swwmgz_m/zscript/swwm_jackhammer.zsc
Marisa Kirisame 7a01fdc4e8 Spreadgun buckshot and slug implemented.
Tweaks here and there to other stuff.
Refined wall jumping/climbing, also works on actors (including other players).
Refined how boosting/dashing handles falling speeds.
Added improved air control. It was very much needed.
Added "kick" sounds to wall jumps.
Add option to hear other player's voices in mp.
Fix some broken localization.
Fix invulnerable monsters bleeding from some attacks.
Fix desync when jumping on top of another player with prediction enabled.
Make moths immune to your damage, so you can stop accidentally killing them.
Make normal ammo buyable in Hexen again.
2020-02-27 02:00:17 +01:00

641 lines
18 KiB
Text

// Tach-Engine Technologies Microfusion Rotary Hammer aka "Pusher" (planned for unreleased Zanaveth Ultra Suite 2)
// Slot 1, replaces Chainsaw, Gauntlets, Timon's Axe
Class PusherImpact : Actor
{
Default
{
Radius 0.1;
Height 0;
+NOGRAVITY;
+NOCLIP;
+DONTSPLASH;
+NOTELEPORT;
}
override void PostBeginPlay()
{
Super.PostBeginPlay();
A_QuakeEx(2,2,2,12,0,200,"",QF_RELATIVE|QF_SCALEDOWN,falloff:100,rollIntensity:.3);
A_StartSound("pusher/hit",CHAN_VOICE);
A_SprayDecal("WallCrack",-20);
int numpt = Random[Pusher](5,10);
Vector3 x = (cos(angle)*cos(pitch),sin(angle)*cos(pitch),-sin(pitch));
for ( int i=0; i<numpt; i++ )
{
Vector3 pvel = (-x+(FRandom[Pusher](-.8,.8),FRandom[Pusher](-.8,.8),FRandom[Pusher](-.8,.8))).unit()*FRandom[Pusher](.1,1.2);
let s = Spawn("SWWMSmoke",pos);
s.vel = pvel;
s.SetShade(Color(1,1,1)*Random[Pusher](128,192));
}
numpt = Random[Pusher](4,12);
for ( int i=0; i<numpt; i++ )
{
Vector3 pvel = (FRandom[Pusher](-1,1),FRandom[Pusher](-1,1),FRandom[Pusher](-1,1)).unit()*FRandom[Pusher](2,8);
let s = Spawn("SWWMSpark",pos);
s.vel = pvel;
}
numpt = Random[Pusher](4,8);
for ( int i=0; i<numpt; i++ )
{
Vector3 pvel = (FRandom[Pusher](-1,1),FRandom[Pusher](-1,1),FRandom[Pusher](-1,1)).unit()*FRandom[Pusher](2,8);
let s = Spawn("SWWMChip",pos);
s.vel = pvel;
}
Destroy();
}
}
Class BigPusherImpact : Actor
{
Default
{
Radius 0.1;
Height 0;
+NOGRAVITY;
+NOCLIP;
+DONTSPLASH;
+NOTELEPORT;
}
override void PostBeginPlay()
{
Super.PostBeginPlay();
A_QuakeEx(5,5,5,15,0,300,"",QF_RELATIVE|QF_SCALEDOWN,falloff:200,rollIntensity:.8);
A_StartSound("pusher/althit",CHAN_VOICE);
A_SprayDecal("ImpactMark",-20);
int numpt = Random[Pusher](8,20);
Vector3 x = (cos(angle)*cos(pitch),sin(angle)*cos(pitch),-sin(pitch));
for ( int i=0; i<numpt; i++ )
{
Vector3 pvel = (x+(FRandom[Pusher](-.8,.8),FRandom[Pusher](-.8,.8),FRandom[Pusher](-.8,.8))).unit()*FRandom[Pusher](.8,2.6);
let s = Spawn("SWWMSmoke",pos);
s.vel = pvel;
s.SetShade(Color(1,1,1)*Random[Pusher](128,192));
}
numpt = Random[Pusher](4,12);
for ( int i=0; i<numpt; i++ )
{
Vector3 pvel = (FRandom[Pusher](-1,1),FRandom[Pusher](-1,1),FRandom[Pusher](-1,1)).unit()*FRandom[Pusher](2,12);
let s = Spawn("SWWMSpark",pos);
s.vel = pvel;
}
numpt = Random[Pusher](10,20);
for ( int i=0; i<numpt; i++ )
{
Vector3 pvel = (FRandom[Pusher](-1,1),FRandom[Pusher](-1,1),FRandom[Pusher](-1,1)).unit()*FRandom[Pusher](2,16);
let s = Spawn("SWWMChip",pos);
s.vel = pvel;
}
Destroy();
}
}
Class PusherProjectile : Actor
{
bool canpickup;
Vector3 oldvel;
double oldangle, oldpitch;
Actor lasthit;
Default
{
Obituary "$O_PUSHER";
Speed 50;
Radius 10;
Height 10;
DamageFunction int(3*vel.length());
DamageType 'Tenderize';
BounceType "Hexen";
BounceFactor 1.0;
WallBounceFactor 1.0;
Gravity 0.3;
PROJECTILE;
+USEBOUNCESTATE;
+CANBOUNCEWATER;
+INTERPOLATEANGLES;
+DONTBOUNCEONSHOOTABLES;
-BOUNCEAUTOOFF;
+NODAMAGETHRUST;
-BOUNCEONUNRIPPABLES;
-ALLOWBOUNCEONACTORS;
+RIPPER;
-NOGRAVITY;
}
override void PostBeginPlay()
{
Super.PostBeginPlay();
A_StartSound("pusher/fly",CHAN_BODY,CHANF_LOOPING,1.,2.);
A_StartSound("pusher/altfire",CHAN_VOICE);
oldvel = vel;
oldangle = angle;
oldpitch = pitch;
}
void A_Reorient()
{
oldvel = vel;
oldangle = angle;
oldpitch = pitch;
if ( vel.length() <= 0. ) return;
Vector3 dir = vel.unit();
angle += clamp(deltaangle(angle,atan2(dir.y,dir.x)),-2,2);
pitch += clamp(deltaangle(pitch,asin(-dir.z)),-2,2);
// cancel if we hit a wall dead-on
FLineTraceData d;
LineTrace(oldangle,30,oldpitch,TRF_THRUACTORS,5,data:d);
if ( d.HitType != TRACE_HitNone )
{
angle = oldangle;
pitch = oldpitch;
ClearBounce();
special1 = 1;
ExplodeMissile(BlockingLine,BlockingMobj);
}
}
void A_HandleBounce()
{
Vector3 HitNormal = -vel.unit();
F3DFloor ff;
if ( BlockingFloor )
{
// find closest 3d floor for its normal
for ( int i=0; i<CurSector.Get3DFloorCount(); i++ )
{
if ( !(CurSector.Get3DFloor(i).top.ZAtPoint(pos.xy) ~== floorz) ) continue;
ff = CurSector.Get3DFloor(i);
break;
}
if ( ff ) HitNormal = -ff.top.Normal;
else HitNormal = BlockingFloor.floorplane.Normal;
}
else if ( BlockingCeiling )
{
// find closest 3d floor for its normal
for ( int i=0; i<CurSector.Get3DFloorCount(); i++ )
{
if ( !(CurSector.Get3DFloor(i).bottom.ZAtPoint(pos.xy) ~== ceilingz) ) continue;
ff = CurSector.Get3DFloor(i);
break;
}
if ( ff ) HitNormal = -ff.bottom.Normal;
else HitNormal = BlockingCeiling.ceilingplane.Normal;
}
else if ( BlockingLine )
{
HitNormal = (-BlockingLine.delta.y,BlockingLine.delta.x,0).unit();
if ( !BlockingLine.sidedef[1] || (CurSector == BlockingLine.frontsector) )
HitNormal *= -1;
}
else if ( BlockingMobj )
{
Vector3 diff = level.Vec3Diff(pos,BlockingMobj.pos);
if ( (pos.x+radius) <= (BlockingMobj.pos.x-BlockingMobj.radius) )
HitNormal = (-1,0,0);
else if ( (pos.x-radius) >= (BlockingMobj.pos.x+BlockingMobj.radius) )
HitNormal = (1,0,0);
else if ( (pos.y+radius) <= (BlockingMobj.pos.y-BlockingMobj.radius) )
HitNormal = (0,-1,0);
else if ( (pos.y-radius) >= (BlockingMobj.pos.y+BlockingMobj.radius) )
HitNormal = (0,1,0);
else if ( pos.z >= (BlockingMobj.pos.z+BlockingMobj.height) )
HitNormal = (0,0,1);
else if ( (pos.z+height) <= BlockingMobj.pos.z )
HitNormal = (0,0,-1);
}
// undo the bounce, we need to hook in our own
angle = oldangle;
pitch = oldpitch;
vel = oldvel;
// re-do the bounce with our formula
vel = .8*((vel dot HitNormal)*HitNormal*(-1.8+FRandom[Pusher](.0,.8))+vel);
A_StartSound("pusher/bounce",volume:.3);
A_AlertMonsters(300);
if ( vel.length() < 5 )
{
special1 = 0;
ExplodeMissile();
}
}
void A_BecomePickup()
{
if ( special1 )
{
// stuff from direct hit
FLineTraceData d;
LineTrace(angle,40,pitch,0,5,data:d);
Vector3 HitNormal = -d.HitDir;
if ( d.HitType == TRACE_HitFloor )
{
if ( d.Hit3DFloor ) HitNormal = -d.Hit3DFloor.top.Normal;
else HitNormal = d.HitSector.floorplane.Normal;
}
else if ( d.HitType == TRACE_HitCeiling )
{
if ( d.Hit3DFloor ) HitNormal = -d.Hit3DFloor.bottom.Normal;
else HitNormal = d.HitSector.ceilingplane.Normal;
}
else if ( d.HitType == TRACE_HitWall )
{
HitNormal = (-d.HitLine.delta.y,d.HitLine.delta.x,0).unit();
if ( !d.LineSide ) HitNormal *= -1;
}
let p = Spawn("BigPusherImpact",d.HitLocation+HitNormal*4);
p.angle = atan2(HitNormal.y,HitNormal.x);
p.pitch = asin(-HitNormal.z);
bNOGRAVITY = true;
}
else pitch = 0;
bSPECIAL = true;
A_SetSize(20,16);
A_ChangeLinkFlags(0);
A_StopSound(CHAN_BODY);
}
override int DoSpecialDamage( Actor target, int damage, Name damagetype )
{
if ( target == lasthit ) return 0;
lasthit = target;
if ( target.bNOBLOOD || target.bINVULNERABLE ) A_StartSound("pusher/althit",CHAN_WEAPON,CHANF_OVERLAP);
else A_StartSound("pusher/altmeat",CHAN_WEAPON,CHANF_OVERLAP);
target.A_QuakeEx(6,6,6,10,0,200,"",QF_RELATIVE|QF_SCALEDOWN,falloff:100,rollIntensity:.7);
SWWMHandler.DoKnockback(target,vel.unit(),85000);
return damage;
}
override void Touch( Actor toucher )
{
if ( !toucher.player || !toucher.GiveInventory("PusherWeapon",1) ) return;
if ( toucher.CheckLocalView() )
{
toucher.A_StartSound("misc/w_pkup",CHAN_ITEM,CHANF_NOPAUSE|CHANF_MAYBE_LOCAL);
let w = toucher.FindInventory("PusherWeapon");
if ( w ) w.PrintPickupMessage(true,w.PickupMessage());
}
else toucher.A_StartSound("misc/w_pkup",CHAN_ITEM,CHANF_MAYBE_LOCAL);
toucher.A_SelectWeapon("PusherWeapon");
Destroy();
}
States
{
Spawn:
XZW1 A 1 A_Reorient();
Wait;
Bounce:
XZW1 A 0 A_HandleBounce();
Goto Spawn;
Death:
XZW1 A -1 A_BecomePickup();
Stop;
}
}
Class PusherWeapon : SWWMWeapon
{
double chargelevel, vibe;
transient ui TextureID WeaponBox, ChargeBar;
transient ui DynamicValueInterpolator ChargeInter;
override void DrawWeapon( double TicFrac, double bx, double by, Vector2 hs, Vector2 ss )
{
if ( !WeaponBox ) WeaponBox = TexMan.CheckForTexture("graphics/HUD/PusherDisplay.png",TexMan.Type_Any);
if ( !ChargeBar ) ChargeBar = TexMan.CheckForTexture("graphics/HUD/PusherBar.png",TexMan.Type_Any);
Screen.DrawTexture(WeaponBox,false,bx-61,by-10,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true);
int chg = clamp(ChargeInter?ChargeInter.GetValue():int(chargelevel*100),0,100);
int cw = int(chg*56./100.);
Screen.DrawTexture(ChargeBar,false,bx-59,by-8,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true,DTA_WindowRight,cw);
}
override void HudTick()
{
if ( !ChargeInter ) ChargeInter = DynamicValueInterpolator.Create(int(chargelevel*100),.5,1,50);
ChargeInter.Update(int(chargelevel*100));
}
override bool ReportHUDAmmo()
{
return true;
}
action void A_PusherDrill()
{
invoker.chargelevel = clamp(invoker.chargelevel+FRandom[Pusher](-.1,.2),.3,1.);
A_QuakeEx(1,1,1,3,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:.5);
A_WeaponOffset(FRandom[Pusher](-1,1)*2,32+FRandom[Pusher](-1,1)*2);
A_ZoomFactor(1.01,ZOOM_INSTANT);
A_ZoomFactor(1.);
A_Recoil(-1.);
Vector3 x, y, z;
[x, y, z] = swwm_CoordUtil.GetAxes(pitch,angle,roll);
Vector3 origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),10*x+2*y-3*z);
FLineTraceData d;
LineTrace(angle,60,pitch,TRF_ABSPOSITION,origin.z,origin.x,origin.y,d);
if ( d.HitType != TRACE_HitNone )
{
A_QuakeEx(3,3,3,7,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:.8);
A_AlertMonsters(1200);
int dmg = int(3+invoker.chargelevel*2);
bool bloodless = false;
if ( d.HitType == TRACE_HitActor )
{
double diff = deltaangle(self.angle,AngleTo(d.HitActor));
self.angle += clamp(diff,-5.,5.);
SWWMHandler.DoKnockback(d.HitActor,d.HitDir,8500);
d.HitActor.A_QuakeEx(4,4,4,10,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:1.1);
dmg = d.HitActor.DamageMobj(invoker,self,dmg,'Tenderize',DMG_THRUSTLESS);
if ( d.HitActor.bNOBLOOD || d.HitActor.bINVULNERABLE )
{
let p = Spawn("PusherImpact",d.HitLocation-d.HitDir*4);
p.angle = atan2(-d.HitDir.y,-d.HitDir.x);
p.pitch = asin(d.HitDir.z);
}
else
{
d.HitActor.TraceBleed(dmg,invoker);
d.HitActor.SpawnBlood(d.HitLocation,atan2(d.HitDir.y,d.HitDir.x)+180,dmg);
d.HitActor.A_StartSound("pusher/meat",CHAN_ITEMEXTRA,CHANF_OVERLAP);
}
}
else
{
Vector3 HitNormal = -d.HitDir;
if ( d.HitType == TRACE_HitFloor )
{
if ( d.Hit3DFloor ) HitNormal = -d.Hit3DFloor.top.Normal;
else HitNormal = d.HitSector.floorplane.Normal;
}
else if ( d.HitType == TRACE_HitCeiling )
{
if ( d.Hit3DFloor ) HitNormal = -d.Hit3DFloor.bottom.Normal;
else HitNormal = d.HitSector.ceilingplane.Normal;
}
else if ( d.HitType == TRACE_HitWall )
{
HitNormal = (-d.HitLine.delta.y,d.HitLine.delta.x,0).unit();
if ( !d.LineSide ) HitNormal *= -1;
d.HitLine.RemoteActivate(self,d.LineSide,SPAC_Impact,d.HitLocation+HitNormal*4);
}
let p = Spawn("PusherImpact",d.HitLocation+HitNormal*4);
p.angle = atan2(HitNormal.y,HitNormal.x);
p.pitch = asin(-HitNormal.z);
}
}
int numpt = Random[Pusher](3,5);
for ( int i=0; i<numpt; i++ )
{
let s = Spawn("SWWMViewSmoke",origin);
SWWMViewSmoke(s).ofs = (10,2,-3);
s.target = self;
s.special1 = 1;
s.scale *= 1.4;
s.alpha *= .1;
}
A_AlertMonsters(500);
}
action void A_PusherAlt()
{
A_StopSound(CHAN_WEAPON);
if ( IsActorPlayingSound(CHAN_WEAPONEXTRA,"pusher/motor") )
A_StartSound("pusher/motorend",CHAN_WEAPONEXTRA,CHANF_DEFAULT,pitch:1.5);
A_StartSound("pusher/stop",CHAN_WEAPON,CHANF_OVERLAP);
A_StartSound("pusher/altfire",CHAN_WEAPON,CHANF_OVERLAP);
A_ZoomFactor(1.+invoker.chargelevel*.2,ZOOM_INSTANT);
A_ZoomFactor(1.);
A_Recoil(-(2.+4.*invoker.chargelevel));
A_QuakeEx(2+int(invoker.chargelevel*2),2+int(invoker.chargelevel*2),2+int(invoker.chargelevel*2),3+int(invoker.chargelevel*6),0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:.3+invoker.chargelevel*.7);
A_WeaponOffset(0,32);
A_Overlay(-9999,null);
Vector3 x, y, z;
[x, y, z] = swwm_CoordUtil.GetAxes(pitch,angle,roll);
Vector3 origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),10*x+2*y-3*z);
FLineTraceData d;
LineTrace(angle,80,pitch,TRF_ABSPOSITION,origin.z,origin.x,origin.y,d);
bool gone = false;
if ( d.HitType != TRACE_HitNone )
{
A_QuakeEx(8,8,8,12,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:.8);
A_AlertMonsters(1600);
int dmg = int(80*invoker.chargelevel);
bool bloodless = false;
if ( d.HitType == TRACE_HitActor )
{
double diff = deltaangle(self.angle,AngleTo(d.HitActor));
self.angle += clamp(diff,-5.,5.);
SWWMHandler.DoKnockback(d.HitActor,d.HitDir,85000);
d.HitActor.A_QuakeEx(9,9,9,15,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:1.1);
dmg = d.HitActor.DamageMobj(invoker,self,dmg,'Tenderize',DMG_THRUSTLESS);
if ( d.HitActor.bNOBLOOD || d.HitActor.bINVULNERABLE )
{
let p = Spawn("BigPusherImpact",d.HitLocation-d.HitDir*4);
p.angle = atan2(-d.HitDir.y,-d.HitDir.x);
p.pitch = asin(d.HitDir.z);
}
else
{
d.HitActor.TraceBleed(dmg,invoker);
d.HitActor.SpawnBlood(d.HitLocation,atan2(d.HitDir.y,d.HitDir.x)+180,dmg);
d.HitActor.A_StartSound("pusher/altmeat",CHAN_ITEMEXTRA,CHANF_OVERLAP);
}
}
else
{
Vector3 HitNormal = -d.HitDir;
if ( d.HitType == TRACE_HitFloor )
{
if ( d.Hit3DFloor ) HitNormal = -d.Hit3DFloor.top.Normal;
else HitNormal = d.HitSector.floorplane.Normal;
}
else if ( d.HitType == TRACE_HitCeiling )
{
if ( d.Hit3DFloor ) HitNormal = -d.Hit3DFloor.bottom.Normal;
else HitNormal = d.HitSector.ceilingplane.Normal;
}
else if ( d.HitType == TRACE_HitWall )
{
HitNormal = (-d.HitLine.delta.y,d.HitLine.delta.x,0).unit();
if ( !d.LineSide ) HitNormal *= -1;
d.HitLine.RemoteActivate(self,d.LineSide,SPAC_Impact,d.HitLocation+HitNormal*4);
}
let p = Spawn("BigPusherImpact",d.HitLocation+HitNormal*4);
p.angle = atan2(HitNormal.y,HitNormal.x);
p.pitch = asin(-HitNormal.z);
}
}
else if ( !Random[Pusher](0,3-int(invoker.chargelevel*3)) )
{
// didn't hit anything, randomly slip off
player.SetPSprite(PSP_WEAPON,ResolveState("AltMiss"));
A_StopSound(CHAN_WEAPON);
A_StopSound(CHAN_WEAPONEXTRA);
let p = Spawn("PusherProjectile",origin);
p.angle = angle;
p.pitch = pitch;
p.vel = x*p.speed*invoker.chargelevel;
p.target = self;
}
if ( !gone )
{
int numpt = Random[Pusher](3,5);
for ( int i=0; i<numpt; i++ )
{
let s = Spawn("SWWMViewSmoke",origin);
SWWMViewSmoke(s).ofs = (10,2,-3);
s.target = self;
s.special1 = 2;
s.scale *= 1.4;
s.alpha *= .1;
}
}
A_AlertMonsters(1200);
invoker.chargelevel = 0.;
}
action void A_BeginCharge()
{
invoker.chargelevel = invoker.vibe = 0.;
A_WeaponOffset(0,32);
A_QuakeEx(1,1,1,33,0,1,"",QF_RELATIVE|QF_SCALEUP,rollIntensity:.5);
A_Overlay(-9999,"Dummy");
}
action void A_ChargeUp()
{
invoker.chargelevel = min(1.,invoker.chargelevel+.035);
if ( invoker.chargelevel >= .5 ) invoker.vibe = min(1.,invoker.vibe+.02);
Vector3 x, y, z;
[x, y, z] = swwm_CoordUtil.GetAxes(pitch,angle,roll);
Vector3 origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),10*x+2*y-3*z);
int numpt = Random[Pusher](3,5);
for ( int i=0; i<numpt; i++ )
{
let s = Spawn("SWWMViewSmoke",origin);
SWWMViewSmoke(s).ofs = (10,2,-3);
s.target = self;
s.special1 = 1;
s.scale *= 1.4;
s.alpha *= .1*(invoker.chargelevel-invoker.vibe);
}
A_WeaponOffset(FRandom[Pusher](-1,1)*(invoker.chargelevel-invoker.vibe),32+FRandom[Pusher](-1,1)*(invoker.chargelevel-invoker.vibe));
if ( !(player.cmd.buttons&BT_ALTATTACK) && (invoker.chargelevel > .3) )
player.SetPSprite(PSP_WEAPON,ResolveState("AltRelease"));
}
Default
{
Tag "$T_PUSHER";
Inventory.PickupMessage "$I_PUSHER";
Obituary "$O_PUSHER";
Weapon.UpSound "pusher/select";
Weapon.SlotNumber 1;
Weapon.SelectionOrder 2800;
Stamina 10000;
}
States
{
Spawn:
XZW1 A -1;
Stop;
Select:
XZW2 G 2 A_FullRaise();
XZW2 HIJKL 2;
Goto Ready;
Ready:
XZW2 A 1 A_WeaponReady(WRF_ALLOWRELOAD|WRF_ALLOWZOOM|WRF_ALLOWUSER1);
Wait;
Fire:
XZW2 A 2
{
A_WeaponOffset(0,32);
invoker.chargelevel = .2;
A_StartSound("pusher/start",CHAN_WEAPON,CHANF_OVERLAP);
A_StartSound("pusher/motor",CHAN_WEAPONEXTRA,CHANF_LOOPING,pitch:1.5);
}
XZW2 M 2;
XZW2 N 0 A_StartSound("pusher/drill",CHAN_WEAPON,CHANF_LOOPING);
Hold:
XZW2 N 1
{
A_WeaponOffset(FRandom[Pusher](-1,1),32+FRandom[Pusher](-1,1));
A_Recoil(1.);
}
XZW2 O 1 A_PusherDrill();
XZW2 P 1
{
A_WeaponOffset(FRandom[Pusher](-1,1),32+FRandom[Pusher](-1,1));
A_Recoil(1.);
}
XZW2 Q 1 A_PusherDrill();
XZW2 R 1
{
A_WeaponOffset(FRandom[Pusher](-1,1),32+FRandom[Pusher](-1,1));
A_Recoil(1.);
}
XZW2 S 1 A_PusherDrill();
XZW2 N 2
{
if ( player.cmd.buttons&BT_ATTACK )
return ResolveState("Hold");
invoker.chargelevel *= .4;
A_Recoil(.5);
A_ClearRefire();
A_WeaponOffset(0,32);
A_StopSound(CHAN_WEAPON);
A_StartSound("pusher/stop",CHAN_WEAPON,CHANF_OVERLAP);
A_StartSound("pusher/motorend",CHAN_WEAPONEXTRA,CHANF_DEFAULT,pitch:1.5);
return ResolveState(null);
}
XZW2 T 2 { invoker.chargelevel = 0.; }
Goto Ready;
Dummy:
TNT1 A 1 A_ChargeUp();
Wait;
AltFire:
XZW2 A 2
{
A_StartSound("pusher/start",CHAN_WEAPON,CHANF_OVERLAP);
A_StartSound("pusher/motor",CHAN_WEAPONEXTRA,CHANF_LOOPING,pitch:1.5);
A_StartSound("pusher/pullback",CHAN_WEAPON,CHANF_OVERLAP);
}
XZW2 UVW 2;
XZW2 X 0 A_BeginCharge();
XZW2 XYZ 3;
XZW3 ABCDEFG 3;
XZW3 H 0
{
A_QuakeEx(1,1,1,8,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:.5);
A_StartSound("pusher/motorend",CHAN_WEAPONEXTRA,CHANF_DEFAULT,pitch:1.5);
}
XZW3 H 3;
Wait;
AltRelease:
#### # 1 A_PusherAlt();
XZW5 R 2;
XZW3 IJKL 2;
XZW3 MNOP 3;
Goto Ready;
AltMiss:
XZW3 QRSTUVW 1;
TNT1 A -1 { RemoveInventory(invoker); }
Stop;
Reload:
Zoom:
XZW2 A 2 A_StartSound("pusher/checkout",CHAN_WEAPON,CHANF_OVERLAP);
XZW3 XYZ 2;
XZW4 ABCDEFGHIJKLMNOPQR 2;
XZW4 STUVWXYZ 3;
Goto Ready;
User1:
XZW2 A 2 A_StartSound("demolitionist/wswing",CHAN_WEAPON,CHANF_OVERLAP);
XZW5 ABCD 2;
XZW5 EFGH 1;
XZW5 I 0 A_Melee(70);
XZW5 IJ 2;
XZW5 K 2 { invoker.PlayUpSound(self); }
XZW5 LM 2;
XZW5 NOPQ 3;
Goto Ready;
Deselect:
XZW2 B 2 A_StartSound("pusher/deselect",CHAN_WEAPON,CHANF_OVERLAP);
XZW2 CDEF 2;
XZW2 F -1 A_FullLower();
Stop;
}
}