- Try to get rid of all implicit casts from string to name, color or class. - Use FindClass where needed. - Used a map in a case where a dictionary was unneeded. - Use new bounce flags where needed. - Replace Legacy of Rust weapons/ammo.
399 lines
11 KiB
Text
399 lines
11 KiB
Text
// player effects
|
|
|
|
// simple object for moving a dropped item towards the player
|
|
Class SWWMMagItem play
|
|
{
|
|
SWWMMagItem next;
|
|
Inventory item;
|
|
Demolitionist target;
|
|
|
|
bool Tick()
|
|
{
|
|
if ( !target || (target.Health <= 0) ) return true;
|
|
if ( !item || item.Owner || !item.bSPECIAL || item.bINVISIBLE || !SWWMUtility.SphereIntersect(target,item.pos,800) || !target.CheckSight(item,SF_IGNOREVISIBILITY|SF_IGNOREWATERBOUNDARY) ) return true;
|
|
Class<Inventory> cls = item.GetClass();
|
|
if ( item is 'Ammo' ) cls = Ammo(item).GetParentAmmo();
|
|
else if ( item is 'MagAmmo' ) cls = MagAmmo(item).GetParentMagAmmo();
|
|
let oi = target.FindInventory(cls);
|
|
if ( !item.bALWAYSPICKUP && oi && (oi.Amount >= oi.MaxAmount) ) return true;
|
|
if ( (item is 'SWWMWeapon') && SWWMWeapon(item).HasSwapWeapon(target) && swwm_swapweapons ) return true;
|
|
if ( (item is 'SWWMDualWeaponGiver') && SWWMDualWeaponGiver(item).HasSwapWeapon(target) && swwm_swapweapons ) return true;
|
|
Vector3 dirto = level.Vec3Diff(item.pos,target.Vec3Offset(0,0,target.height/2));
|
|
double dist = dirto.length();
|
|
if ( SWWMUtility.BoxIntersect(item,target) )
|
|
{
|
|
item.Touch(target);
|
|
return false;
|
|
}
|
|
dirto /= dist;
|
|
double fact = clamp(dist/800.,0.,1.)**.5;
|
|
item.vel *= .75;
|
|
item.vel += dirto*SWWMUtility.Lerp(8.,1.,fact);
|
|
item.A_SoundVolume(CHAN_AMBEXTRA,1.-.8*fact);
|
|
item.A_SoundPitch(CHAN_AMBEXTRA,SWWMUtility.Lerp(2.,.5,fact));
|
|
return false;
|
|
}
|
|
|
|
override void OnDestroy()
|
|
{
|
|
if ( !item ) return;
|
|
if ( item.bSPECIAL ) item.bNOGRAVITY = item.default.bNOGRAVITY;
|
|
item.bDROPOFF = item.default.bDROPOFF;
|
|
item.bSLIDESONWALLS = item.default.bSLIDESONWALLS;
|
|
item.bNOBLOCKMONST = item.default.bNOBLOCKMONST;
|
|
item.A_StopSound(CHAN_AMBEXTRA);
|
|
}
|
|
}
|
|
|
|
// finds the first pickup-able item
|
|
Class SWWMItemTracer : LineTracer
|
|
{
|
|
override ETraceStatus TraceCallback()
|
|
{
|
|
if ( Results.HitType == TRACE_HitActor )
|
|
{
|
|
if ( (Results.HitActor is 'Inventory') && Results.HitActor.bSPECIAL ) return TRACE_Stop;
|
|
return TRACE_Skip;
|
|
}
|
|
if ( (Results.HitType == TRACE_HitWall) && (Results.Tier == TIER_Middle) )
|
|
{
|
|
if ( !Results.HitLine.sidedef[1] || (Results.HitLine.Flags&(Line.ML_BlockUse|Line.ML_BlockEverything)) )
|
|
return TRACE_Stop;
|
|
return TRACE_Skip;
|
|
}
|
|
return TRACE_Stop;
|
|
}
|
|
}
|
|
|
|
// finds the closest reflective surface
|
|
// can only match lines, as reflective sector plane data isn't obtainable from zscript
|
|
Class SWWMMirrorTracer : LineTracer
|
|
{
|
|
override ETraceStatus TraceCallback()
|
|
{
|
|
if ( Results.HitType == TRACE_HitWall )
|
|
{
|
|
// did we find a mirror?
|
|
if ( !Results.HitLine.sidedef[1] && (Results.HitLine.special == Line_Mirror) )
|
|
return TRACE_Stop;
|
|
// lower/upper will block, as well as one-sided lines that aren't mirrors
|
|
if ( !Results.HitLine.sidedef[1] || !(Results.Tier == TIER_Middle) )
|
|
return TRACE_Abort;
|
|
}
|
|
// obviously, floors and ceilings block the view as well
|
|
// again, a shame we can't check if they, too, are mirrors
|
|
if ( (Results.HitType == TRACE_HitFloor) || (Results.HitType == TRACE_HitCeiling) )
|
|
return TRACE_Abort;
|
|
return TRACE_Skip;
|
|
}
|
|
}
|
|
|
|
Class DashTrail : SWWMNonInteractiveActor
|
|
{
|
|
Mixin SWWMMinimalMovingWaterTick;
|
|
|
|
Default
|
|
{
|
|
RenderStyle 'Add';
|
|
Scale .3;
|
|
+MASTERNOSEE;
|
|
+FORCEXYBILLBOARD;
|
|
}
|
|
override void PostBeginPlay()
|
|
{
|
|
Super.PostBeginPlay();
|
|
SetState(FindState('Spawn')+Random[ExploS](0,7));
|
|
if ( waterlevel > 0 ) return;
|
|
let t = Spawn('DashTrail2',level.Vec3Offset(pos,vel*.3));
|
|
t.master = master;
|
|
t.vel = vel*1.2;
|
|
let s = Spawn('SWWMSmoke',level.Vec3Offset(pos,vel*1.6));
|
|
s.vel = vel*.8;
|
|
s.SetShade(Color(1,1,1)*Random[ExploS](64,128));
|
|
s.special1 = Random[ExploS](2,4);
|
|
s.scale *= 1.4;
|
|
s.alpha *= .3;
|
|
}
|
|
States
|
|
{
|
|
Spawn:
|
|
JFLB ABCDEFGH 1 Bright
|
|
{
|
|
A_FadeOut(.2);
|
|
A_SetScale(scale.x*.95);
|
|
}
|
|
Loop;
|
|
}
|
|
}
|
|
|
|
Class DashTrail2 : SWWMNonInteractiveActor
|
|
{
|
|
Mixin SWWMMinimalMovingWaterTick;
|
|
|
|
Default
|
|
{
|
|
RenderStyle 'Add';
|
|
Scale .2;
|
|
Alpha .4;
|
|
+MASTERNOSEE;
|
|
+FORCEXYBILLBOARD;
|
|
}
|
|
override void PostBeginPlay()
|
|
{
|
|
Super.PostBeginPlay();
|
|
SetState(FindState('Spawn')+Random[ExploS](0,7));
|
|
}
|
|
States
|
|
{
|
|
Spawn:
|
|
JFLR ABCDEFGH 1 Bright
|
|
{
|
|
A_FadeOut(.02);
|
|
A_SetScale(scale.x*1.04);
|
|
if ( waterlevel > 0 )
|
|
{
|
|
let b = Spawn('SWWMBubble',pos);
|
|
b.vel = vel;
|
|
b.scale *= scale.x;
|
|
Destroy();
|
|
}
|
|
}
|
|
Loop;
|
|
}
|
|
}
|
|
|
|
Class DemolitionistRadiusShockwaveTail : SWWMNonInteractiveActor
|
|
{
|
|
Mixin SWWMMinimalMovingTick;
|
|
|
|
Default
|
|
{
|
|
RenderStyle 'Add';
|
|
}
|
|
States
|
|
{
|
|
Spawn:
|
|
XZW1 A 1
|
|
{
|
|
pitch = min(85,(pitch+2)*1.05);
|
|
A_FadeOut(.02);
|
|
A_SetScale(scale.x*1.08,scale.y);
|
|
vel *= .98;
|
|
}
|
|
Wait;
|
|
}
|
|
}
|
|
|
|
Class DemolitionistRadiusShockwave : Actor
|
|
{
|
|
Actor lasthit;
|
|
|
|
Default
|
|
{
|
|
RenderStyle 'Add';
|
|
Speed 15;
|
|
DamageFunction int(200*alpha);
|
|
DamageType 'GroundPound';
|
|
RipSound ""; // Heretic/Hexen fix
|
|
Radius 16;
|
|
Height 8;
|
|
Alpha .4;
|
|
XScale .65;
|
|
YScale 3.;
|
|
PROJECTILE;
|
|
+DONTSPLASH;
|
|
+STEPMISSILE;
|
|
+NOEXPLODEFLOOR;
|
|
+FLATSPRITE;
|
|
+RIPPER;
|
|
+BLOODLESSIMPACT;
|
|
-NOGRAVITY;
|
|
+NOFRICTION;
|
|
}
|
|
override int DoSpecialDamage( Actor target, int damage, Name damagetype )
|
|
{
|
|
if ( target == lasthit ) return 0;
|
|
lasthit = target;
|
|
if ( damage <= 0 ) return damage;
|
|
if ( (target.mass < LARGE_MASS) && !target.bDONTTHRUST )
|
|
{
|
|
target.vel.xy += vel.xy.unit()*(30000./max(50,target.mass))*alpha;
|
|
if ( (target.pos.z <= floorz) || !target.TestMobjZ() )
|
|
target.vel.z += (8000./max(50,target.mass))*alpha;
|
|
}
|
|
return damage;
|
|
}
|
|
States
|
|
{
|
|
Spawn:
|
|
XZW1 A 1
|
|
{
|
|
double diffz = clamp(floorz-pos.z,-speed,speed);
|
|
SetZ(pos.z+diffz);
|
|
pitch = min(85,(pitch+2)*1.05);
|
|
if ( !Random[ExploS](0,3) )
|
|
{
|
|
let p = Spawn('InvisibleSplasher',Vec3Offset(0,0,2));
|
|
p.target = target;
|
|
}
|
|
let s = Spawn('DemolitionistRadiusShockwaveTail',pos);
|
|
s.vel = vel*.35;
|
|
s.scale = scale;
|
|
s.alpha = alpha*.4;
|
|
s.angle = angle;
|
|
s.pitch = pitch;
|
|
s.roll = roll;
|
|
A_FadeOut(.015);
|
|
A_SetScale(scale.x*1.08,scale.y);
|
|
vel *= .98;
|
|
}
|
|
Wait;
|
|
Death:
|
|
XZW1 A 1
|
|
{
|
|
double diffz = clamp(floorz-pos.z,-speed,speed);
|
|
SetZ(pos.z+diffz);
|
|
A_FadeOut(.05);
|
|
A_SetScale(scale.x*1.1,scale.y*.97);
|
|
}
|
|
Wait;
|
|
}
|
|
}
|
|
|
|
Class DemolitionistShockwave : SWWMNonInteractiveActor
|
|
{
|
|
Default
|
|
{
|
|
+NODAMAGETHRUST;
|
|
+FORCERADIUSDMG;
|
|
}
|
|
override void PostBeginPlay()
|
|
{
|
|
Super.PostBeginPlay();
|
|
A_QuakeEx(7.,7.,7.,30,0,300+min(special1,50)*4,"",QF_RELATIVE|QF_SCALEDOWN|QF_3D,falloff:200,rollIntensity:1.5);
|
|
if ( target.player != players[consoleplayer] )
|
|
{
|
|
A_StartSound("demolitionist/hardland",CHAN_FOOTSTEP,CHANF_OVERLAP,attenuation:.3);
|
|
A_StartSound("demolitionist/hardland",CHAN_FOOTSTEP,CHANF_OVERLAP,attenuation:.2,pitch:.7);
|
|
A_StartSound("demolitionist/hardland",CHAN_FOOTSTEP,CHANF_OVERLAP,attenuation:.1,pitch:.4);
|
|
}
|
|
SWWMUtility.DoExplosion(self,40+min(special1,120),100000+min(special1*2000,150000),100+min(special1*2,130),80,DE_BLAST|DE_EXTRAZTHRUST|DE_NONEXPLOSIVE,'GroundPound',target);
|
|
for ( int i=0; i<360; i+=5 )
|
|
{
|
|
Vector3 pvel = SWWMUtility.Vec3FromAngles(FRandom[ExploS](0,360),FRandom[ExploS](-90,90))*FRandom[ExploS](1,3);
|
|
let s = Spawn('SWWMSmoke',Vec3Angle(4,i,8));
|
|
s.vel = pvel+SWWMUtility.AngleToVector3(i,7.);
|
|
s.SetShade(Color(1,1,1)*Random[ExploS](64,224));
|
|
s.special1 = Random[ExploS](1,4);
|
|
s.scale *= 1.5;
|
|
s.alpha *= .4;
|
|
}
|
|
if ( pos.z > floorz+16 ) return;
|
|
for ( int i=0; i<360; i+=5 )
|
|
{
|
|
let r = Spawn('DemolitionistRadiusShockwave',Vec3Angle(5,i));
|
|
r.target = target;
|
|
r.angle = i;
|
|
r.vel.xy = AngleToVector(i,r.speed+min(special1*.15,30));
|
|
r.alpha *= .1+min(special1*.03,.9);
|
|
}
|
|
int numpt = Random[ExploS](10,20);
|
|
for ( int i=0; i<numpt; i++ )
|
|
{
|
|
Vector3 pvel = SWWMUtility.Vec3FromAngles(FRandom[ExploS](0,360),FRandom[ExploS](-90,90))*FRandom[ExploS](2,12);
|
|
let s = Spawn('SWWMChip',pos);
|
|
s.vel = pvel;
|
|
}
|
|
let raging = RagekitPower(target.FindInventory('RagekitPower'));
|
|
if ( raging || swwm_omnibust )
|
|
{
|
|
// bust the floor if we can
|
|
let tempme = new('LineTracer'); // gross hack to pass needed data
|
|
int dmg = 40+min(special1,120);
|
|
if ( raging ) dmg *= 8;
|
|
F3DFloor ff;
|
|
for ( int i=0; i<FloorSector.Get3DFloorCount(); i++ )
|
|
{
|
|
if ( !(FloorSector.Get3DFloor(i).top.ZAtPoint(pos.xy) ~== floorz) ) continue;
|
|
ff = FloorSector.Get3DFloor(i);
|
|
break;
|
|
}
|
|
if ( ff ) tempme.Results.ffloor = ff;
|
|
tempme.Results.HitSector = FloorSector;
|
|
tempme.Results.HitType = TRACE_HitFloor;
|
|
BusterWall.Bust(tempme.Results,dmg,target,(0,0,-1),pos.z);
|
|
if ( raging )
|
|
{
|
|
let ps = Spawn('BigPunchSplash',pos);
|
|
ps.damagetype = 'GroundPound';
|
|
ps.target = target;
|
|
ps.special1 = dmg;
|
|
raging.DoHitFX();
|
|
}
|
|
}
|
|
}
|
|
States
|
|
{
|
|
Spawn:
|
|
TNT1 A 140;
|
|
Stop;
|
|
}
|
|
}
|
|
|
|
// not an actual light, just handles the attach/detach
|
|
Class DemolitionistSelfLight : Thinker
|
|
{
|
|
bool oldactive;
|
|
bool oldglow;
|
|
Actor target;
|
|
int oldcolor;
|
|
double oldheight;
|
|
|
|
override void Tick()
|
|
{
|
|
if ( !target || !target.player || (target.player.mo != target) || !(target is 'Demolitionist') || (Demolitionist(target).selflight != self) )
|
|
{
|
|
Destroy();
|
|
return;
|
|
}
|
|
static const Color litecolor[] =
|
|
{
|
|
Color(255, 24, 48, 8), // Green
|
|
Color(255, 16, 24, 56), // Blue
|
|
Color(255, 16, 48, 56), // Cyan
|
|
Color(255, 24, 48, 24), // Dragonfly
|
|
Color(255, 56, 32, 16), // Gold
|
|
Color(255, 48, 16, 56), // Magenta
|
|
Color(255, 56, 24, 16), // Orange
|
|
Color(255, 56, 32, 32), // Peach
|
|
Color(255, 56, 16, 40), // Pink
|
|
Color(255, 48, 24, 56), // Purple
|
|
Color(255, 48, 16, 8), // Red
|
|
Color(255, 32, 16, 56), // Violet
|
|
Color(255, 48, 48, 48), // White
|
|
Color(255, 56, 56, 16), // Yellow
|
|
Color(255, 16, 16, 16), // Black
|
|
Color(255, 32, 16, 16) // Rust
|
|
};
|
|
int idx = CVar.GetCVar('swwm_tagcolor',target.player).GetInt();
|
|
if ( (idx < 0) || (idx >= litecolor.Size()) ) idx = 0;
|
|
bool curactive = !(target.bINVISIBLE || (target.alpha <= double.epsilon));
|
|
// setting the pitch to a value outside [-90,90] makes it auto-update to the actor's own pitch
|
|
// this is undocumented and it's very great and nice and fine that such a thing had to be found out purely by chance
|
|
// how very wonderful /s
|
|
double curheight = target.player?(target.player.viewz-target.pos.z):(target.height*.93);
|
|
if ( curactive && (!oldactive || (idx != oldcolor) || (curheight != oldheight)) )
|
|
{
|
|
target.A_AttachLight('DemoSelfLight',DynamicLight.PointLight,Color(255,112,144,176),200,0,DynamicLight.LF_DONTLIGHTSELF|DynamicLight.LF_ATTENUATE|DynamicLight.LF_SPOT,(5,0,curheight),0,15,60,180);
|
|
target.A_AttachLight('DemoSelfLight2',DynamicLight.PointLight,litecolor[idx],80,0,DynamicLight.LF_DONTLIGHTSELF|DynamicLight.LF_ATTENUATE,(0,0,target.height/2));
|
|
}
|
|
else if ( !curactive && oldactive )
|
|
{
|
|
target.A_AttachLight('DemoSelfLight',DynamicLight.PointLight,0,0,0);
|
|
target.A_AttachLight('DemoSelfLight2',DynamicLight.PointLight,0,0,0);
|
|
}
|
|
oldactive = curactive;
|
|
oldcolor = idx;
|
|
oldheight = curheight;
|
|
}
|
|
}
|