swwmgz_m/zscript/weapons/swwm_cbt.zsc

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22 KiB
Text

// Blackmann Arms "Wallbuster" Heavy Armor Perforator Shotgun (planned for unreleased Total Destruction UT mod as the "Armor Perforator")
// Slot 3, replaces Super Shotgun, Ethereal Crossbow, Frost Shards
Class Wallbuster : SWWMWeapon
{
bool loaded[25];
bool fired[25];
int rotation[6];
int whichspin;
override void DoEffect()
{
Super.DoEffect();
CheckStopReload('Detach','EndReload');
// push back selection order if weapon is unloaded
if ( !bInitialized )
{
SelectionOrder = default.SelectionOrder;
return;
}
for ( int i=0; i<25; i++ )
{
if ( !loaded[i] || fired[i] ) continue;
SelectionOrder = default.SelectionOrder;
return;
}
SelectionOrder = 1400;
}
override bool ReportHUDAmmo()
{
for ( int i=0; i<25; i++ ) if ( loaded[i] && !fired[i] ) return true;
return Super.ReportHUDAmmo();
}
override bool CheckAmmo( int firemode, bool autoswitch, bool requireammo, int ammocount )
{
if ( (firemode == PrimaryFire) || (firemode == AltFire) )
{
for ( int i=0; i<25; i++ ) if ( loaded[i] && !fired[i] ) return true;
return (Ammo1.Amount > 0);
}
return Super.CheckAmmo(firemode,autoswitch,requireammo,ammocount);
}
override void InitializeWeapon()
{
// first wallbuster has five barrels loaded
for ( int i=0; i<25; i++ )
loaded[i] = (i<5);
for ( int i=0; i<25; i++ )
fired[i] = false;
}
action void A_CBTFlash( StateLabel flashlabel = null, int index = 0 )
{
if ( !player || !player.ReadyWeapon )
return;
Weapon weap = player.ReadyWeapon;
State flashstate = null;
if ( !flashlabel )
{
if ( weap.bAltFire )
flashstate = weap.FindState('AltFlash');
if ( !flashstate )
flashstate = weap.FindState('Flash');
}
else flashstate = weap.FindState(flashlabel);
player.SetPSprite(PSP_FLASH-index,flashstate+index);
A_OverlayFlags(PSP_FLASH-index,PSPF_RENDERSTYLE|PSPF_FORCESTYLE,true);
A_OverlayRenderStyle(PSP_FLASH-index,STYLE_Add);
}
action void ProcessTraceHit( SpreadgunTracer t, Vector3 origin, Vector3 dir, int dmg, double mm, Class<Actor> impact = 'SpreadImpact', int bc = 1, bool bust = false )
{
// Wall busting
if ( bust || swwm_omnibust )
{
int bustdmg = dmg;
BusterWall.Bust(t.Results,bustdmg,self,t.Results.HitVector,t.Results.HitPos.z);
}
foreach ( l:t.ShootThroughList )
{
l.Activate(self,0,SPAC_PCross);
l.Activate(self,0,SPAC_Impact);
}
foreach ( w:t.WaterHitList )
{
let b = Spawn('SmolInvisibleSplasher',w.hitpos);
b.target = self;
b.A_CheckTerrain();
}
Vector3 ppos;
for ( int i=5; i<t.Results.Distance; i+=10 )
{
if ( Random[Boolet](0,bc) ) continue;
if ( Random[Boolet](0,i/100) ) continue; // fall off w/ distance
ppos = level.Vec3Offset(origin,dir*i);
if ( !SWWMUtility.PointInWater(ppos) ) continue;
let b = SWWMAnimSprite.SpawnAt('SWWMHalfBubble',ppos);
b.Scale *= FRandom[Boolet](.1,.3);
}
foreach( hit:t.HitList )
{
int realdmg = dmg?dmg:hit.HitDamage;
let p = SWWMPuff.Setup(hit.HitLocation,hit.x,invoker,self,hit.HitActor);
SWWMDamageAccumulator.Accumulate(hit.HitActor,realdmg,p,self,'shot',false,DMG_INFLICTOR_IS_PUFF);
SWWMUtility.DoKnockback(hit.HitActor,hit.x+(0,0,0.025),mm*FRandom[Wallbuster](0.4,1.2));
if ( hit.HitActor.bNOBLOOD || hit.HitActor.bINVULNERABLE || hit.HitActor.bDORMANT )
{
let p = Spawn(impact,hit.HitLocation);
p.angle = atan2(hit.x.y,hit.x.x)+180;
p.pitch = asin(hit.x.z);
p.target = self;
p.special1 = max(0,(bc-5)/4);
}
else
{
hit.HitActor.TraceBleed(realdmg,self);
hit.HitActor.SpawnBlood(hit.HitLocation,atan2(hit.x.y,hit.x.x)+180,realdmg);
hit.HitActor.A_StartSound("spreadgun/pelletf",CHAN_DAMAGE,CHANF_OVERLAP,.4,4.);
}
}
if ( (t.Results.HitType != TRACE_HitNone) && (t.Results.HitType != TRACE_HitActor) )
{
Vector3 hitnormal = SWWMUtility.GetLineTracerHitNormal(t.Results);
let p = Spawn(impact,t.Results.HitPos+hitnormal*4);
p.angle = atan2(hitnormal.y,hitnormal.x);
p.pitch = asin(-hitnormal.z);
p.target = self;
p.special1 = max(0,(bc-5)/4);
if ( t.Results.HitType == TRACE_HitFloor ) p.CheckSplash(40);
if ( t.Results.HitType == TRACE_HitWall ) t.Results.HitLine.RemoteActivate(self,t.Results.Side,SPAC_Impact,t.Results.HitPos);
}
}
override Vector3 GetTraceOffset( int index )
{
double t1 = 90-int(index%5)*72;
double t2 = 360-int(index/5)*72;
Vector2 b = AngleToVector(t1,1.2);
b.y += 3.;
Vector2 n = RotateVector(b,t2);
return (10.,3.5+n.x,-6.+n.y);
}
action void A_FireShells( int num = 1 )
{
// auto-reload if we're fully empty and there's ammo to use
bool isloaded = false;
for ( int i=0; i<25; i++ )
{
if ( !invoker.loaded[i] || invoker.fired[i] )
continue;
isloaded = true;
break;
}
if ( !isloaded && (GetShellsToLoad() > 0) )
{
player.SetPSprite(PSP_WEAPON,ResolveState('Reload'));
return;
}
// speen
if ( num == 1 ) invoker.whichspin = 1;
else if ( num == 5 ) invoker.whichspin = 2;
else invoker.whichspin = 0;
// first pass, count fired rounds
int howmany = 0;
for ( int i=0; i<num; i++ )
{
// get physical index
int idx = i;
// shift based on full rotation
idx = (idx+invoker.rotation[5]*5);
while ( idx > 24 ) idx -= 25;
int group = idx/5;
// shift based on group rotation
int gidx = i%5;
gidx = (gidx+invoker.rotation[group]);
while ( gidx > 4 ) gidx -= 5;
idx = gidx+group*5;
if ( !invoker.loaded[idx] || invoker.fired[idx] ) continue;
howmany++;
}
if ( howmany <= 0 )
{
A_StartSound("wallbuster/dryfire",CHAN_WEAPON,CHANF_OVERLAP);
player.SetPsprite(PSP_WEAPON,ResolveState('DryFire'));
return;
}
Vector3 origin, dir;
double a, s;
let [x, y, z] = SWWMUtility.GetPlayerAxes(self);
let [x2, y2, z2] = SWWMUtility.GetPlayerAxesAutoAimed(self);
int flashstr = 0;
int alertness = 0;
// second pass, play the fire effects
for ( int i=0; i<num; i++ )
{
// get physical index
int idx = i;
// shift based on full rotation
idx = (idx+invoker.rotation[5]*5);
while ( idx > 24 ) idx -= 25;
int group = idx/5;
// shift based on group rotation
int gidx = i%5;
gidx = (gidx+invoker.rotation[group]);
while ( gidx > 4 ) gidx -= 5;
idx = gidx+group*5;
if ( !invoker.loaded[idx] || invoker.fired[idx] ) continue;
A_StartSound("spreadgun/redfire",CHAN_WEAPON,CHANF_OVERLAP,1./(howmany**.65),.6-howmany*.004,1.-howmany*.015);
flashstr = max(120,flashstr+10);
A_CBTFlash('FlashRed',i);
if ( alertness > 800 ) alertness += 200;
else alertness += 800;
}
if ( howmany < 3 )
{
player.SetPsprite(PSP_WEAPON,ResolveState('FireOne'));
SWWMHandler.DoFlash(self,Color(40,255,192,64),5);
}
else if ( howmany < 15 )
{
player.SetPsprite(PSP_WEAPON,ResolveState('FireFive'));
SWWMHandler.DoFlash(self,Color(60,255,192,64),6);
}
else
{
player.SetPsprite(PSP_WEAPON,ResolveState('FireTwentyFive'));
SWWMHandler.DoFlash(self,Color(80,255,192,64),7);
}
double qk = min(9.,1.+howmany/4.);
int ql = min(25,6+howmany/2);
A_QuakeEx(qk,qk,qk,ql,0,8,"",QF_RELATIVE|QF_SCALEDOWN|QF_3D,rollIntensity:qk*.15);
A_BumpFOV(1.-qk*.04);
A_BumpView(-qk*.6);
A_AlertMonsters(swwm_uncapalert?0:alertness);
A_PlayerFire();
if ( flashstr > 0 )
{
let l = Spawn('SWWMWeaponLight',pos);
l.args[3] = flashstr;
l.target = self;
}
// third pass, actually fire them
Vector3 base = SWWMUtility.GetFireOffset(self,10,3.5,-6);
SpreadgunTracer st;
for ( int i=0; i<num; i++ )
{
// get physical index
int idx = i;
// shift based on full rotation
idx = (idx+invoker.rotation[5]*5);
while ( idx > 24 ) idx -= 25;
int group = idx/5;
// shift based on group rotation
int gidx = i%5;
gidx = (gidx+invoker.rotation[group]);
while ( gidx > 4 ) gidx -= 5;
idx = gidx+group*5;
if ( !invoker.loaded[idx] || invoker.fired[idx] ) continue;
invoker.fired[idx] = true;
double t1 = 90-int(i%5)*72;
double t2 = 360-int(i/5)*72;
Vector2 b = AngleToVector(t1,1.2);
b.y += 3.;
Vector2 n = RotateVector(b,t2);
origin = level.Vec3Offset(base,n.x*y+n.y*z);
// the shooting
if ( !st ) st = new('SpreadgunTracer');
// attempt to uniformize expected damage while reducing traces (mainly for performance)
int expecteddmg = 200;
int numshot = max(21-howmany,5);
int individualdmg = int(ceil(expecteddmg/double(numshot)));
for ( int j=0; j<numshot; j++ )
{
a = FRandom[Wallbuster](0,360);
s = FRandom[Wallbuster](0,.05+.006*howmany);
dir = SWWMUtility.ConeSpread(x2,y2,z2,a,s);
st.hitlist.Clear();
st.shootthroughlist.Clear();
st.waterhitlist.Clear();
st.Trace(origin,level.PointInSector(origin.xy),dir,8000.,0,ignore:self);
ProcessTraceHit(st,origin,dir,individualdmg,7000,bc:5+howmany/6,(howmany>1));
}
for ( int i=0; i<(16-howmany/2); i++ )
{
let s = Spawn('SWWMSmoke',origin);
s.special1 = 1;
s.scale *= .9;
s.alpha *= .3;
s.SetShade(Color(1,1,1)*Random[Wallbuster](96,192));
s.vel += vel*.5+x*FRandom[Wallbuster](3.,5.)+y*FRandom[Wallbuster](-1,1)+z*FRandom[Wallbuster](-1,1);
}
for ( int i=0; i<(20-howmany/2); i++ )
{
let s = Spawn('SWWMSpark',origin);
s.scale *= .3;
s.alpha *= .4;
s.vel += vel*.5+x*FRandom[Wallbuster](4.,8.)+y*FRandom[Wallbuster](-2,2)+z*FRandom[Wallbuster](-2,2);
}
SWWMUtility.DoKnockback(self,-x,12000.);
}
}
action void A_SpinOne()
{
A_StartSound("wallbuster/spin",CHAN_WEAPON,CHANF_OVERLAP);
invoker.rotation[invoker.rotation[5]]++;
while ( invoker.rotation[invoker.rotation[5]] > 4 ) invoker.rotation[invoker.rotation[5]] -= 5;
}
action void A_SpinBig()
{
A_StartSound("wallbuster/spinbig",CHAN_WEAPON,CHANF_OVERLAP);
invoker.rotation[5]++;
while ( invoker.rotation[5] > 4 ) invoker.rotation[5] -= 5;
}
action void A_HandSpin()
{
A_StartSound("wallbuster/handspin",CHAN_WEAPON,CHANF_OVERLAP);
invoker.rotation[5]--;
while ( invoker.rotation[5] < 0 ) invoker.rotation[5] += 5;
}
action void A_StartDetachOverlays()
{
for ( int i=0; i<5; i++ )
{
// get physical index
int idx = i;
// shift based on full rotation
idx = (idx+invoker.rotation[5]*5);
while ( idx > 24 ) idx -= 25;
int group = idx/5;
// shift based on group rotation
int gidx = i%5;
gidx = (gidx+invoker.rotation[group]);
while ( gidx > 4 ) gidx -= 5;
idx = gidx+group*5;
if ( !invoker.loaded[idx] ) A_ChangeModel("",1,"","",4+i,"models","",CMDL_USESURFACESKIN,-1);
else if ( invoker.fired[idx] ) A_ChangeModel("",1,"","",4+i,"models","Shell_Normal_Used.png",CMDL_USESURFACESKIN,-1);
else A_ChangeModel("",1,"","",4+i,"models","Shell_Normal.png",CMDL_USESURFACESKIN,-1);
}
A_StartSound("wallbuster/meleestart",CHAN_WEAPON,CHANF_OVERLAP);
}
action void A_StartAttachOverlays()
{
for ( int i=0; i<5; i++ )
{
// get physical index
int idx = i;
// shift based on full rotation
idx = (idx+invoker.rotation[5]*5);
while ( idx > 24 ) idx -= 25;
int group = idx/5;
// shift based on group rotation
int gidx = i%5;
gidx = (gidx+invoker.rotation[group]);
while ( gidx > 4 ) gidx -= 5;
idx = gidx+group*5;
if ( !invoker.loaded[idx] ) A_ChangeModel("",1,"","",4+i,"models","",CMDL_USESURFACESKIN,-1);
else A_ChangeModel("",1,"","",4+i,"models","Shell_Normal.png",CMDL_USESURFACESKIN,-1);
}
A_StartSound("wallbuster/meleeend",CHAN_WEAPON,CHANF_OVERLAP);
}
action void A_DropShells()
{
for ( int i=0; i<5; i++ )
{
if ( invoker.loaded[invoker.rotation[5]*5+i] )
{
if ( invoker.fired[invoker.rotation[5]*5+i] )
{
let [x, y, z] = SWWMUtility.GetPlayerAxes(self);
Vector3 origin = SWWMUtility.GetFireOffset(self,10,-3,-13);
let c = Spawn('RedShellCasing',origin);
c.angle = angle;
c.pitch = pitch;
c.vel = x*FRandom[Junk](-.2,.2)+y*FRandom[Junk](-.2,.2)-(0,0,FRandom[Junk](2,3));
c.vel += vel*.5;
}
else
{
if ( (invoker.Ammo1.Amount >= invoker.Ammo1.MaxAmount) && !sv_infiniteammo && !FindInventory('PowerInfiniteAmmo',true) )
invoker.BufferAmmo(invoker.AmmoType1,1);
else invoker.Ammo1.Amount = min(invoker.Ammo1.Amount+1,invoker.Ammo1.MaxAmount);
}
}
invoker.loaded[invoker.rotation[5]*5+i] = null;
invoker.fired[invoker.rotation[5]*5+i] = false;
A_ChangeModel("",1,"","",4+i,"models","",CMDL_USESURFACESKIN,-1);
}
invoker.rotation[invoker.rotation[5]] = 4;
}
action int GetShellsToLoad()
{
int cnt = 25;
for ( int i=0; i<25; i++ ) cnt -= (invoker.loaded[i]&&!invoker.fired[i]);
if ( !sv_infiniteammo && !FindInventory('PowerInfiniteAmmo',true) )
{
int realammo = invoker.CountBufferedAmmo(invoker.AmmoType1)+invoker.Ammo1.Amount;
cnt = min(cnt,realammo);
}
return max(0,cnt);
}
action void A_LoadShell()
{
int toload = GetShellsToLoad();
if ( toload <= 0 ) return;
invoker.loaded[invoker.rotation[5]*5+invoker.rotation[invoker.rotation[5]]] = true;
if ( !sv_infiniteammo && !FindInventory('PowerInfiniteAmmo',true) && !invoker.FetchBufferedAmmo(invoker.AmmoType1,1) )
{
let am = FindInventory(invoker.AmmoType1);
if ( am && (am.Amount > 0) ) am.Amount--;
}
if ( (toload > 1) && (invoker.rotation[invoker.rotation[5]] > 0) ) // keep spinning if there's more to load
invoker.rotation[invoker.rotation[5]]--;
A_StartSound("wallbuster/load",CHAN_WEAPON,CHANF_OVERLAP);
}
override bool PickupForAmmoSWWM( SWWMWeapon ownedWeapon )
{
bool good = Super.PickupForAmmoSWWM(ownedWeapon);
let Owner = ownedWeapon.Owner;
if ( (AmmoGive1 == 0) && bInitialized )
{
for ( int i=0; i<25; i++ )
{
if ( !loaded[i] || fired[i] ) continue;
let cur = Owner.FindInventory(AmmoType1);
if ( !cur )
{
cur = Inventory(Spawn(AmmoType1));
cur.Amount = 0;
cur.AttachToOwner(Owner);
}
// give the loaded shell (or drop)
if ( cur.Amount >= cur.MaxAmount ) cur.CreateTossable(1);
cur.Amount++;
good = true;
}
}
return good;
}
override void MarkPrecacheSounds()
{
Super.MarkPrecacheSounds();
MarkSound("wallbuster/select");
MarkSound("wallbuster/deselect");
MarkSound("wallbuster/dryfire");
MarkSound("wallbuster/spin");
MarkSound("wallbuster/spinbig");
MarkSound("wallbuster/unlock");
MarkSound("wallbuster/lock");
MarkSound("wallbuster/meleestart");
MarkSound("wallbuster/meleeend");
MarkSound("wallbuster/detach");
MarkSound("wallbuster/attach");
MarkSound("wallbuster/handspin");
MarkSound("wallbuster/load1");
MarkSound("wallbuster/load2");
MarkSound("wallbuster/load3");
MarkSound("wallbuster/load4");
MarkSound("wallbuster/smallbust1");
MarkSound("wallbuster/smallbust2");
MarkSound("wallbuster/smallbust3");
MarkSound("wallbuster/bigbust1");
MarkSound("wallbuster/bigbust2");
MarkSound("wallbuster/bigbust3");
}
Default
{
Tag "$T_WALLBUSTER";
Inventory.Icon "graphics/HUD/Icons/W_Wallbuster.png";
Inventory.PickupMessage "$I_WALLBUSTER";
Obituary "$O_WALLBUSTER";
SWWMWeapon.Tooltip "$TT_WALLBUSTER";
SWWMWeapon.GetLine "getwallbuster";
SWWMWeapon.NumCrosshairs 25;
Weapon.SlotNumber 4;
Weapon.SelectionOrder 400;
Weapon.UpSound "wallbuster/select";
Weapon.AmmoType1 'RedShell';
Weapon.AmmoGive1 5;
SWWMWeapon.DropAmmoType 'SWWMShellAmmoBig';
Stamina 35000;
+SWWMWEAPON.NOFIRSTGIVE;
}
States
{
Spawn:
XZW1 A -1;
Stop;
Select:
XZW2 G 1 A_FullRaise();
XZW2 HI 2 A_BumpView(.2,tics:2);
XZW2 JKL 2 A_BumpView(-.3,tics:2);
XZW2 MNOP 2;
Goto Ready;
Ready:
XZW2 A 1
{
int flg = WRF_ALLOWUSER1;
if ( invoker.CheckAmmo(PrimaryFire,false) ) flg |= WRF_ALLOWZOOM;
if ( GetShellsToLoad() ) flg |= WRF_ALLOWRELOAD;
A_WeaponReady(flg);
if ( player.cmd.buttons&(BT_ATTACK|BT_ALTATTACK|BT_ZOOM) )
invoker.CheckAmmo(EitherFire,true);
}
Wait;
Fire:
XZW2 A 0 A_FireShells(1);
Goto FireOne;
AltFire:
XZW2 A 0 A_FireShells(5);
Goto FireFive;
Zoom:
XZW2 A 0 A_FireShells(25);
Goto FireTwentyFive;
FireOne:
XZW2 AQRSTUVWX 1;
XZW2 A 0
{
if ( invoker.whichspin == 2 ) return ResolveState('BigSpin');
if ( invoker.whichspin == 1 ) return ResolveState('OneSpin');
return ResolveState('Ready');
}
Goto Ready;
FireFive:
XZW2 A 2;
XZW3 CDEFGHIJK 2;
XZW2 A 0
{
if ( invoker.whichspin == 2 ) return ResolveState('BigSpin');
if ( invoker.whichspin == 1 ) return ResolveState('OneSpin');
return ResolveState('Ready');
}
Goto Ready;
FireTwentyFive:
XZW2 A 2;
XZW3 STUVWXYZ 2;
XZW4 ABC 2;
XZW2 A 0
{
if ( invoker.whichspin == 2 ) return ResolveState('BigSpin');
if ( invoker.whichspin == 1 ) return ResolveState('OneSpin');
return ResolveState('Ready');
}
Goto Ready;
DryFire:
XZW2 A 2;
XZW2 XA 4;
XZW2 A 0
{
if ( invoker.whichspin == 2 ) return ResolveState('BigSpin');
if ( invoker.whichspin == 1 ) return ResolveState('OneSpin');
return ResolveState('Ready');
}
Goto Ready;
OneSpin:
XZW2 A 1 A_SpinOne();
XZW2 YZ 2;
XZW3 A 2;
XZW3 B 0;
XZW2 A 0 A_JumpIf(invoker.rotation[invoker.rotation[5]]==0,'BigSpin');
Goto Ready;
BigSpin:
XZW2 A 1 A_SpinBig();
XZW3 LMNOPQ 2;
XZW3 R 0;
XZW2 A 0;
Goto Ready;
Reload:
XZW2 A 2 A_StartSound("wallbuster/meleestart",CHAN_WEAPON,CHANF_OVERLAP);
XZW4 DEFG 2;
XZW4 HIJK 1;
XZW4 L 1
{
A_QuakeEx(.8,.8,.8,6,0,15,"",QF_RELATIVE|QF_SCALEDOWN|QF_3D,rollIntensity:.3);
A_StartSound("wallbuster/unlock",CHAN_WEAPON,CHANF_OVERLAP);
}
XZW4 MNOPQ 1;
XZW4 RSTUV 1;
Goto Detach;
Detach:
XZW4 W 0
{
invoker.stopreload = false;
int rnum = GetShellsToLoad();
// if it's a full rotation, don't hand-spin
if ( rnum > 20 ) return ResolveState(null);
// jump to spin if current group is full
int nset = 0, nsetp = 0;
for ( int i=0; i<5; i++ )
{
// get physical index
int idx = i;
// shift based on full rotation
idx = (idx+invoker.rotation[5]*5);
while ( idx > 24 ) idx -= 25;
int group = idx/5;
// shift based on group rotation
int gidx = i%5;
gidx = (gidx+invoker.rotation[group]);
while ( gidx > 4 ) gidx -= 5;
idx = gidx+group*5;
if ( !invoker.loaded[idx] || invoker.fired[idx] ) continue;
nset++;
}
// but previous isn't
for ( int i=20; i<25; i++ )
{
// get physical index
int idx = i;
// shift based on full rotation
idx = (idx+invoker.rotation[5]*5);
while ( idx > 24 ) idx -= 25;
int group = idx/5;
// shift based on group rotation
int gidx = i%5;
gidx = (gidx+invoker.rotation[group]);
while ( gidx > 4 ) gidx -= 5;
idx = gidx+group*5;
if ( !invoker.loaded[idx] || invoker.fired[idx] ) continue;
nsetp++;
}
return A_JumpIf((nset>=5)&&(nsetp<5),'DetachSpin');
}
XZW4 WXYZ 1;
XZW5 ABCDEF 1;
XZW5 G 1 A_StartSound("wallbuster/detach",CHAN_WEAPON,CHANF_OVERLAP);
Goto DetachHold;
DetachSpin:
XZWE UVWXY 1;
DetachSpinReturn:
XZWE Z 1;
XZWF A 2 A_HandSpin();
XZWF BCDEFG 2;
XZWF J 1 A_StartSound("wallbuster/detach",CHAN_WEAPON,CHANF_OVERLAP);
XZWF K 0;
Goto DetachHold;
DetachSpinAgain:
XZWF G 2;
XZWF H 0;
XZWH JKL 1;
Goto DetachSpinReturn;
DetachHold:
XZW5 H 1
{
A_StartDetachOverlays();
A_PlayerReload();
}
XZW5 IJKLMNOPQ 1;
XZW5 R 2 A_DropShells();
XZW5 ST 2;
XZW5 V 2 A_LoadShell();
XZW5 X 2 A_LoadShell();
XZW5 Y 2 A_LoadShell();
XZW6 A 2 A_LoadShell();
XZW6 C 2 A_LoadShell();
XZW6 E 0
{
int rnum = 0;
bool holdreload = CVar.GetCVar('swwm_holdreload',player).GetBool();
if ( (!holdreload && !invoker.stopreload) || (holdreload && (player.cmd.buttons&BT_RELOAD)) )
rnum = GetShellsToLoad();
return A_JumpIf(rnum,'AttachSpin');
}
Goto Attach;
Attach:
XZW6 EF 2;
XZW6 G 1 A_StartAttachOverlays();
XZW6 HIJKL 1;
XZW6 M 1 A_StartSound("wallbuster/attach",CHAN_WEAPON,CHANF_OVERLAP);
XZW6 NOPQ 1;
XZW6 RS 2;
XZW6 TUVWXYZ 1;
XZW7 ABC 1;
Goto EndReload;
AttachSpin:
XZW7 JK 2;
XZW7 L 1 A_StartAttachOverlays();
XZW7 MNOPQR 1;
XZW7 S 1 A_StartSound("wallbuster/attach",CHAN_WEAPON,CHANF_OVERLAP);
XZW7 TUVW 1;
XZW7 XYZ 1;
XZW8 ABC 1;
XZW8 D 2 A_HandSpin();
XZW8 EFGHIL 2;
XZW8 M 1 A_StartSound("wallbuster/detach",CHAN_WEAPON,CHANF_OVERLAP);
XZW8 N 0;
Goto DetachHold;
AttachSpinAgain:
XZW8 IJ 2;
XZW8 K 1;
XZW8 K 0;
XZWH MNO 1;
Goto DetachSpinReturn;
EndReload:
XZW4 W 1
{
invoker.ClearBufferedAmmo();
for ( int i=0; i<5; i++ )
A_ChangeModel("",1,"","",4+i,"models","",CMDL_USESURFACESKIN,-1);
}
XZW8 OPQRS 1;
XZW8 T 1
{
A_QuakeEx(1.,1.,1.,8,0,15,"",QF_RELATIVE|QF_SCALEDOWN|QF_3D,rollIntensity:.4);
A_StartSound("wallbuster/lock",CHAN_WEAPON,CHANF_OVERLAP);
}
XZW8 UVWXY 1;
XZW8 Z 1 A_StartSound("wallbuster/meleeend",CHAN_WEAPON,CHANF_OVERLAP);
XZW9 ABC 1;
XZW9 DEF 2;
Goto Ready;
User1:
XZW2 A 2
{
A_StartSound("wallbuster/meleestart",CHAN_WEAPON,CHANF_OVERLAP);
A_StartSound("demolitionist/wswing",CHAN_WEAPON,CHANF_OVERLAP);
A_PlayerMelee();
}
XZW9 GHI 2 A_BumpView(1,tics:2);
XZW9 J 2
{
A_BumpFOV(.96);
A_QuakeEx(1.2,1.2,1.2,8,0,15,"",QF_RELATIVE|QF_SCALEDOWN|QF_3D,rollIntensity:.5);
A_Parry(9);
}
XZW9 KLM 1 A_BumpView(-4);
XZW9 N 1 A_Melee(70,"demolitionist/whitl",1.2,1.4,1.3);
XZW9 OPQRS 2;
XZW9 T 2 A_StartSound("wallbuster/meleeend",CHAN_WEAPON,CHANF_OVERLAP);
XZW9 UVW 2;
XZW9 XYZ 1;
XZWA ABCD 2;
Goto Ready;
Deselect:
XZW2 A 2 A_StartSound("wallbuster/deselect",CHAN_WEAPON,CHANF_OVERLAP);
XZW2 B 2;
XZW2 CD 2 A_BumpView(.1,tics:2);
XZW2 EF 2 A_BumpView(.2,tics:2);
XZW2 G -1 A_FullLower();
Stop;
FlashRed:
XZWW A 2 Bright;
Stop;
XZWW B 2 Bright;
Stop;
XZWW C 2 Bright;
Stop;
XZWW D 2 Bright;
Stop;
XZWW E 2 Bright;
Stop;
XZWW F 2 Bright;
Stop;
XZWW G 2 Bright;
Stop;
XZWW H 2 Bright;
Stop;
XZWW I 2 Bright;
Stop;
XZWW J 2 Bright;
Stop;
XZWW K 2 Bright;
Stop;
XZWW L 2 Bright;
Stop;
XZWW M 2 Bright;
Stop;
XZWW N 2 Bright;
Stop;
XZWW O 2 Bright;
Stop;
XZWW P 2 Bright;
Stop;
XZWW Q 2 Bright;
Stop;
XZWW R 2 Bright;
Stop;
XZWW S 2 Bright;
Stop;
XZWW T 2 Bright;
Stop;
XZWW U 2 Bright;
Stop;
XZWW V 2 Bright;
Stop;
XZWW W 2 Bright;
Stop;
XZWW X 2 Bright;
Stop;
XZWW Y 2 Bright;
Stop;
}
}