swwmgz_m/zscript/swwm_blod.zsc

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// Gore FX ported over from Soundless Mound, with some edits
// Base blood actor
Class mkBlood : SWWMNonInteractiveActor
{
Default
{
+PUFFGETSOWNER;
}
void A_Bleed( int str = 1 )
{
if ( !target ) return;
let b = Spawn('mkBloodSpray',pos);
Vector2 dirto = target.Vec2To(self).unit();
b.angle = atan2(dirto.y,dirto.x);
b.pitch = FRandom[Blood](-60,30);
b.translation = translation;
b.target = target;
b.args[0] = str;
if ( target.bloodcolor ) b.SetShade(Color(target.bloodcolor.r/2,target.bloodcolor.g/2,target.bloodcolor.b/2));
else b.SetShade(Color(80,0,0));
b.CopyBloodColor(target);
int numpt = Random[Blood](2,4)+str*2;
double sstr = (2.5+str)/3.;
Vector3 vdir = SWWMUtility.Vec3FromAngles(b.angle,b.pitch);
TextureID pufftex[8];
for ( int i=0; i<8; i++ ) pufftex[i] = TexMan.CheckForTexture("graphics/Particles/xpuff"..i..".png");
FSpawnParticleParams puff;
puff.color1 = b.fillcolor;
puff.style = STYLE_Shaded;
puff.accel = (0,0,-.25);
puff.startalpha = .75;
puff.fadestep = -1;
puff.pos = pos;
for ( int i=0; i<numpt; i++ )
{
Vector3 ndir = (vdir+SWWMUtility.Vec3FromAngles(FRandom[Blood](0,360),FRandom[Blood](-90,90))*.5).unit()*FRandom[Blood](.2,2.)*sstr;
for ( double j=1.; j>=.5; j-=.125 )
{
puff.texture = pufftex[Random[Blood](0,7)];
puff.lifetime = int(12*sstr);
puff.size = 2.*str*FRandom[Blood](.6,1.4)*j;
puff.vel = ndir*j;
puff.sizestep = -.02*sstr*j;
level.SpawnParticle(puff);
}
}
let s = mkBloodSmoke(SWWMStaticSprite.SpawnAt('mkBloodSmoke',pos));
s.scolor = b.fillcolor;
s.scale *= .4*str;
s.thickness = str-1;
}
States
{
Spawn:
TNT1 A 1 NoDelay A_Bleed(3);
Stop;
TNT1 A 1 A_Bleed(2);
Stop;
TNT1 A 1 A_Bleed(1);
Stop;
}
}
// a burst of blood attached to a bleeding actor
Class mkBloodSpray : SWWMNonInteractiveActor
{
double str;
int cnt;
Vector3 attachofs;
double baseang;
color shadecol;
override void PostBeginPlay()
{
if ( !target )
{
Destroy();
return;
}
str = FRandom[Blood](2.,4.)*args[0];
cnt = Random[Blood](2,3)*args[0];
attachofs.xy = RotateVector(target.Vec2To(self),-target.angle);
attachofs.z = pos.z-target.pos.z;
baseang = angle-target.angle;
}
private bool IsTargetFlying()
{
if ( !target ) return false;
if ( !target.bNOGRAVITY && (target.pos.z > target.floorz) && target.TestMobjZ() ) return true;
if ( ((!target.bNOGRAVITY && target.bBlasted) || (target.health <= 0)) && (target.vel.length() > 10.) ) return true;
return false;
}
override void Tick()
{
if ( !target )
{
Destroy();
return;
}
if ( freezetics > 0 )
{
freezetics--;
return;
}
if ( isFrozen() ) return;
Vector3 setofs = SWWMUtility.RotateVector3(attachofs,target.angle);
SetOrigin(level.Vec3Offset(target.pos,setofs),false);
int sz = max(1,args[0]/2);
double ang, pt;
int cnt = sz-Random[Blood](0,4);
for ( int i=0; i<cnt; i++ )
{
let d = Spawn('mkBloodDrop',pos);
d.SetShade(fillcolor);
d.CopyBloodColor(self);
ang = baseang+target.angle+FRandom[Blood](-15.,15.)*str;
pt = pitch+FRandom[Blood](-15.,15.)*str;
Vector3 dir = SWWMUtility.Vec3FromAngles(ang,pt);
d.vel = dir*str*FRandom[Blood](.8,1.8);
d.scale *= str*.15*FRandom[Blood](.6,1.4);
}
bool flying = IsTargetFlying();
if ( flying ) str *= 1.-(.15/sz);
else str *= 1.-(.4/sz);
if ( (str <= .05) || ((cnt-- <= 0) && !flying) ) Destroy();
}
}
// drop of salsa
// becomes a decal on crash
Class mkBloodDrop : SWWMNonInteractiveActor
{
bool killme;
bool dead, onceiling;
mkBloodDrop prevblod, nextblod;
Sector tracksector;
int trackplane;
transient TextureID pufftex[8];
FSpawnParticleParams puff;
Default
{
+MISSILE;
+FORCEXYBILLBOARD;
+ROLLSPRITE;
+ROLLCENTER;
Scale .35;
Mass 1;
RenderStyle 'Translucent';
}
// try to reduce overhead as much as possible with this
override void Tick()
{
prev = pos; // for interpolation
if ( freezetics > 0 )
{
freezetics--;
return;
}
if ( isFrozen() ) return;
if ( killme ) A_FadeOut(.01);
if ( dead )
{
// do nothing but follow floor movement and eventually fade out
if ( tracksector )
{
double trackz;
if ( trackplane ) trackz = tracksector.ceilingplane.ZAtPoint(pos.xy)-.1;
else trackz = tracksector.floorplane.ZAtPoint(pos.xy);
if ( trackz != pos.z )
{
SetZ(trackz);
UpdateWaterLevel(false);
}
}
if ( (waterlevel > 0) || GetFloorTerrain().isliquid )
{
scale *= 1.005;
A_FadeOut(.01);
}
if ( onceiling && (special2 < 200) && (scale.x > .2) )
{
if ( special1-- ) return;
special2 += 10;
special1 = Random[Blood](20,30)+special2;
let d = Spawn('mkBloodDrop',Vec3Offset(0,0,-2));
d.master = self;
d.SetShade(fillcolor);
d.CopyBloodColor(self);
d.scale = Scale*FRandom[Blood](.4,.6);
}
return; // we don't need to update states when we're dead
}
else
{
if ( !pufftex[0] )
{
for ( int i=0; i<8; i++ ) pufftex[i] = TexMan.CheckForTexture("graphics/Particles/xpuff"..i..".png");
puff.color1 = fillcolor;
puff.style = STYLE_Shaded;
puff.fadestep = -1;
}
// gravitational pull
if ( waterlevel <= 0 ) vel.z -= GetGravity();
// linetrace-based movement (hopefully more reliable than traditional methods)
Vector3 dir = vel;
double spd = vel.length();
dir /= spd;
FLineTraceData d;
Vector3 newpos = pos;
newpos.z = clamp(newpos.z,floorz,ceilingz);
double ang = atan2(dir.y,dir.x);
double pt = asin(-dir.z);
LineTrace(ang,spd,pt,TRF_THRUACTORS|TRF_THRUHITSCAN|TRF_ABSPOSITION,newpos.z,newpos.x,newpos.y,d);
if ( d.HitType != TRACE_HitNone )
{
Vector3 hitnormal = SWWMUtility.GetLineTraceHitNormal(d);
newpos = d.HitLocation+hitnormal;
}
else newpos = level.Vec3Offset(newpos,vel);
newpos.z = clamp(newpos.z,floorz,ceilingz);
Vector3 ndiff = level.Vec3Diff(newpos,pos);
double ndist = ndiff.length();
ndiff /= ndist;
puff.lifetime = 10;
puff.startalpha = .5*alpha;
puff.sizestep = -1.*scale.x;
puff.accel = (0,0,-.5);
for ( int i=0; i<ndist; i++ )
{
if ( Random[Blood](0,2) ) continue;
puff.texture = pufftex[Random[Blood](0,7)];
puff.size = 10.*scale.x*FRandom[Blood](.6,1.4);
puff.pos = level.Vec3Offset(pos,ndiff*i);
puff.vel = vel*.1+(FRandom[Blood](-.1,.1),FRandom[Blood](-.1,.1),FRandom[Blood](-.1,.1));
level.SpawnParticle(puff);
}
SetOrigin(newpos,true);
if ( (d.HitType == TRACE_HitFloor) || (pos.z <= floorz) )
{
// hacky workaround
if ( !d.HitSector )
{
d.HitSector = floorsector;
d.HitTexture = floorsector.GetTexture(0);
}
if ( d.HitTexture == skyflatnum )
{
Destroy();
return;
}
// landed on floor
SetOrigin(d.HitLocation,true);
HitFloor();
A_StartSound("misc/blooddrop",volume:.1);
if ( master )
{
// assume we dropped onto the previous spot
if ( master.tracer )
{
Vector3 floordir;
if ( d.Hit3DFloor ) floordir = -d.Hit3DFloor.model.ceilingplane.Normal;
else floordir = d.HitSector.floorplane.Normal;
int numpt = Random[Blood](2,4);
puff.lifetime = 20;
puff.startalpha = .5*alpha;
puff.pos = pos;
puff.accel = (0,0,-.25);
for ( int i=0; i<numpt; i++ )
{
Vector3 ndir = (floordir+SWWMUtility.Vec3FromAngles(FRandom[Blood](0,360),FRandom[Blood](-90,90))*.5).unit()*FRandom[Blood](.5,8.);
for ( double j=1.; j>=.5; j-=.125 )
{
puff.texture = pufftex[Random[Blood](0,7)];
puff.size = 10.*scale.x*FRandom[Blood](.6,1.4)*j;
puff.pos = pos;
puff.vel = ndir*j;
puff.sizestep = -1.*scale.x*j;
level.SpawnParticle(puff);
}
}
Destroy();
return;
}
master.tracer = self;
}
bMISSILE = false;
dead = true;
Vector3 floordir;
if ( d.Hit3DFloor )
{
tracksector = d.Hit3DFloor.model;
trackplane = 1;
floordir = -d.Hit3DFloor.model.ceilingplane.Normal;
}
else
{
tracksector = d.HitSector;
trackplane = 0;
floordir = d.HitSector.floorplane.Normal;
}
SWWMUtility.SetToSlope(self,FRandom[Blood](0,360));
A_SetRenderStyle(1.,STYLE_Shaded);
frame = Random[Blood](5,12);
int numpt = Random[Blood](4,8);
puff.lifetime = 20;
puff.startalpha = .5*alpha;
puff.pos = pos;
puff.accel = (0,0,-.25);
for ( int i=0; i<numpt; i++ )
{
Vector3 ndir = (floordir+SWWMUtility.Vec3FromAngles(FRandom[Blood](0,360),FRandom[Blood](-90,90))*.5).unit()*FRandom[Blood](.5,8.);
for ( double j=1.; j>=.5; j-=.125 )
{
puff.texture = pufftex[Random[Blood](0,7)];
puff.size = 10.*scale.x*FRandom[Blood](.6,1.4)*j;
puff.vel = ndir*j;
puff.sizestep = -1.*scale.x*j;
level.SpawnParticle(puff);
}
}
vel *= 0;
return;
}
if ( (d.HitType == TRACE_HitCeiling) || (pos.z >= ceilingz) )
{
// hacky workaround
if ( !d.HitSector )
{
d.HitSector = ceilingsector;
d.HitTexture = ceilingsector.GetTexture(1);
}
if ( (d.HitTexture == skyflatnum) || master )
{
Destroy();
return;
}
// hit the ceiling
SetOrigin(d.HitLocation-(0,0,1),true);
A_StartSound("misc/blooddrop",volume:.1);
bMISSILE = false;
dead = true;
onceiling = true;
Vector3 floordir;
if ( d.Hit3DFloor )
{
tracksector = d.Hit3DFloor.model;
trackplane = 0;
floordir = -d.Hit3DFloor.model.floorplane.Normal;
}
else
{
tracksector = d.HitSector;
trackplane = 1;
floordir = d.HitSector.ceilingplane.Normal;
}
SWWMUtility.SetToSlope(self,FRandom[Blood](0,360),true);
A_SetRenderStyle(1.,STYLE_Shaded);
frame = Random[Blood](13,20);
int numpt = Random[Blood](4,8);
puff.lifetime = 20;
puff.startalpha = .5*alpha;
puff.pos = pos;
puff.accel = (0,0,-.25);
for ( int i=0; i<numpt; i++ )
{
Vector3 ndir = (floordir+SWWMUtility.Vec3FromAngles(FRandom[Blood](0,360),FRandom[Blood](-90,90))*.5).unit()*FRandom[Blood](.5,8.);
for ( double j=1.; j>=.5; j-=.125 )
{
puff.texture = pufftex[Random[Blood](0,7)];
puff.size = 10.*scale.x*FRandom[Blood](.6,1.4)*j;
puff.vel = ndir*j;
puff.sizestep = -1.*scale.x*j;
level.SpawnParticle(puff);
}
}
vel *= 0;
return;
}
if ( d.HitType == TRACE_HitWall )
{
if ( d.HitLine.backsector && (d.HitLine.backsector.GetTexture(1) == skyflatnum) && (d.HitLocation.z >= d.HitLine.backsector.ceilingplane.ZAtPoint(d.HitLocation.xy)) )
{
Destroy();
return;
}
// hit wall
Vector2 walldir = (-d.HitLine.delta.y,d.HitLine.delta.x).unit();
if ( d.LineSide ) walldir *= -1;
SetOrigin(d.HitLocation-walldir*8,true);
TraceBleedAngle(20,atan2(walldir.y,walldir.x),0);
A_StartSound("misc/blooddrop",volume:.1);
int numpt = Random[Blood](4,8);
puff.lifetime = 20;
puff.startalpha = .5*alpha;
puff.pos = pos;
puff.accel = (0,0,-.25);
for ( int i=0; i<numpt; i++ )
{
Vector3 ndir = (-(walldir.x,walldir.y,0)+SWWMUtility.Vec3FromAngles(FRandom[Blood](0,360),FRandom[Blood](-90,90))*.5).unit()*FRandom[Blood](.5,8.);
for ( double j=1.; j>=.5; j-=.125 )
{
puff.texture = pufftex[Random[Blood](0,7)];
puff.size = 10.*scale.x*FRandom[Blood](.6,1.4)*j;
puff.vel = ndir*j;
puff.sizestep = -1.*scale.x*j;
level.SpawnParticle(puff);
}
}
Destroy();
return;
}
UpdateWaterLevel();
if ( waterlevel > 0 ) A_FadeOut();
scale *= .99;
if ( scale.x <= 0. )
{
Destroy();
return;
}
}
if ( !CheckNoDelay() || (tics == -1) ) return;
if ( tics > 0 ) tics--;
while ( !tics )
{
if ( !SetState(CurState.NextState) )
return;
}
}
override void PostBeginPlay()
{
Super.PostBeginPlay();
SWWMHandler.QueueBlod(self);
int jumps = Random[Blood](0,3);
state dest = ResolveState('Spawn');
SetState(dest+jumps);
}
override void OnDestroy()
{
SWWMHandler.DeQueueBlod(self);
Super.OnDestroy();
}
States
{
Spawn:
SBLD ABCD 2;
Loop;
}
}
// chunky salsa in the air
Class mkBloodSmoke : SWWMStaticSprite
{
int thickness;
override void SetupSprite()
{
texture = TexMan.CheckForTexture(String.Format("MSMK%c0",0x41+Random[Blood](0,7)));
Scale = (.5,.5);
Alpha = .35;
SetRenderStyle(STYLE_Shaded);
scolor = gameinfo.defaultbloodcolor;
Flags |= SPF_ROLL;
bCheckWater = true;
bWallStop = true;
}
override void OnTick()
{
if ( lastwater ) alpha = max(0.,alpha-.1);
alpha = max(0.,alpha-(.04/max(1.,thickness)));
scale *= 1.+(.04/max(1.,thickness));
vel *= 1.-(.04/max(1.,thickness));
if ( alpha <= 0. ) Destroy();
}
}
// flying gibs
Class mkFlyingGib : Actor
{
Mixin SWWMMissileFix;
bool killme;
int lastbleed;
color shadecol;
bool bleeding;
double rollvel, pitchvel;
mkFlyingGib prevmeat, nextmeat;
Vector3 oldpos;
TextureID pufftex[8];
FSpawnParticleParams puff;
override void PostBeginPlay()
{
Super.PostBeginPlay();
for ( int i=0; i<8; i++ ) pufftex[i] = TexMan.CheckForTexture("graphics/Particles/xpuff"..i..".png");
puff.style = STYLE_Shaded;
puff.lifetime = 40;
puff.accel = (0,0,-.25);
puff.fadestep = -1;
frame = Random[Blood](0,7);
double ang = FRandom[Gibs](0,360);
double pt = FRandom[Gibs](-60,20);
Vector3 dir = SWWMUtility.Vec3FromAngles(ang,pt);
vel += dir*FRandom[Gibs](4.,8.);
if ( master )
{
vel += master.vel;
CopyBloodColor(master);
}
rollvel = FRandom[Gibs](10,50)*RandomPick[Gibs](-1,1)*clamp(vel.length()/10.,.25,4.);
pitchvel = FRandom[Gibs](10,50)*RandomPick[Gibs](-1,1)*clamp(vel.length()/10.,.25,4.);
scale *= FRandom[Gibs](.5,1.5);
if ( master && master.bloodcolor ) shadecol = Color(master.bloodcolor.r/2,master.bloodcolor.g/2,master.bloodcolor.b/2);
else shadecol = Color(80,0,0);
puff.color1 = shadecol;
bleeding = true;
if ( Random[Blood](0,1) ) bXFlip = true;
SWWMHandler.QueueMeat(self);
}
override void OnDestroy()
{
SWWMHandler.DeQueueMeat(self);
Super.OnDestroy();
}
override void Tick()
{
oldpos = pos;
Super.Tick();
if ( isFrozen() || (freezetics > 0) ) return;
if ( killme ) A_FadeOut(.01);
if ( CurState == ResolveState('Death2') )
{
if ( vel.length() < .1 )
bleeding = false;
return;
}
roll += rollvel;
pitch += pitchvel;
if ( waterlevel > 0 )
{
rollvel *= .99;
pitchvel *= .99;
return;
}
if ( !bleeding ) return;
Vector3 ndiff = level.Vec3Diff(pos,oldpos);
double ndist = ndiff.length();
ndiff /= ndist;
for ( int i=0; i<ndist; i++ )
{
if ( Random[Blood](0,2) ) continue;
puff.texture = pufftex[Random[Blood](0,7)];
puff.size = 20.*scale.x*FRandom[Blood](.6,1.4);
puff.pos = level.Vec3Offset(oldpos,ndiff*i);
puff.vel = vel*.1+(FRandom[Blood](-.1,.1),FRandom[Blood](-.1,.1),FRandom[Blood](-.1,.1));
puff.startalpha = .5*alpha;
puff.sizestep = -.5*scale.x;
level.SpawnParticle(puff);
}
}
override bool CanCollideWith(Actor other, bool passive)
{
if ( other == master ) return false;
return true;
}
void A_Bleed()
{
if ( vel.length() < .5 ) ExplodeMissile(null,null);
else
{
Vector3 dir = vel;
double spd = dir.length();
dir /= spd;
dir = (dir+SWWMUtility.Vec3FromAngles(FRandom[Blood](0,360),FRandom[Blood](-90,90))*.3).unit();
vel = dir*spd;
}
rollvel = FRandom[Gibs](10,50)*RandomPick[Gibs](-1,1)*clamp(vel.length()/10.,.25,4.);
pitchvel = FRandom[Gibs](10,50)*RandomPick[Gibs](-1,1)*clamp(vel.length()/10.,.25,4.);
if ( lastbleed > level.maptime ) return;
lastbleed = level.maptime+5;
TraceBleedAngle(int(vel.length()),angle+180,-pitch);
}
Default
{
Radius 4;
Height 4;
Mass 10;
Scale .75;
Gravity .5;
BounceType 'Doom';
BounceFactor .2;
+MISSILE;
+DROPOFF;
+NOBLOCKMAP;
+USEBOUNCESTATE;
+CANBOUNCEWATER;
-BOUNCEAUTOOFF;
+MOVEWITHSECTOR;
+THRUACTORS;
+NOTELEPORT;
+ROLLSPRITE;
+ROLLCENTER;
+INTERPOLATEANGLES;
}
States
{
Spawn:
XZW1 # 1;
Wait;
Bounce:
XZW1 # 0
{
A_Bleed();
A_StartSound("misc/gibhit",CHAN_BODY,CHANF_OVERLAP);
// gib stuck!
if ( (floorz >= ceilingz) || !level.IsPointInLevel(pos) )
Destroy();
}
Goto Spawn;
Death:
XZW1 # 1 A_JumpIf(pos.z<=floorz,'Death2');
Wait;
Death2:
XZW1 # -1
{
A_StartSound("misc/gibhit",CHAN_BODY,CHANF_OVERLAP);
pitch = Random[Gibs](-5,5);
if ( abs(roll) < abs(180-roll) ) roll = Random[Gibs](-5,5);
else roll = Random[Gibs](175,185);
A_Stop();
// floor drop
let b = Spawn('mkBloodDrop',pos);
b.scale *= 2.0;
b.SetShade(shadecol);
}
Stop;
}
}
// Manually added gibbing
Class mkGibber : SWWMNonInteractiveActor
{
Actor Gibbed;
int gibcount, gibsize;
int delay;
color shadecol;
meta Class<Actor> gibtype; // allow custom gib types (will be used for monster pack)
bool psnd;
bool mksplat;
Property GibType: gibtype;
virtual void BurstGibs()
{
double ang, pt;
Vector3 dir;
int bloodthrottle = 0, gibthrottle = 0;
let hnd = SWWMHandler(EventHandler.Find('SWWMHandler'));
if ( hnd )
{
if ( hnd.oldmaxblood != 0 )
bloodthrottle = max((hnd.blods_realcnt-hnd.oldmaxblood)/100,0);
if ( hnd.oldmaxgibs != 0 )
gibthrottle = max((hnd.meats_realcnt-hnd.oldmaxgibs)/100,0);
}
for ( int i=0; i<gibsize; i++ )
{
if ( bloodthrottle && (!i || (i%bloodthrottle)) ) continue;
let a = mkBloodSmoke(SWWMStaticSprite.SpawnAt('mkBloodSmoke',pos+(FRandom[Gibs](-.8,.8)*radius,FRandom[Gibs](-.8,.8)*radius,FRandom[Gibs](0.,.9)*height)));
a.scale = (.5,.5);
a.alpha = 1.;
ang = FRandom[Gibs](0,360);
pt = FRandom[Gibs](-90,90);
dir = SWWMUtility.Vec3FromAngles(ang,pt);
a.vel = vel*.1;
if ( a.vel.length() > 2. ) a.vel = a.vel.unit()*2.;
a.vel += dir*FRandom[Gibs](.2,.8);
a.scolor = shadecol;
a.thickness = Random[Gibs](1,3);
}
for ( int i=0; i<gibsize; i++ )
{
if ( gibthrottle && (!i || (i%gibthrottle)) ) continue;
let [b, a] = A_SpawnItemEx(gibtype,FRandom[Gibs](-.5,.5)*radius,FRandom[Gibs](-.5,.5)*radius,FRandom[Gibs](.1,.9)*height,flags:SXF_ABSOLUTEANGLE|SXF_USEBLOODCOLOR);
if ( !b ) continue;
a.translation = translation;
a.CopyBloodColor(self);
a.scale *= scale.x;
a.master = gibbed;
if ( special1 )
{
ang = FRandom[Gibs](0,360);
pt = FRandom[Gibs](-90,90);
dir = SWWMUtility.Vec3FromAngles(ang,pt);
a.vel += dir*FRandom[Gibs](4.,8.);
a.vel.z += 16.;
}
}
for ( int i=0; i<gibsize; i++ )
{
if ( bloodthrottle && (!i || (i%bloodthrottle)) ) continue;
let [b, a] = A_SpawnItemEx('mkBloodDrop',FRandom[Gibs](-.8,.8)*radius,FRandom[Gibs](-.8,.8)*radius,FRandom[Gibs](0.,.9)*height,flags:SXF_ABSOLUTEANGLE|SXF_USEBLOODCOLOR);
if ( !b ) continue;
ang = FRandom[Gibs](0,360);
pt = FRandom[Gibs](-90,90);
dir = SWWMUtility.Vec3FromAngles(ang,pt);
a.vel = dir*FRandom[Gibs](8.,24.);
a.vel += vel*.1;
a.scale *= 2.+FRandom[Gibs](.3,1.6);
a.SetShade(shadecol);
a.CopyBloodColor(self);
}
reactiontime--;
}
override void PostBeginPlay()
{
gibsize = int(min(max(radius,height)/8,12));
reactiontime = int(min(max(radius,height)/10,8));
if ( gibbed && gibbed.bloodcolor ) shadecol = Color(gibbed.bloodcolor.r/2,gibbed.bloodcolor.g/2,gibbed.bloodcolor.b/2);
else shadecol = Color(80,0,0);
if ( gibbed ) CopyBloodColor(gibbed);
}
override void Tick()
{
if ( freezetics > 0 )
{
freezetics--;
return;
}
if ( isFrozen() ) return;
if ( !gibbed )
{
SetOrigin(level.Vec3Offset(pos,vel),false);
return;
}
SetOrigin(gibbed.pos,false);
scale = gibbed.scale;
vel = gibbed.vel;
if ( delay > 0 )
{
delay--;
return;
}
if ( !psnd )
{
A_StartSound("misc/gibber",CHAN_VOICE,CHANF_OVERLAP);
psnd = true;
}
if ( mksplat )
{
let s = Spawn('mkBloodBlast',pos);
s.SetShade(shadecol);
s.master = gibbed;
mksplat = false;
}
BurstGibs();
if ( reactiontime <= 0 )
Destroy();
}
Default
{
Radius 32;
Height 16;
mkGibber.GibType 'mkFlyingGib';
}
}
// for exploding Cyberdemon/Spider
Class mkBloodBlast : SWWMNonInteractiveActor
{
override void Tick()
{
if ( freezetics > 0 )
{
freezetics--;
return;
}
if ( isFrozen() ) return;
double fz = CurSector.floorplane.ZAtPoint(pos.xy);
if ( fz != pos.z ) SetOrigin((pos.x,pos.y,fz),true);
if ( (waterlevel > 0) || GetFloorTerrain().isliquid )
A_FadeOut();
if ( !master ) A_FadeOut(.01);
}
override void PostBeginPlay()
{
double fz = CurSector.floorplane.ZAtPoint(pos.xy);
SetZ(fz);
prev.z = fz;
A_QueueCorpse();
SWWMUtility.SetToSlope(self,FRandom[Blood](0,360));
}
default
{
RenderStyle 'Shaded';
StencilColor "80 00 00";
}
States
{
Spawn:
XZW1 A -1;
Stop;
}
}
// bare actors used for copying blood color to vanilla monsters
Class GreenBloodReference : Actor
{
Default
{
BloodColor "40 80 30";
}
}
Class BlueBloodReference : Actor
{
Default
{
BloodColor "00 00 A0";
}
}
Class PurpleBloodReference : Actor
{
Default
{
BloodColor "70 10 A0";
}
}
// corpse thump handler
Class CorpseFallTracker : Thinker
{
Actor mybody;
double lastvelz;
bool wasflying;
static void TrackBody( Actor b )
{
if ( !b ) return;
let cft = new('CorpseFallTracker');
cft.ChangeStatNum(STAT_USER);
cft.mybody = b;
cft.lastvelz = b.vel.z;
cft.wasflying = ((b.pos.z>b.floorz)&&b.TestMobjZ());
}
override void Tick()
{
if ( !mybody )
{
Destroy();
return;
}
// play fall thumps
bool isflying = ((mybody.pos.z>mybody.floorz)&&mybody.TestMobjZ());
if ( wasflying && !isflying && (lastvelz < -10) )
mybody.A_StartSound("misc/bodythump",CHAN_DAMAGE,CHANF_OVERLAP);
wasflying = isflying;
lastvelz = mybody.vel.z;
// wait until body is dead on floor and at the last state of animation
if ( (mybody.Health > 0) || isflying || (mybody.tics != -1) || (mybody.vel.length() > 0) )
return;
let b = mybody.Spawn('mkBloodPool',mybody.pos);
Color shadecol;
if ( mybody.bloodcolor ) shadecol = Color(mybody.bloodcolor.r/2,mybody.bloodcolor.g/2,mybody.bloodcolor.b/2);
else shadecol = Color(80,0,0);
mkBloodPool(b).stepcol = shadecol;
b.master = mybody;
b.A_SetScale(mybody.default.radius/16.);
// futureproofing hack (heh)
let mtype = SWWMUtility.GetParentClassBefore(mybody.GetClass(),'Actor');
if ( mtype.GetClassName() == 'SWWMMonster' )
{
b.A_SetRenderStyle(1.,STYLE_Shaded);
b.SetShade(shadecol);
}
else b.translation = mybody.bloodtranslation;
Destroy();
}
}
// Blood pool
Class mkBloodPool : SWWMNonInteractiveActor
{
double basesz, sz, accel;
Color stepcol;
mkBloodPool prevpool, nextpool;
bool bRaised; // dead body was revived, fade out faster
Property BaseAccel : accel;
override void OnDestroy()
{
Super.OnDestroy();
if ( prevpool )
{
prevpool.nextpool = nextpool;
if ( nextpool ) nextpool.prevpool = prevpool;
}
let hnd = SWWMHandler(EventHandler.Find('SWWMHandler'));
if ( !hnd || (hnd.bloodpools != self) ) return;
hnd.bloodpools = nextpool;
}
override void PostBeginPlay()
{
double fz = CurSector.floorplane.ZAtPoint(pos.xy);
SetZ(fz);
prev.z = fz;
basesz = scale.x;
sz = .01;
A_SetScale(sz);
A_QueueCorpse();
SWWMUtility.SetToSlope(self,FRandom[Blood](0,360));
let hnd = SWWMHandler(EventHandler.Find('SWWMHandler'));
if ( !hnd ) return;
nextpool = hnd.bloodpools;
hnd.bloodpools = self;
if ( nextpool ) nextpool.prevpool = self;
}
override void Tick()
{
if ( freezetics > 0 )
{
freezetics--;
return;
}
if ( isFrozen() ) return;
double fz = CurSector.floorplane.ZAtPoint(pos.xy);
if ( fz != pos.z ) SetOrigin((pos.x,pos.y,fz),true);
if ( (waterlevel > 0) || GetFloorTerrain().isliquid )
A_FadeOut();
if ( !master ) A_FadeOut(.01);
else if ( (master.Health > 0) || bRaised )
{
bRaised = true;
A_FadeOut();
}
if ( accel <= 0. ) return;
sz += accel;
double fact = min(special1++/1200.,1.);
accel = SWWMUtility.Lerp(default.accel,0.,fact*fact);
A_SetScale(basesz*sz);
A_SetSize(50.*basesz*sz);
}
Default
{
Radius 1;
Height 1;
StencilColor "80 00 00";
mkBloodPool.BaseAccel .0006;
}
States
{
Spawn:
XZW1 A -1;
Stop;
}
}
// Bloody footsteps for player
// (Spawning handled also by player)
Class mkBloodStep : SWWMNonInteractiveActor
{
override void PostBeginPlay()
{
double fz = CurSector.floorplane.ZAtPoint(pos.xy);
SetZ(fz);
prev.z = fz;
}
override void Tick()
{
if ( freezetics > 0 )
{
freezetics--;
return;
}
if ( isFrozen() ) return;
double fz = CurSector.floorplane.ZAtPoint(pos.xy);
if ( fz != pos.z ) SetOrigin((pos.x,pos.y,fz),true);
if ( (waterlevel > 0) || GetFloorTerrain().isliquid )
A_FadeOut();
special1++;
// start fading out after one whole minute
if ( special1 > 2100 ) A_FadeOut(.01);
}
Default
{
RenderStyle 'Shaded';
StencilColor "80 00 00";
}
States
{
Spawn:
XZW1 A -1;
Stop;
}
}