swwmgz_m/zscript/swwm_funstuff.zsc
Marisa Kirisame aabc9de051 0.9.10b release (oh boy where do I start):
- New fun options implemented (omnibusting, unlimited fuel, party time)
 - Biospark Carbine gets a requested nerf
 - Candygun combo fire has been buffed (watch out for that splash damage)
 - All powerup effects are additive (stacc 'em)
 - Automap hud respects gzdoom's cvars for toggling certain elements
 - Automap hud shows stats and times in gold when 100% / under par
 - Weapons and ammo are no longer affected by skill amount modifiers, for balance (and to avoid any weird glitches)
 - Sorting improvements for menu (weapons by slot, ammo by weapons, other items by value, etc.)
 - Grilled Cheese Sandwich now saves you from lethal falls properly
 - Blown kisses instakill nazis
 - Added non-violent Keen replacement (based on "Less mean-spirited Keen replacement" by SiFi270)
 - Added gib deaths for hell nobles, pinkies, cacos, revs and viles (sprites by Amuscaria and Ryan Cordell)
 - Blown kisses can activate use switches
 - Gestures can be chained by pressing a gesture button while another is playing
 - Fixed Grilled Cheese Sandwich not avoiding telefrags properly (now also works with voodoo dolls)
 - More precise weapon kill tracking (fixes some ragekit quirks)
 - Merge both DLC weaponsets, removing redundant weapons (see FuturePlans.md)
 - Discarded some collectables for the next updates, to save time
 - Preparation work for collectables update, including some (partial) lore files
 - Remove ammo fabricators from store, makes no sense to have them when you can just buy ammo directly
 - Cosmetic Boss Brain sprite replacements, just for fun
 - 10 more intermission tips, because yes
 - Added option to reduce distance at which enemy healthbars are picked
 - Various minor bugfixes and adjustments (and also some tiny typo fixes)
 - Ragekit now heals over time and with each hit (so it's more rewarding to go wild)
 - PNG optimization pass (again lol)
 - Fix crouched gestures having no facial animation
2020-10-05 23:29:28 +02:00

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Text

// collectable items that may drop sometimes
Class SWWMCollectable : Inventory abstract
{
int avail;
bool propagated;
Property Availability : avail;
// minimum gametype requirements
enum EAvailability
{
AVAIL_Strife = GAME_Strife,
AVAIL_Hexen = AVAIL_Strife|GAME_Hexen,
AVAIL_Heretic = AVAIL_Hexen|GAME_Heretic,
AVAIL_All = AVAIL_Heretic|GAME_DoomChex
};
Default
{
Inventory.PickupSound "menu/buyinv";
Inventory.Amount 1;
Inventory.MaxAmount 1;
SWWMCollectable.Availability AVAIL_All;
+INVENTORY.UNTOSSABLE;
+INVENTORY.UNDROPPABLE;
+INVENTORY.UNCLEARABLE;
+FLOATBOB;
FloatBobStrength 0.25;
}
override void PostBeginPlay()
{
Super.PostBeginPlay();
// delet ourselves if wrong iwad
if ( !(gameinfo.gametype&avail) )
Destroy();
}
override bool CanPickup( Actor toucher )
{
// no pickup if wrong iwad
if ( !(gameinfo.gametype&avail) ) return false;
return Super.CanPickup(toucher);
}
override string PickupMessage()
{
if ( Stamina > 0 )
return StringTable.Localize(PickupMsg)..String.Format(" \cj(\cg¥\cf%d\cj)\c-",Stamina);
return Super.PickupMessage();
}
override void AttachToOwner( Actor other )
{
Super.AttachToOwner(other);
// we're only attaching to the other players
if ( propagated )
return;
// give credit
if ( other.player && (Stamina > 0) )
{
SWWMScoreObj.Spawn(Stamina,other.Vec3Offset(FRandom[ScoreBits](-8,8),FRandom[ScoreBits](-8,8),FRandom[ScoreBits](-8,8)+other.Height/2),Font.CR_GOLD);
SWWMCredits.Give(other.player,Stamina);
}
// send to all other players
for ( int i=0; i<MAXPLAYERS; i++ )
{
if ( !playeringame[i] || !players[i].mo || (i == other.PlayerNumber()) )
continue;
let c = SWWMCollectable(Spawn(GetClass(),pos));
c.propagated = true;
if ( !c.CallTryPickup(players[i].mo) )
c.Destroy();
}
}
States
{
Spawn:
XZW1 A -1;
Stop;
}
}
// April Fools 2020
Class FroggyChair : SWWMCollectable
{
int cdown;
Default
{
Tag "$T_FROGGY";
Inventory.PickupMessage "$T_FROGGY";
Stamina 1440;
}
override void AttachToOwner( Actor other )
{
Super.AttachToOwner(other);
if ( !propagated )
cdown = 150;
}
override void DoEffect()
{
Super.DoEffect();
if ( cdown <= 0 ) return;
if ( Owner && Owner.CheckLocalView() )
{
if ( cdown == 140 )
Console.MidPrint(newsmallfont,"$D_FROGGY1");
else if ( cdown == 70 )
Console.MidPrint(newsmallfont,"$D_FROGGY2");
}
cdown--;
}
}
// The other collectables, which will be implemented eventually
Class MMiaSRVol1 : SWWMCollectable
{
Default
{
Tag "$T_SEXROBOT1";
Inventory.PickupMessage "$T_SEXROBOT1";
Stamina 2000;
}
}
Class MMiaSRVol2 : SWWMCollectable
{
Default
{
Tag "$T_SEXROBOT2";
Inventory.PickupMessage "$T_SEXROBOT2";
Stamina 2000;
}
}
Class MMiaSRVol3 : SWWMCollectable
{
Default
{
Tag "$T_SEXROBOT3";
Inventory.PickupMessage "$T_SEXROBOT3";
Stamina 2000;
}
}
Class MothPlushy : SWWMCollectable
{
int cdown;
Default
{
Tag "$T_MOTHPLUSH";
Inventory.PickupMessage "$T_MOTHPLUSH";
Stamina 5000;
}
override void AttachToOwner( Actor other )
{
Super.AttachToOwner(other);
if ( !propagated )
cdown = 175;
}
override void DoEffect()
{
Super.DoEffect();
if ( cdown <= 0 ) return;
if ( Owner && Owner.CheckLocalView() )
{
if ( cdown == 105 )
A_StartSound("mashiro/giggle",CHAN_ITEMEXTRA,CHANF_OVERLAP|CHANF_UI,1.,0.);
if ( cdown == 35 )
Console.MidPrint(newsmallfont,"$D_MASHIRO");
}
cdown--;
}
}
Class BRCDebutLP : SWWMCollectable
{
Default
{
Tag "$T_BLACKRATS";
Inventory.PickupMessage "$T_BLACKRATS";
Stamina 6000;
}
}
Class AkariProject : SWWMCollectable
{
Default
{
Tag "$T_AKARIPROJECT";
Inventory.PickupMessage "$T_AKARIPROJECT";
Stamina 3000;
}
}
Class CatCatcherPoster : SWWMCollectable
{
Default
{
Tag "$T_CATCATCHER";
Inventory.PickupMessage "$T_CATCATCHER";
Stamina 1500;
}
}
Class LoveSignalsCD : SWWMCollectable
{
Default
{
Tag "$T_LOVESIGNALS";
Inventory.PickupMessage "$T_LOVESIGNALS";
Stamina 4000;
}
}
Class NutatcoBar : SWWMCollectable
{
Default
{
Tag "$T_NUTATCO";
Inventory.PickupMessage "$T_NUTATCO";
Stamina 200;
}
}
Class HegeCactus : SWWMCollectable
{
Default
{
Tag "$T_HEGE";
Inventory.PickupMessage "$T_HEGE";
Stamina 8000;
}
}
Class FrispyCorn : SWWMCollectable
{
Default
{
Tag "$T_FRISPYCORN";
Inventory.PickupMessage "$T_FRISPYCORN";
Stamina 500;
}
}
Class LithiumVol1 : SWWMCollectable
{
Default
{
Tag "$T_LITHIUM";
Inventory.PickupMessage "$T_LITHIUM";
Stamina 3500;
}
}
// Heretic
Class DemoPlush : SWWMCollectable
{
Default
{
Tag "$T_DEMOPLUSH";
Inventory.PickupMessage "$T_DEMOPLUSH";
SWWMCollectable.Availability AVAIL_Heretic;
Stamina 6400;
}
}
Class TomeOfPower : SWWMCollectable
{
Default
{
Tag "$T_TOMEPOWER";
Inventory.PickupMessage "$T_TOMEPOWER";
SWWMCollectable.Availability AVAIL_Heretic;
Stamina 16000;
}
}
Class QuartzFlask : SWWMCollectable
{
Default
{
Tag "$T_YEFLASK";
Inventory.PickupMessage "$T_YEFLASK";
SWWMCollectable.Availability AVAIL_Heretic;
Stamina 4000;
}
}
Class SayaBean : SWWMCollectable
{
int cdown;
Default
{
Tag "$T_SAYABEAN";
Inventory.PickupMessage "$T_SAYABEAN";
SWWMCollectable.Availability AVAIL_Heretic;
Stamina 12000;
}
override void AttachToOwner( Actor other )
{
Super.AttachToOwner(other);
if ( !propagated )
cdown = 70;
}
override void DoEffect()
{
Super.DoEffect();
if ( cdown <= 0 ) return;
if ( Owner && Owner.CheckLocalView() )
{
if ( cdown == 35 )
A_StartSound("saya/giggle",CHAN_ITEMEXTRA,CHANF_OVERLAP|CHANF_UI,1.,0.);
}
cdown--;
}
}
// Hexen
Class KirinCummies : SWWMCollectable
{
Default
{
Tag "$T_PEACH";
Inventory.PickupMessage "$T_PEACH";
SWWMCollectable.Availability AVAIL_Hexen;
Stamina 400;
}
}
Class MilkBreads : SWWMCollectable
{
Default
{
Tag "$T_MILKBREAD";
Inventory.PickupMessage "$T_MILKBREAD";
SWWMCollectable.Availability AVAIL_Hexen;
Stamina 900;
}
}
Class EyeObelisk : SWWMCollectable
{
int cdown;
Default
{
Tag "$T_OBELISK";
Inventory.PickupMessage "$T_OBELISK";
SWWMCollectable.Availability AVAIL_Hexen;
Stamina 24000;
}
override void PostBeginPlay()
{
if ( InStateSequence(CurState,FindState("Spawn")) )
A_StartSound("obelisk/idle",CHAN_BODY,CHANF_LOOPING);
}
override void AttachToOwner( Actor other )
{
Super.AttachToOwner(other);
if ( propagated ) return;
// nauseatingly fast trip through images of the future
if ( other.player != players[consoleplayer] ) return;
let hnd = EyeObeliskFlash(StaticEventHandler.Find("EyeObeliskFlash"));
if ( hnd ) hnd.doit = true;
}
}
Class KirinManga : SWWMCollectable
{
Default
{
Tag "$T_KIRINMANGA";
Inventory.PickupMessage "$T_KIRINMANGA";
SWWMCollectable.Availability AVAIL_Hexen;
Stamina 1600;
}
}
Class EyeObeliskFlash : StaticEventHandler
{
bool doit;
int cd;
ui bool doit_ui;
ui int timeme;
ui TextureID ftex[29];
override void UiTick()
{
if ( !doit && !doit_ui )
{
timeme = 0;
return;
}
if ( timeme == 0 )
{
// do not trigger if the user doesn't want this
if ( CVar.GetCVar('swwm_noscare',players[consoleplayer]).GetBool() )
return;
doit_ui = true;
for ( int i=0; i<29; i++ )
ftex[i] = TexMan.CheckForTexture(String.Format("graphics/obelisk/O_SIGHT%d.png",i),TexMan.Type_Any);
S_StartSound("obelisk/sight",CHAN_VOICE,CHANF_UI|CHANF_NOPAUSE,1.,0.);
}
if ( timeme == 210 ) Console.MidPrint(newsmallfont,"$D_OBELISK");
if ( timeme == 240 ) doit_ui = false;
timeme++;
}
override void WorldTick()
{
if ( !doit ) return;
cd++;
if ( cd < 1 ) return;
cd = 0;
doit = false;
}
override void RenderOverlay( RenderEvent e )
{
if ( !doit_ui ) return;
double secs = (timeme+e.FracTic)/Thinker.TICRATE;
PlayerInfo p = players[consoleplayer];
if ( secs < .25 ) Screen.Dim("White",(secs*4.)**2.,0,0,Screen.GetWidth(),Screen.GetHeight());
else if ( secs < 2.25 )
{
Shader.SetEnabled(p,"ObPass0",true);
Shader.SetEnabled(p,"ObPass1",true);
Shader.SetEnabled(p,"ObPass2",true);
Shader.SetEnabled(p,"ObPass3",true);
Shader.SetUniform1f(p,"ObPass0","Timer",(timeme+e.FracTic)/Thinker.TICRATE);
Shader.SetUniform1f(p,"ObPass1","Timer",(timeme+e.FracTic)/Thinker.TICRATE);
Shader.SetUniform1f(p,"ObPass2","Timer",(timeme+e.FracTic)/Thinker.TICRATE);
Shader.SetUniform1f(p,"ObPass3","Timer",(timeme+e.FracTic)/Thinker.TICRATE);
secs -= .25;
Screen.Dim("Black",1.,0,0,Screen.GetWidth(),Screen.GetHeight());
// flash images:
// 0. mirror man (thievery at the forsaken manor redux)
// 1. viridescent lord (hexmas)
// 2. nightmare lord (spooktober)
// 3. dreadful lady (strife 25th anniversary project)
// 4. shinnovre (unsx 6)
// 5. hiikya (the hiikyan war)
// 6. rebirth of azadeku (project abyss dlc1: forgotten times)
// 7. heart of assimilation (project abyss dlc2: the void lords)
// 8. sage of blue (project abyss dlc3: assault on blue tower)
// 9. ser (project convergence)
int whichimg = clamp(int((10.*secs)/2.),0,9);
if ( !ftex[whichimg] ) return;
double ar = Screen.GetAspectRatio();
Vector2 tsize = TexMan.GetScaledSize(ftex[whichimg]);
double sar = tsize.x/tsize.y;
Vector2 vsize;
if ( sar > ar ) vsize = (tsize.x,tsize.x/ar);
else if ( sar < ar ) vsize = (tsize.y*ar,tsize.y);
else vsize = tsize;
vsize *= .75;
Screen.DrawTexture(ftex[whichimg],false,(vsize.x-tsize.x)/2,(vsize.y-tsize.y)/2,DTA_VirtualWidthF,vsize.x,DTA_VirtualHeightF,vsize.y,DTA_KeepRatio,true);
}
else if ( secs < 6.25 )
{
Shader.SetEnabled(p,"ObPass0",false);
Shader.SetEnabled(p,"ObPass1",false);
Shader.SetEnabled(p,"ObPass2",false);
Shader.SetEnabled(p,"ObPass3",false);
secs -= 2.25;
Screen.Dim("White",(1.-secs*.25)**1.5,0,0,Screen.GetWidth(),Screen.GetHeight());
}
}
}
// yay!
Class FancyConfetti : Actor
{
int deadtimer;
double anglevel, pitchvel, rollvel;
Default
{
Radius 2;
Height 2;
+NOBLOCKMAP;
+DROPOFF;
+MOVEWITHSECTOR;
+THRUACTORS;
+NOTELEPORT;
+DONTSPLASH;
+INTERPOLATEANGLES;
+ROLLSPRITE;
+ROLLCENTER;
+SLIDESONWALLS;
Gravity 0.05;
}
override void PostBeginPlay()
{
Super.PostBeginPlay();
deadtimer = Random[Junk](-30,30);
anglevel = FRandom[Junk](3,12)*RandomPick[Junk](-1,1);
pitchvel = FRandom[Junk](3,12)*RandomPick[Junk](-1,1);
rollvel = FRandom[Junk](3,12)*RandomPick[Junk](-1,1);
if ( bAMBUSH ) frame = 0;
else frame = Random[Junk](0,9);
scale *= Frandom[Junk](0.8,1.2);
}
override void Tick()
{
Super.Tick();
if ( isFrozen() ) return;
vel.xy *= 0.98;
if ( vel.z > 0 ) vel.z *= 0.98;
if ( CurState == ResolveState("Death") )
{
deadtimer++;
if ( deadtimer > 300 ) A_FadeOut(0.05);
return;
}
}
States
{
Spawn:
XZW1 # 1
{
angle += anglevel;
pitch += pitchvel;
roll += rollvel;
return A_JumpIf(pos.z<=floorz,"Death");
}
Loop;
Death:
XZW1 # -1
{
A_Stop();
pitch = roll = 0;
}
Stop;
Dummy:
XZW1 ABCDEFGHIJ -1;
Stop;
}
}
Class PartyTime : Actor
{
bool ignite;
Default
{
Radius .1;
Height 0.;
+NOBLOCKMAP;
+NOTELEPORT;
+DONTSPLASH;
+NOINTERACTION;
}
override void PostBeginPlay()
{
if ( target ) specialf1 = target.Height/2.;
else specialf1 = 16.;
}
override void Tick()
{
if ( ignite )
{
// wait for the sound to stop
if ( !IsActorPlayingSound(CHAN_ITEM) )
Destroy();
return;
}
if ( !target || (target.tics == -1) )
{
// burst into treats!
ignite = true;
A_Confetti();
return;
}
SetOrigin(target.pos,false);
}
action void A_Confetti()
{
A_StartSound("misc/tada",CHAN_ITEM);
double ang, pt;
int numpt = Random[ExploS](100,120);
for ( int i=0; i<numpt; i++ )
{
ang = FRandom[ExploS](0,360);
pt = FRandom[ExploS](-90,30);
let c = Spawn("FancyConfetti",Vec3Offset(0,0,specialf1));
c.vel = (cos(pt)*cos(ang),cos(pt)*sin(ang),-sin(pt))*FRandom[ExploS](2,8);
}
}
}
Class ChanceboxSpawner : Actor
{
override void PostBeginPlay()
{
int numcol = 0;
for ( int i=0; i<AllActorClasses.Size(); i++ )
{
let c = (Class<SWWMCollectable>)(AllActorClasses[i]);
if ( !c || (c == 'SWWMCollectable') ) continue;
let def = GetDefaultByType(c);
// check that we can collect it in this IWAD
if ( !(gameinfo.gametype&def.avail) ) continue;
numcol++;
}
let ti = ThinkerIterator.Create("SWWMCollectable");
while ( ti.Next() ) numcol--;
ti = ThinkerIterator.Create("Chancebox");
while ( ti.Next() ) numcol--;
if ( numcol <= 0 )
{
// can't spawn a box, everything's been collected
Destroy();
return;
}
let b = Spawn("Chancebox",pos);
// copy all our stuff
b.spawnangle = spawnangle;
b.angle = angle;
b.pitch = pitch;
b.roll = roll;
b.spawnpoint = spawnpoint;
b.special = special;
for ( int i=0; i<5; i++ )
b.Args[i] = Args[i];
b.spawnflags = spawnflags&~MTF_SECRET;
b.HandleSpawnFlags();
b.bCOUNTSECRET = spawnflags&MTF_SECRET;
b.ChangeTid(tid);
}
}
// Collectable box (recycling of discarded "chance box" item)
Class Chancebox : Actor
{
static void SpawnChanceboxes()
{
// TODO the whole damn deal of finding secret sectors and whatnot
// this will be huge, and get called from the event handler on first level load
}
action void A_DropSomething()
{
Array<Class <SWWMCollectable> > candidates;
candidates.Clear();
for ( int i=0; i<AllActorClasses.Size(); i++ )
{
let c = (Class<SWWMCollectable>)(AllActorClasses[i]);
if ( !c || (c == 'SWWMCollectable') ) continue;
let def = GetDefaultByType(c);
// check that we can collect it in this IWAD
if ( !(gameinfo.gametype&def.avail) ) continue;
candidates.Push(c);
}
let ti = ThinkerIterator.Create("SWWMCollectable");
SWWMCollectable c;
while ( c = SWWMCollectable(ti.Next()) )
{
int f = candidates.Find(c.GetClass());
if ( f < candidates.Size() )
candidates.Delete(f);
}
if ( candidates.Size() <= 0 )
{
// no candidates? just burst into treats
for ( int i=0; i<=30; i++ )
{
let a = Spawn((i==0)?"RefresherItem":(i%3)?"HealthNuggetItem":"ArmorNuggetItem",pos);
a.bDROPPED = true;
a.bNOGRAVITY = false;
a.vel.z = FRandom[Chancebox](2,4);
if ( i > 0 ) a.vel.xy = (cos(i*12),sin(i*12))*FRandom[Chancebox](4,12);
}
}
else
{
// pop one at random
let a = Spawn(candidates[Random[Chancebox](0,candidates.Size()-1)],pos);
a.bDROPPED = true;
a.bNOGRAVITY = false;
a.vel.z = FRandom[Chancebox](2,4);
}
int numpt = Random[ExploS](16,32);
for ( int i=0; i<numpt; i++ )
{
Vector3 pvel = (FRandom[ExploS](-1,1),FRandom[ExploS](-1,1),FRandom[ExploS](-1,1)).unit()*FRandom[ExploS](.3,8);
let s = Spawn("SWWMHalfSmoke",Vec3Offset(0,0,16));
s.vel = pvel;
s.SetShade(Color(2,1,3)*Random[ExploS](64,85));
s.special1 = Random[ExploS](1,4);
s.alpha *= .4;
s.scale *= 2.4;
}
}
action void A_Confetti()
{
A_StartSound("misc/tada",CHAN_ITEM);
double ang, pt;
int numpt = Random[ExploS](100,120);
for ( int i=0; i<numpt; i++ )
{
ang = FRandom[ExploS](0,360);
pt = FRandom[ExploS](-90,30);
let c = Spawn("FancyConfetti",Vec3Offset(0,0,16));
c.vel = (cos(pt)*cos(ang),cos(pt)*sin(ang),-sin(pt))*FRandom[ExploS](2,8);
}
}
override bool Used( Actor user )
{
if ( CurState != FindState("Spawn") ) return false;
if ( bCountSecret )
{
user.GiveSecret();
bCountSecret = false;
}
if ( special )
{
user.A_CallSpecial(special,args[0],args[1],args[2],args[3],args[4]);
special = 0;
}
SWWMLoreLibrary.Add(user.player,"Chancebox");
specialf2 = AngleTo(user);
SetStateLabel("PreActive");
return true;
}
Default
{
Radius 16;
Height 32;
+MOVEWITHSECTOR;
+ROLLSPRITE;
+SOLID;
+INTERPOLATEANGLES;
Species "Chancebox";
}
States
{
Spawn:
XZW1 A -1;
Stop;
PreActive:
XZW1 A 1
{
double delta = deltaangle(angle,specialf2);
int sign = (delta>=0.)?1:-1;
delta = clamp(abs(delta)*.15,.1,10.)*sign;
angle += delta;
return A_JumpIf(abs(deltaangle(angle,specialf2))<1.,"Active");
}
Wait;
Active:
XZW1 A 1
{
angle = specialf2;
specialf1 = angle;
A_StartSound("misc/drumroll",CHAN_WEAPON);
}
XZW1 A 1
{
bINTERPOLATEANGLES = false;
angle = specialf1+FRandom[Chancebox](-5,5);
pitch = FRandom[Chancebox](-5,5);
roll = FRandom[Chancebox](-5,5);
special1++;
return A_JumpIf(special1>40,"BlowUp");
}
Wait;
BlowUp:
XZW2 A 1
{
A_SetSize(16,4);
A_QuakeEx(2,2,2,9,0,500,"",QF_RELATIVE|QF_SCALEDOWN,falloff:200,rollIntensity:.2);
A_StartSound("chancebox/explode",CHAN_VOICE);
angle = specialf1;
pitch = roll = 0;
let t = Spawn("ChanceboxTop",Vec3Offset(0,0,32));
t.angle = angle;
let s1 = Spawn("ChanceboxSide",level.Vec3Offset(pos,(RotateVector((16,0),angle+90),0)));
s1.angle = angle+90;
let s2 = Spawn("ChanceboxSide",level.Vec3Offset(pos,(RotateVector((16,0),angle-90),0)));
s2.angle = angle-90;
A_DropSomething();
}
XZW2 BCDEFGHIJKLMNO 1;
XZW2 P -1 A_Confetti();
Stop;
}
}
// top side of chancebox, shoots upwards
Class ChanceboxTop : Actor
{
Default
{
Radius 16;
Height 4;
Species "Chancebox";
PROJECTILE;
+THRUSPECIES;
}
override void PostBeginPlay()
{
Super.PostBeginPlay();
vel = (0,0,20);
}
States
{
Spawn:
XZW1 A 1
{
double magvel = vel.length();
if ( magvel > 0. )
{
magvel = min(60,magvel*1.2);
vel = vel.unit()*magvel;
}
}
Wait;
Death:
TNT1 A 1 A_SpawnItemEx("ExplodiumBulletImpact");
Stop;
}
}
// left/right side of chancebox, shoots forward
Class ChanceboxSide : Actor
{
Default
{
Radius 16;
Height 32;
Species "Chancebox";
PROJECTILE;
+THRUSPECIES;
}
override void PostBeginPlay()
{
Super.PostBeginPlay();
vel = (cos(angle)*cos(pitch),sin(angle)*cos(pitch),-sin(pitch))*20;
}
States
{
Spawn:
XZW1 A 1
{
double magvel = vel.length();
if ( magvel > 0. )
{
magvel = min(60,magvel*1.2);
vel = vel.unit()*magvel;
}
}
Wait;
Death:
TNT1 A 1 A_SpawnItemEx("ExplodiumBulletImpact");
Stop;
}
}