swwmgz_m/zscript/weapons/swwm_deepdarkimpact_fx.zsc

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4 KiB
Text

// Deep Impact projectiles and effects
Class AirBullet : FastProjectile
{
int tcnt;
Actor lasthit;
Default
{
Obituary "$O_DEEPIMPACT";
Radius 2;
Height 4;
DamageFunction 100;
DamageType 'AirRip';
Speed 400;
PROJECTILE;
+FORCERADIUSDMG;
+NODAMAGETHRUST;
+RIPPER;
}
override void PostBeginPlay()
{
A_StartSound("deepimpact/bullet",CHAN_BODY,CHANF_LOOP,1.,1.5);
}
override int DoSpecialDamage( Actor target, int damage, Name damagetype )
{
if ( target.bBOSS || target.FindInventory("BossMarker") ) damage = int(damage*.4);
if ( !bAMBUSH )
{
if ( target == lasthit ) return 0;
lasthit = target;
}
Vector3 dirto = level.Vec3Offset(pos,target.Vec3Offset(0,0,target.Height/2.));
dirto /= dirto.length();
SWWMUtility.DoKnockback(target,vel.unit()*.6+dirto*.4,200000);
if ( !target.player ) target.bBLASTED = true;
return damage;
}
override void Effect()
{
let r = Spawn("AirBulletRing",pos);
r.angle = angle;
r.pitch = pitch;
r.roll = FRandom[Impact](0,360);
r.scale *= .3;
r.alpha *= .6;
int numpt = Random[ExploS](2,4);
for ( int i=0; i<numpt; i++ )
{
Vector3 pvel = (FRandom[ExploS](-1,1),FRandom[ExploS](-1,1),FRandom[ExploS](-1,1)).unit()*FRandom[ExploS](.1,.8);
let s = Spawn("SWWMSmoke",pos);
s.vel = pvel+vel.unit()*3.;
s.SetShade(Color(1,1,1)*Random[ExploS](240,255));
s.special1 = Random[ExploS](1,2);
s.scale *= 1.8;
s.alpha *= .2;
}
bAMBUSH = true;
SWWMUtility.DoExplosion(self,GetMissileDamage(0,0),0,100,25,ignoreme:target);
bAMBUSH = false;
tcnt++;
if ( tcnt < 2 ) return;
tcnt = 0;
Spawn("AirRingLight",pos);
}
void A_Splode()
{
A_AlertMonsters(swwm_uncapalert?0:8000);
if ( target && SWWMUtility.SphereIntersect(target,pos,120) )
{
// push away
Vector3 dir = level.Vec3Diff(pos,target.Vec3Offset(0,0,target.height/2));
double dist = dir.length();
dir /= dist;
double mm = 8000000./max(20.,dist);
if ( (target.pos.z > target.floorz) && target.TestMobjZ() ) mm *= 1.6;
SWWMUtility.DoKnockback(target,dir,mm);
}
SWWMUtility.DoExplosion(self,0,200000,200,80,ignoreme:target);
A_QuakeEx(6,6,6,20,0,250,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:1.);
A_StartSound("deepimpact/bullethit",CHAN_VOICE,CHANF_DEFAULT,1.,.3);
A_SprayDecal("ImpactMark");
Spawn("AirBulletLight",pos);
int numpt = Random[ExploS](10,20);
for ( int i=0; i<numpt; i++ )
{
Vector3 pvel = (FRandom[ExploS](-1,1),FRandom[ExploS](-1,1),FRandom[ExploS](-1,1)).unit()*FRandom[ExploS](2,6);
let s = Spawn("SWWMSmoke",pos);
s.vel = pvel;
s.SetShade(Color(1,1,1)*Random[ExploS](240,255));
s.special1 = Random[ExploS](1,2);
s.scale *= 2.4;
s.alpha *= .4;
}
numpt = Random[ExploS](8,12);
for ( int i=0; i<numpt; i++ )
{
Vector3 pvel = (FRandom[ExploS](-1,1),FRandom[ExploS](-1,1),FRandom[ExploS](-1,1)).unit()*FRandom[ExploS](2,6);
let s = Spawn("SWWMSpark",pos);
s.vel = pvel;
}
numpt = Random[ExploS](6,16);
for ( int i=0; i<numpt; i++ )
{
Vector3 pvel = (FRandom[ExploS](-1,1),FRandom[ExploS](-1,1),FRandom[ExploS](-1,1)).unit()*FRandom[ExploS](2,12);
let s = Spawn("SWWMChip",pos);
s.vel = pvel;
}
if ( swwm_omnibust ) BusterWall.ProjectileBust(self,100,(cos(angle)*cos(pitch),sin(angle)*cos(pitch),sin(-pitch)));
}
States
{
Spawn:
TNT1 A -1;
Stop;
Death:
TNT1 A 1 A_Splode();
Stop;
}
}
Class AirBulletLight : PaletteLight
{
Default
{
Tag "ImpactWav";
ReactionTime 5;
Args 0,0,0,150;
}
}
Class AirRingLight : PaletteLight
{
Default
{
Tag "ImpactWav,1";
ReactionTime 30;
Args 0,0,0,120;
}
}
Class AirBulletRing : Actor
{
Default
{
RenderStyle "Add";
+NOGRAVITY;
+NOBLOCKMAP;
+DONTSPLASH;
+ROLLSPRITE;
+ROLLCENTER;
+FORCEXYBILLBOARD;
+NOINTERACTION;
Radius 0.1;
Height 0;
}
override void Tick()
{
if ( isFrozen() ) return;
if ( !CheckNoDelay() || (tics == -1) ) return;
if ( tics > 0 ) tics--;
while ( !tics )
{
if ( !SetState(CurState.NextState) )
return;
}
}
States
{
Spawn:
XRG1 ABCDEFGHIJKLMNOPQRSTUVWX 2;
Stop;
}
}