6;
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else if ( idx < 0 ) idx += 6;
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if ( weap.magstate[ridx] ) SetState(SpawnState);
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else SetState(SpawnState+1+idx);
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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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Missiles:
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XZW1 ABCDEF -1;
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Stop;
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}
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}
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Class Hellblazer : SWWMWeapon
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{
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int clipcount;
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bool magstate[6]; // true: rocket was spent
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int magpos; // current rotation
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int spinskipped;
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HellblazerXSub pickuprockets[6];
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int preload; // additional loaded missiles (up to 2)
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Actor seektarget[3];
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int seekcnt;
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int preloadcnt;
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transient ui SWWMProjectionData projdata;
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ui TextureID LockIcon;
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/*override void RenderUnderlay( RenderEvent e )
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{
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Super.RenderUnderlay(e);
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if ( !LockIcon ) LockIcon = TexMan.CheckForTexture("graphics/HUD/HellblazerMissileLock.png");
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SWWMUtility.PrepareProjData(projdata,e.ViewPos,e.ViewAngle,e.ViewPitch,e.ViewRoll,players[consoleplayer].fov);
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int cliptop = projdata.viewy, clipbottom = projdata.viewy+projdata.viewh,
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clipleft = projdata.viewx, clipright = projdata.viewx+projdata.vieww;
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double hs = max(min(floor(Screen.GetWidth()/640.),floor(Screen.GetHeight()/360.)),1.);
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Vector2 ss = (Screen.GetWidth()/hs,Screen.GetHeight()/hs);
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for ( int i=0; i<3; i++ )
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{
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if ( !seektarget[i] ) continue;
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Vector3 tpos = SWWMUtility.LerpVector3(seektarget[i].prev,seektarget[i].pos,e.FracTic);
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Vector3 ndc = SWWMUtility.ProjectPoint(projdata,e.viewpos+level.Vec3Diff(e.viewpos,tpos+(0,0,seektarget[i].Height/2)));
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if ( ndc.z > 1. ) continue;
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Vector2 vpos = SWWMUtility.NDCToViewport(projdata,ndc);
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Screen.DrawTexture(LockIcon,false,vpos.x/hs,vpos.y/hs,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true,DTA_CenterOffset,true,DTA_ClipTop,cliptop,DTA_ClipBottom,clipbottom,DTA_ClipLeft,clipleft,DTA_ClipRight,clipright);
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}
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}
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override Vector3 GetTraceOffset( int index )
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{
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return (10.,3.5,-5.);
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}
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action void A_HellblazerFire( bool bAlt = false )
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{
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A_StartSound(bAlt?"hellblazer/altfire":"hellblazer/fire",CHAN_WEAPON,CHANF_OVERLAP,attenuation:(bAlt?1.7:.8));
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A_AlertMonsters(swwm_uncapalert?0:bAlt?400:1200);
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int qstr = bAlt?4:5;
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A_QuakeEx(qstr,qstr,qstr,bAlt?4:12,0,8,"",QF_RELATIVE|QF_SCALEDOWN|QF_3D,rollIntensity:.12*qstr);
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A_BumpFOV(bAlt?.96:.93);
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A_PlayerFire();
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invoker.clipcount = max(0,invoker.clipcount-1);
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invoker.magstate[invoker.magpos-invoker.preload] = true;
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invoker.spinskipped++;
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Vector3 x, y, z, x2, y2, z2, dir, origin;
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double a, s;
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[x, y, z] = swwm_CoordUtil.GetAxes(pitch,angle,roll);
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SWWMUtility.DoKnockback(self,-x,bAlt?22000.:32000.);
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[x2, y2, z2] = swwm_CoordUtil.GetAxes(BulletSlope(),angle,roll);
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origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),10*x+3.5*y-5*z);
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a = FRandom[Hellblazer](0,360);
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s = FRandom[Hellblazer](0,bAlt?.02:.005);
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dir = SWWMUtility.ConeSpread(x2,y2,z2,a,s);
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let p = Spawn(bAlt?"HellblazerMissile2":"HellblazerMissile",origin);
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p.target = self;
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int tidx = max(0,invoker.seekcnt-(invoker.preload+1));
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if ( invoker.seektarget[tidx] ) HellblazerMissile(p).seektarget = invoker.seektarget[tidx];
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if ( invoker.preload <= 0 ) for ( int i=0; i<3; i++ ) invoker.seektarget[i] = null;
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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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if ( bAlt )
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{
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if ( p.waterlevel <= 0 ) p.vel.z += 3.5;
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return;
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}
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for ( int i=0; i<5; i++ )
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{
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let s = Spawn("SWWMSmoke",origin);
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s.special1 = 1;
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s.scale *= 2.4;
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s.alpha *= .4;
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s.SetShade(Color(4,3,2)*Random[Hellblazer](48,63));
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s.vel += vel*.5+x*FRandom[Hellblazer](6.,10.)+y*FRandom[Hellblazer](-2,2)+z*FRandom[Hellblazer](-2,2);
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}
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for ( int i=0; i<6; i++ )
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{
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let s = Spawn("SWWMSpark",origin);
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s.scale *= .7;
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s.alpha *= .4;
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s.vel += vel*.5+x*FRandom[Hellblazer](4.,8.)+y*FRandom[Hellblazer](-2,2)+z*FRandom[Hellblazer](-2,2);
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}
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}
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override bool ReportHUDAmmo()
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{
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return (clipcount>0)||(Ammo1.Amount>0);
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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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if ( (firemode == PrimaryFire) || (firemode == AltFire) )
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return (clipcount>0)||(Ammo1.Amount>0);
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return Super.CheckAmmo(firemode,autoswitch,requireammo,ammocount);
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}
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action void A_GlassOverlay( StateLabel g )
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{
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player.SetPSprite(PSP_WEAPON+1,invoker.FindState(g));
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// we have to still use A_Overlay* functions for these
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A_OverlayFlags(PSP_WEAPON+1,PSPF_RENDERSTYLE|PSPF_FORCESTYLE,true);
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A_OverlayRenderStyle(PSP_WEAPON+1,STYLE_Add);
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}
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action state A_JumpX( StateLabel a, StateLabel g, StateLabel o = null )
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{
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A_Overlay(-9999,o);
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A_GlassOverlay(g);
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return invoker.FindState(a);
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}
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override bool PickupForAmmoSWWM( SWWMWeapon ownedWeapon )
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{
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bool good = Super.PickupForAmmoSWWM(ownedWeapon);
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let Owner = ownedWeapon.Owner;
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if ( (AmmoGive1 == 0) && (clipcount > 0) )
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{
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// let's get this bread
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Inventory cur = Owner.FindInventory(AmmoType1);
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if ( !cur )
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{
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cur = Inventory(Spawn(AmmoType1));
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cur.Amount = 0;
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cur.AttachToOwner(Owner);
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}
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int maxgiveamt = min(cur.MaxAmount-cur.Amount,clipcount);
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int dropamt = clipcount-maxgiveamt;
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if ( dropamt > 0 ) cur.CreateTossable(dropamt);
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cur.Amount = min(cur.MaxAmount,cur.Amount+clipcount);
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good = true;
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}
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return good;
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}
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override void InitializeWeapon()
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{
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// 3 hellblazer missiles loaded
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clipcount = 3;
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magpos = 0;
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for ( int i=0; i<6; i++ )
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magstate[i] = (i>2);
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}
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clearscope int LoadedCapacity() const
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{
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return min(Ammo1.Amount+clipcount,6);
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}
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action void A_SwapAmmo()
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{
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int takeamt = invoker.LoadedCapacity()-invoker.clipcount;
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invoker.clipcount = invoker.LoadedCapacity();
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if ( !sv_infiniteammo && !FindInventory('PowerInfiniteAmmo',true) )
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Ammo1.Amount = max(0,Ammo1.Amount-takeamt);
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invoker.magpos = 0;
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for ( int i=0; i<6; i++ )
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invoker.magstate[i] = !(invoker.clipcount > i);
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return;
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}
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action void A_HellblazerReady()
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{
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int flg = WRF_ALLOWRELOAD|WRF_ALLOWZOOM|WRF_ALLOWUSER1;
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// can we fire?
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bool canfire = (invoker.clipcount > 0) || (Ammo1.Amount > 0);
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if ( !canfire ) flg |= WRF_NOPRIMARY|WRF_NOSECONDARY;
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A_WeaponReady(flg);
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if ( player.cmd.buttons&(BT_ATTACK|BT_ALTATTACK) )
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invoker.CheckAmmo(EitherFire,true);
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}
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// check if weapon was dropped or interrupted in some way before the mag spin could be done
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action void A_CheckSpinSkip()
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{
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for ( int i=0; i<3; i++ ) invoker.seektarget[i] = null;
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// check preloaded rockets first (note, this theoretically would never go below zero)
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invoker.magpos = max(0,invoker.magpos-invoker.preload);
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invoker.preload = 0;
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// do the spin
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invoker.magpos = (invoker.magpos+invoker.spinskipped)%6;
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invoker.spinskipped = 0;
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}*/
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action void A_UpdatePickup()
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{
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for ( int i=0; i<6; i++ )
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{
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if ( !invoker.pickuprockets[i] )
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{
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invoker.pickuprockets[i] = HellblazerXSub(Spawn("HellblazerXSub",pos));
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invoker.pickuprockets[i].angle = angle;
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invoker.pickuprockets[i].target = invoker;
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invoker.pickuprockets[i].weap = invoker;
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invoker.pickuprockets[i].FloatBobPhase = FloatBobPhase;
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invoker.pickuprockets[i].ridx = i;
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}
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invoker.pickuprockets[i].UpdateMe();
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}
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}
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/*action void A_CheckLockOn()
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{
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if ( invoker.seekcnt > invoker.preload ) return;
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Vector3 x, y, z, x2, y2, z2, dir;
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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);
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// try to catch target in cone of vision
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[x2, y2, z2] = swwm_CoordUtil.GetAxes(pitch,angle,roll);
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Array<HHitList> hits;
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hits.Clear();
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int rings = 1;
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FLineTraceData d;
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for ( double i=0; i<.1; i+=.02 )
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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 = SWWMUtility.ConeSpread(x2,y2,z2,j,i);
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LineTrace(atan2(dir.y,dir.x),8000.,asin(-dir.z),TRF_ABSPOSITION,origin.z,origin.x,origin.y,d);
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if ( d.HitType != TRACE_HitActor ) continue;
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if ( (d.HitActor == invoker.seektarget[0])
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|| (d.HitActor == invoker.seektarget[1])
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|| (d.HitActor == invoker.seektarget[2]) ) continue;
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if ( !d.HitActor.bISMONSTER && !(d.HitActor is 'BossBrain') && !d.HitActor.player )
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continue;
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if ( d.HitActor.IsFriend(self) ) continue;
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bool addme = true;
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for ( int k=0; k<hits.Size(); k++ )
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{
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if ( hits[k].a != d.HitActor ) continue;
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if ( (hits[k].dir dot x2) < (dir dot x2) )
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hits[k].dir = dir; // closer to centerpoint
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addme = false;
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break;
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}
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if ( !addme ) continue;
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let nhit = new("HHitList");
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nhit.a = d.HitActor;
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nhit.dir = dir;
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hits.Push(nhit);
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}
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rings += 5;
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}
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int closest = -1;
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double closestdot = -1;
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for ( int i=0; i<hits.Size(); i++ )
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{
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double thisdot = (hits[i].dir dot x2);
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if ( thisdot < closestdot ) continue;
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closest = i;
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closestdot = thisdot;
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}
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if ( closest != -1 )
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{
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if ( invoker.seekcnt == 0 )
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{
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for ( int i=0; i<3; i++ )
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invoker.seektarget[i] = hits[closest].a;
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}
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else invoker.seektarget[invoker.seekcnt] = hits[closest].a;
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invoker.seekcnt++;
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A_StartSound("hellblazer/lock",CHAN_WEAPON,CHANF_OVERLAP);
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}
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}*/
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override void PreTravelled()
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{
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Super.PreTravelled();
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if ( tracer ) tracer.Destroy();
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}
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override void Travelled()
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{
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Super.Travelled();
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if ( tracer ) return;
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tracer = Spawn("HellblazerX",pos);
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tracer.angle = angle;
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tracer.target = self;
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tracer.FloatBobPhase = FloatBobPhase;
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}
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override void PostBeginPlay()
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{
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Super.PostBeginPlay();
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tracer = Spawn("HellblazerX",pos);
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tracer.angle = angle;
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tracer.target = self;
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tracer.FloatBobPhase = FloatBobPhase;
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}
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override void MarkPrecacheSounds()
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{
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Super.MarkPrecacheSounds();
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MarkSound("hellblazer/select");
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MarkSound("hellblazer/deselect");
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MarkSound("hellblazer/fire");
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MarkSound("hellblazer/altfire");
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MarkSound("hellblazer/meleestart");
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MarkSound("hellblazer/meleeend");
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MarkSound("hellblazer/idle");
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MarkSound("hellblazer/dustoff");
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MarkSound("hellblazer/shift");
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MarkSound("hellblazer/spin");
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MarkSound("hellblazer/open");
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MarkSound("hellblazer/magout");
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MarkSound("hellblazer/magin");
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MarkSound("hellblazer/close");
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MarkSound("hellblazer/hit1");
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MarkSound("hellblazer/hit2");
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MarkSound("hellblazer/hit3");
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MarkSound("hellblazer/bounce");
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MarkSound("hellblazer/fly");
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MarkSound("hellblazer/preload");
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MarkSound("hellblazer/hold");
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MarkSound("hellblazer/lock");
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MarkSound("hellblazer/clear");
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}
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Default
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{
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Tag "$T_HELLBLAZER";
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Inventory.PickupMessage "$I_HELLBLAZER";
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Obituary "$O_HELLBLAZER";
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SWWMWeapon.Tooltip "$TT_HELLBLAZER";
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SWWMWeapon.GetLine "gethellblazer";
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Weapon.SlotNumber 6;
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Weapon.SelectionOrder 700;
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Weapon.UpSound "hellblazer/select";
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Stamina 90000;
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Weapon.AmmoType1 "HellblazerMissiles";
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Weapon.AmmoGive1 3;
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SWWMWeapon.DropAmmoType "SWWMRocketAmmoSmall";
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+SWWMWEAPON.NOFIRSTGIVE;
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+WEAPON.EXPLOSIVE;
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Radius 24;
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Height 32;
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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 NoDelay A_UpdatePickup();
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Stop;
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/*Select:
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XZW2 I 2
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{
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A_CheckSpinSkip();
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A_FullRaise();
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A_GlassOverlay("Select_G");
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}
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XZW2 JKLMNOP 2;
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Goto Ready;
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Select_G:
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XZWM ABCDEFGH 2;
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Goto Ready_G;
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Deselect:
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XZW2 A 2
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{
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A_StartSound("hellblazer/deselect",CHAN_WEAPON,CHANF_OVERLAP);
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A_GlassOverlay("Deselect_G");
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}
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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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Deselect_G:
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XZWL STUVWXYZ 2;
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XZWM A 2;
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Stop;
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Ready:
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XZW2 A 0 A_GlassOverlay("Ready_G");
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XZW2 A 1 A_HellblazerReady();
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Wait;
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Ready_G:
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XZWL S 1;
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Wait;
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Fire:
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#### # 0
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{
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invoker.preloadcnt = 0;
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invoker.preload = 0;
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}
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#### # 1
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{
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if ( invoker.clipcount <= 0 )
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{
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A_GlassOverlay("Unload_G");
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return ResolveState("Unload");
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}
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if ( player.cmd.buttons&BT_ATTACK )
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{
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invoker.preloadcnt++;
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if ( (player.cmd.buttons&BT_ALTATTACK) || ((invoker.clipcount < 2) && (invoker.preloadcnt >= 10)) )
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{
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invoker.preloadcnt = 0;
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A_GlassOverlay("Ready_G");
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return ResolveState("PreFire");
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}
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if ( invoker.preloadcnt >= 10 )
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{
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invoker.preloadcnt = 0;
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A_GlassOverlay("Ready_G");
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return ResolveState("PreLoad");
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}
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return ResolveState(null);
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}
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A_GlassOverlay("DoFire_G");
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return ResolveState("DoFire");
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}
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Wait;
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DoFire:
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XZW2 A 1 A_HellblazerFire();
|
|
XZW2 QRSTUVW 2;
|
|
XZW2 A 0
|
|
{
|
|
// chain-fire
|
|
if ( invoker.preload > 0 )
|
|
{
|
|
invoker.preload--;
|
|
invoker.spinskipped--;
|
|
A_GlassOverlay("DoFire_G");
|
|
return ResolveState("DoFire");
|
|
}
|
|
return ResolveState(null);
|
|
}
|
|
Goto Cycle;
|
|
DoFire_G:
|
|
XZWL S 1;
|
|
XZWM IJKLMNO 2;
|
|
Goto Ready_G; // state jump to cycling is done elsewhere
|
|
AltFire:
|
|
#### # 0
|
|
{
|
|
invoker.preloadcnt = 0;
|
|
invoker.preload = 0;
|
|
}
|
|
#### # 1
|
|
{
|
|
if ( invoker.clipcount <= 0 )
|
|
{
|
|
A_GlassOverlay("Unload_G");
|
|
return ResolveState("Unload");
|
|
}
|
|
if ( player.cmd.buttons&BT_ALTATTACK )
|
|
{
|
|
invoker.preloadcnt++;
|
|
if ( (player.cmd.buttons&BT_ATTACK) || ((invoker.clipcount < 2) && (invoker.preloadcnt >= 10)) )
|
|
{
|
|
invoker.preloadcnt = 0;
|
|
A_GlassOverlay("Ready_G");
|
|
return ResolveState("PreAltFire");
|
|
}
|
|
if ( invoker.preloadcnt >= 10 )
|
|
{
|
|
invoker.preloadcnt = 0;
|
|
A_GlassOverlay("Ready_G");
|
|
return ResolveState("PreAltLoad");
|
|
}
|
|
return ResolveState(null);
|
|
}
|
|
A_GlassOverlay("DoAltFire_G");
|
|
return ResolveState("DoAltFire");
|
|
}
|
|
Wait;
|
|
DoAltFire:
|
|
XZW2 A 1 A_HellblazerFire(true);
|
|
XZW2 XYZ 2;
|
|
XZW3 ABCD 2;
|
|
XZW2 A 0
|
|
{
|
|
// chain-fire
|
|
if ( invoker.preload > 0 )
|
|
{
|
|
invoker.preload--;
|
|
invoker.spinskipped--;
|
|
return A_JumpByAmmoType("AltFire_1","AltFire_2","AltFire_3","AltFire_4","AltFire_G");
|
|
}
|
|
return ResolveState(null);
|
|
}
|
|
Goto Cycle;
|
|
DoAltFire_G:
|
|
XZWL S 1;
|
|
XZWM PQRSTUV 2;
|
|
Goto Ready_G; // state jump to cycling is done elsewhere
|
|
PreLoad:
|
|
XZW2 A 10 A_StartSound("hellblazer/preload",CHAN_WEAPON,CHANF_OVERLAP);
|
|
XZW2 A 2
|
|
{
|
|
invoker.magpos = (invoker.magpos+1)%6;
|
|
invoker.preload++;
|
|
A_GlassOverlay("Cycle_G");
|
|
}
|
|
XZW3 E 2;
|
|
XZW3 FGHI 2;
|
|
XZW3 I 0;
|
|
XZW3 FE 2;
|
|
XZW2 A 1
|
|
{
|
|
if ( !(player.cmd.buttons&BT_ATTACK) )
|
|
{
|
|
A_GlassOverlay("DoFire_G");
|
|
return ResolveState("DoFire");
|
|
}
|
|
if ( (player.cmd.buttons&BT_ALTATTACK) || (invoker.preload >= min(invoker.clipcount-1,2)) )
|
|
{
|
|
A_GlassOverlay("Ready_G");
|
|
return ResolveState("PreFire");
|
|
}
|
|
return ResolveState("PreLoad");
|
|
}
|
|
Wait;
|
|
PreAltLoad:
|
|
XZW2 A 10 A_StartSound("hellblazer/preload",CHAN_WEAPON,CHANF_OVERLAP);
|
|
XZW2 A 2
|
|
{
|
|
invoker.magpos = (invoker.magpos+1)%6;
|
|
invoker.preload++;
|
|
A_GlassOverlay("Cycle_G");
|
|
}
|
|
XZW3 E 2;
|
|
XZW3 FGHI 2;
|
|
XZW3 I 0;
|
|
XZW3 FE 2;
|
|
XZW2 A 1
|
|
{
|
|
if ( !(player.cmd.buttons&BT_ALTATTACK) )
|
|
{
|
|
A_GlassOverlay("DoAltFire_G");
|
|
return ResolveState("DoAltFire");
|
|
}
|
|
if ( (player.cmd.buttons&BT_ATTACK) || (invoker.preload >= min(invoker.clipcount-1,2)) )
|
|
{
|
|
A_GlassOverlay("Ready_G");
|
|
return ResolveState("PreAltFire");
|
|
}
|
|
return ResolveState("PreAltLoad");
|
|
}
|
|
Wait;
|
|
PreFire:
|
|
XZW2 A 0
|
|
{
|
|
invoker.seekcnt = 0;
|
|
A_StartSound("hellblazer/hold",CHAN_WEAPON,CHANF_OVERLAP);
|
|
}
|
|
XZW2 A 1
|
|
{
|
|
if ( !(player.cmd.buttons&BT_ATTACK) )
|
|
{
|
|
A_GlassOverlay("DoFire_G");
|
|
return ResolveState("DoFire");
|
|
}
|
|
A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH);
|
|
if ( (player.cmd.buttons&BT_ZOOM) && !(player.oldbuttons&BT_ZOOM) )
|
|
A_CheckLockOn();
|
|
if ( (player.cmd.buttons&BT_RELOAD) && !(player.oldbuttons&BT_RELOAD) )
|
|
{
|
|
for ( int i=0; i<3; i++ ) invoker.seektarget[i] = null;
|
|
if ( invoker.seekcnt > 0 ) A_StartSound("hellblazer/clear",CHAN_WEAPON,CHANF_OVERLAP);
|
|
invoker.seekcnt = 0;
|
|
}
|
|
return ResolveState(null);
|
|
}
|
|
Wait;
|
|
PreAltFire:
|
|
XZW2 A 0
|
|
{
|
|
invoker.seekcnt = 0;
|
|
A_StartSound("hellblazer/hold",CHAN_WEAPON,CHANF_OVERLAP);
|
|
}
|
|
XZW2 A 1
|
|
{
|
|
if ( !(player.cmd.buttons&BT_ALTATTACK) )
|
|
{
|
|
A_GlassOverlay("DoAltFire_G");
|
|
return ResolveState("DoAltFire");
|
|
}
|
|
A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH);
|
|
if ( (player.cmd.buttons&BT_ZOOM) && !(player.oldbuttons&BT_ZOOM) )
|
|
A_CheckLockOn();
|
|
if ( (player.cmd.buttons&BT_RELOAD) && !(player.oldbuttons&BT_RELOAD) )
|
|
{
|
|
for ( int i=0; i<3; i++ ) invoker.seektarget[i] = null;
|
|
if ( invoker.seekcnt > 0 ) A_StartSound("hellblazer/clear",CHAN_WEAPON,CHANF_OVERLAP);
|
|
invoker.seekcnt = 0;
|
|
}
|
|
return ResolveState(null);
|
|
}
|
|
Wait;
|
|
Cycle:
|
|
XZW2 A 2
|
|
{
|
|
invoker.spinskipped--;
|
|
invoker.magpos = (invoker.magpos+1)%6;
|
|
A_GlassOverlay("Cycle_G");
|
|
}
|
|
XZW3 E 2;
|
|
XZW3 FGHI 2;
|
|
XZW3 I 0;
|
|
XZW3 FE 2;
|
|
Goto Ready;
|
|
Cycle_G:
|
|
XZWL S 2 A_StartSound("hellblazer/shift",CHAN_WEAPON,CHANF_OVERLAP);
|
|
XZWM W 2;
|
|
XZWM X 2 A_StartSound("hellblazer/spin",CHAN_WEAPON,CHANF_OVERLAP);
|
|
XZWM YZ 2;
|
|
XZWN A 2;
|
|
XZWN A 0 A_StartSound("hellblazer/shift",CHAN_WEAPON,CHANF_OVERLAP);
|
|
XZWM XW 2;
|
|
Goto Ready_G;
|
|
Reload:
|
|
XZW2 A 2
|
|
{
|
|
if ( invoker.clipcount >= invoker.LoadedCapacity() )
|
|
{
|
|
A_GlassOverlay("Zoom_G");
|
|
return ResolveState("Zoom");
|
|
}
|
|
A_GlassOverlay("Unload_G");
|
|
return ResolveState("Unload");
|
|
}
|
|
Goto Ready;
|
|
Unload:
|
|
XZW2 A 2;
|
|
XZW3 JKLMNOPQRSTUVWXYZ 2;
|
|
XZW4 ABCDEFGHIJ 2;
|
|
XZWR JKLMN 3;
|
|
Goto Load;
|
|
Unload_G:
|
|
XZWL S 2 A_StartSound("hellblazer/meleestart",CHAN_WEAPON,CHANF_OVERLAP);
|
|
XZWN STU 2;
|
|
XZWN V 2 A_StartSound("hellblazer/open",CHAN_WEAPON,CHANF_OVERLAP);
|
|
XZWN WXYZ 2;
|
|
XZWO ABCDEFGH 2;
|
|
XZWO I 2 A_StartSound("hellblazer/magout",CHAN_WEAPON,CHANF_OVERLAP);
|
|
XZWO JKLMNOPQRS 2;
|
|
XZWR EFGHI 3;
|
|
Goto Load_G;
|
|
Load:
|
|
XZW4 JKLMNOPQRSTUVWXYZ 2;
|
|
XZW5 ABCDEFGHIJ 2;
|
|
Goto Ready;
|
|
Load_G:
|
|
XZWO S 2 A_PlayerReload();
|
|
XZWO TUVWXY 2;
|
|
XZWO Z 2 A_StartSound("hellblazer/magin",CHAN_WEAPON,CHANF_OVERLAP);
|
|
XZWP ABCDEFG 2;
|
|
XZWP H 2 A_StartSound("hellblazer/close",CHAN_WEAPON,CHANF_OVERLAP);
|
|
XZWP IJKL 2;
|
|
XZWP M 2 A_StartSound("hellblazer/meleestop",CHAN_WEAPON,CHANF_OVERLAP);
|
|
XZWP NOPQRS 2;
|
|
Goto Ready_G;
|
|
Zoom:
|
|
XZW2 A 2 A_GlassOverlay("Zoom_G");
|
|
XZW5 KLMNOPQRSTUVWXYZ 2;
|
|
XZW6 A 2;
|
|
Goto Ready;
|
|
Zoom_G:
|
|
XZWL S 2
|
|
{
|
|
A_StartSound("hellblazer/idle",CHAN_WEAPON,CHANF_OVERLAP);
|
|
A_PlayerCheckGun();
|
|
}
|
|
XZWP TUVWX 2;
|
|
XZWP Y 2 A_StartSound("hellblazer/dustoff",CHAN_WEAPON,CHANF_OVERLAP);
|
|
XZWP Z 2;
|
|
XZWQ ABCDEFGHIJ 2;
|
|
Goto Ready_G;
|
|
User1:
|
|
XZW2 A 2 A_GlassOverlay("User_G");
|
|
XZW6 BCDE 2;
|
|
XZW6 FGH 1;
|
|
XZW6 IJK 2;
|
|
XZW6 LMNOPQRSTU 2;
|
|
Goto Ready;
|
|
User1_G:
|
|
XZWL S 2
|
|
{
|
|
A_StartSound("hellblazer/meleestart",CHAN_WEAPON,CHANF_OVERLAP);
|
|
A_StartSound("demolitionist/wswing",CHAN_WEAPON,CHANF_OVERLAP);
|
|
A_PlayerMelee();
|
|
}
|
|
XZWQ KLM 2;
|
|
XZWQ N 2 A_Parry(9);
|
|
XZWQ OP 1;
|
|
XZWQ Q 1 A_Melee(75,"demolitionist/whitl",1.05,1.2,1.2);
|
|
XZWQ RSTUV 2;
|
|
XZWQ W 2 A_StartSound("hellblazer/meleeend",CHAN_WEAPON,CHANF_OVERLAP);
|
|
XZWQ XYZ 2;
|
|
XZWR ABCD 2;
|
|
Goto Ready_G;*/
|
|
}
|
|
}
|