swwmgz_m/zscript/weapons/swwm_jackhammer.zsc

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Text

// Tach-Engine Technologies Microfusion Rotary Hammer aka "Pusher" (planned for unreleased Zanaveth Ultra Suite 2)
// Slot 1, replaces Chainsaw, Gauntlets, Timon's Axe
Class PusherWeapon : SWWMWeapon
{
double chargelevel, vibe;
int hitcnt;
transient ui TextureID WeaponBox, ChargeBar;
transient ui DynamicValueInterpolator ChargeInter;
override void DrawWeapon( double TicFrac, double bx, double by, Vector2 hs, Vector2 ss )
{
if ( !WeaponBox ) WeaponBox = TexMan.CheckForTexture("graphics/HUD/PusherDisplay.png",TexMan.Type_Any);
if ( !ChargeBar ) ChargeBar = TexMan.CheckForTexture("graphics/HUD/PusherBar.png",TexMan.Type_Any);
Screen.DrawTexture(WeaponBox,false,bx-60,by-9,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true);
int chg = clamp(ChargeInter?ChargeInter.GetValue():int(chargelevel*100),0,100);
double cw = chg*56./100.;
Screen.DrawTexture(ChargeBar,false,bx-58,by-7,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true,DTA_WindowRightF,cw);
}
override void HudTick()
{
Super.HudTick();
if ( !ChargeInter ) ChargeInter = DynamicValueInterpolator.Create(int(chargelevel*100),.5,1,50);
ChargeInter.Update(int(chargelevel*100));
}
override bool ReportHUDAmmo()
{
return true;
}
override Vector3 GetTraceOffset()
{
return (10.,2.,-3.5);
}
action void A_PusherDrill()
{
invoker.chargelevel = clamp(invoker.chargelevel+FRandom[Pusher](-.04,.08),.3,1.);
A_QuakeEx(1,1,1,3,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:.5);
A_WeaponOffset(FRandom[Pusher](-1,1)*2,32+FRandom[Pusher](-1,1)*2);
A_BumpFOV(1.01);
A_Recoil(-cos(pitch));
Vector3 x, y, z;
[x, y, z] = swwm_CoordUtil.GetAxes(pitch,angle,roll);
Vector3 origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),10*x+2*y-3.5*z);
FLineTraceData d;
LineTrace(angle,60,pitch,TRF_ABSPOSITION,origin.z,origin.x,origin.y,d);
SWWMBulletTrail.DoTrail(self,origin,x,60,0);
if ( d.HitType != TRACE_HitNone )
{
A_QuakeEx(2,2,2,7,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:.8);
A_AlertMonsters(swwm_uncapalert?0:1200);
int dmg = int(3+invoker.chargelevel*7);
if ( invoker.chargelevel > .4 ) invoker.chargelevel -= FRandom[Pusher](.01,.04);
if ( d.HitType == TRACE_HitActor )
{
double diff = deltaangle(self.angle,AngleTo(d.HitActor));
self.angle += clamp(diff,-5.,5.);
SWWMUtility.DoKnockback(d.HitActor,d.HitDir,8500);
d.HitActor.A_QuakeEx(3,3,3,10,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:1.1);
dmg = d.HitActor.DamageMobj(invoker,self,dmg,'Tenderize',DMG_THRUSTLESS);
if ( d.HitActor.bNOBLOOD || d.HitActor.bDORMANT || d.HitActor.bINVULNERABLE )
{
let p = Spawn("PusherImpact",d.HitLocation-d.HitDir*4);
p.angle = atan2(-d.HitDir.y,-d.HitDir.x);
p.pitch = asin(d.HitDir.z);
}
else
{
d.HitActor.TraceBleed(dmg,invoker);
d.HitActor.SpawnBlood(d.HitLocation,atan2(d.HitDir.y,d.HitDir.x)+180,dmg);
d.HitActor.A_StartSound("pusher/meat",CHAN_DAMAGE,CHANF_OVERLAP);
}
// move towards target (unless we're standing on it)
if ( !(self is 'Demolitionist') || (Demolitionist(self).oldencroached != d.HitActor) )
bJUSTATTACKED = true;
}
else
{
Vector3 HitNormal = -d.HitDir;
if ( d.HitType == TRACE_HitFloor )
{
if ( d.Hit3DFloor ) HitNormal = -d.Hit3DFloor.top.Normal;
else HitNormal = d.HitSector.floorplane.Normal;
}
else if ( d.HitType == TRACE_HitCeiling )
{
if ( d.Hit3DFloor ) HitNormal = -d.Hit3DFloor.bottom.Normal;
else HitNormal = d.HitSector.ceilingplane.Normal;
}
else if ( d.HitType == TRACE_HitWall )
{
HitNormal = (-d.HitLine.delta.y,d.HitLine.delta.x,0).unit();
if ( !d.LineSide ) HitNormal *= -1;
d.HitLine.RemoteActivate(self,d.LineSide,SPAC_Impact,d.HitLocation+HitNormal*4);
}
let p = Spawn("PusherImpact",d.HitLocation+HitNormal*4);
p.angle = atan2(HitNormal.y,HitNormal.x);
p.pitch = asin(-HitNormal.z);
if ( d.HitType == TRACE_HitFloor ) p.CheckSplash(40);
if ( waterlevel > 2 ) SWWMUtility.DoKnockback(self,-x,30000);
}
if ( swwm_omnibust ) BusterWall.BustLinetrace(d,dmg,self,d.HitDir,d.HitLocation.z);
}
else if ( waterlevel > 2 ) SWWMUtility.DoKnockback(self,-x,50000);
if ( swwm_extraalert || !(invoker.hitcnt%20) ) A_AlertMonsters(swwm_uncapalert?0:500);
invoker.hitcnt++;
}
action void A_PusherAlt()
{
A_StopSound(CHAN_WEAPON);
if ( IsActorPlayingSound(CHAN_WEAPONEXTRA,"pusher/motor") )
A_StartSound("pusher/motorend",CHAN_WEAPONEXTRA,CHANF_DEFAULT,pitch:1.5);
A_StartSound("pusher/stop",CHAN_WEAPON,CHANF_OVERLAP);
A_StartSound("pusher/altfire",CHAN_WEAPON,CHANF_OVERLAP);
A_BumpFOV(1.+invoker.chargelevel*.2);
A_Recoil(-(2.+4.*invoker.chargelevel)*cos(pitch));
A_QuakeEx(2+int(invoker.chargelevel*2),2+int(invoker.chargelevel*2),2+int(invoker.chargelevel*2),3+int(invoker.chargelevel*6),0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:.3+invoker.chargelevel*.7);
A_WeaponOffset(0,32);
A_Overlay(-9999,null);
A_PlayerFire();
Vector3 x, y, z;
[x, y, z] = swwm_CoordUtil.GetAxes(pitch,angle,roll);
Vector3 origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),10*x+2*y-3.5*z);
FLineTraceData d;
LineTrace(angle,80,pitch,TRF_ABSPOSITION,origin.z,origin.x,origin.y,d);
SWWMBulletTrail.DoTrail(self,origin,x,80,0);
bool gone = false;
if ( d.HitType != TRACE_HitNone )
{
A_QuakeEx(8,8,8,12,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:.8);
A_AlertMonsters(swwm_uncapalert?0:1600);
int dmg = int(150*invoker.chargelevel);
if ( d.HitType == TRACE_HitActor )
{
double diff = deltaangle(self.angle,AngleTo(d.HitActor));
self.angle += clamp(diff,-5.,5.);
SWWMUtility.DoKnockback(d.HitActor,d.HitDir,85000);
d.HitActor.A_QuakeEx(9,9,9,15,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:1.1);
dmg = d.HitActor.DamageMobj(invoker,self,dmg,'Tenderize',DMG_THRUSTLESS);
if ( d.HitActor.bNOBLOOD || d.HitActor.bDORMANT || d.HitActor.bINVULNERABLE )
{
let p = Spawn("BigPusherImpact",d.HitLocation-d.HitDir*4);
p.angle = atan2(-d.HitDir.y,-d.HitDir.x);
p.pitch = asin(d.HitDir.z);
}
else
{
d.HitActor.TraceBleed(dmg,invoker);
d.HitActor.SpawnBlood(d.HitLocation,atan2(d.HitDir.y,d.HitDir.x)+180,dmg);
d.HitActor.A_StartSound("pusher/altmeat",CHAN_DAMAGE,CHANF_OVERLAP);
}
}
else
{
Vector3 HitNormal = -d.HitDir;
if ( d.HitType == TRACE_HitFloor )
{
if ( d.Hit3DFloor ) HitNormal = -d.Hit3DFloor.top.Normal;
else HitNormal = d.HitSector.floorplane.Normal;
}
else if ( d.HitType == TRACE_HitCeiling )
{
if ( d.Hit3DFloor ) HitNormal = -d.Hit3DFloor.bottom.Normal;
else HitNormal = d.HitSector.ceilingplane.Normal;
}
else if ( d.HitType == TRACE_HitWall )
{
HitNormal = (-d.HitLine.delta.y,d.HitLine.delta.x,0).unit();
if ( !d.LineSide ) HitNormal *= -1;
d.HitLine.RemoteActivate(self,d.LineSide,SPAC_Impact,d.HitLocation+HitNormal*4);
}
let p = Spawn("BigPusherImpact",d.HitLocation+HitNormal*4);
p.angle = atan2(HitNormal.y,HitNormal.x);
p.pitch = asin(-HitNormal.z);
if ( d.HitType == TRACE_HitFloor ) p.CheckSplash(40);
}
if ( swwm_omnibust ) BusterWall.BustLinetrace(d,dmg,self,d.HitDir,d.HitLocation.z);
}
else if ( !Random[Pusher](0,3-int(invoker.chargelevel*3)) )
{
// didn't hit anything, randomly slip off
player.SetPSprite(PSP_WEAPON,ResolveState("AltMiss"));
invoker.bNODEATHDESELECT = true; // prevent any glitching that could happen if the sequence is interrupted
A_StopSound(CHAN_WEAPON);
A_StopSound(CHAN_WEAPONEXTRA);
A_StartSound("pusher/miss",CHAN_WEAPON,CHANF_OVERLAP);
let p = Spawn("PusherProjectile",origin);
p.angle = angle;
p.pitch = pitch;
p.vel = x*p.speed*invoker.chargelevel;
p.target = self;
SWWMUtility.DoKnockback(self,x,85000.);
}
A_AlertMonsters(swwm_uncapalert?0:1200);
invoker.chargelevel = 0.;
}
action void A_BeginCharge()
{
invoker.chargelevel = invoker.vibe = 0.;
A_WeaponOffset(0,32);
A_QuakeEx(1,1,1,33,0,1,"",QF_RELATIVE|QF_SCALEUP,rollIntensity:.5);
A_Overlay(-9999,"Dummy");
}
action void A_ChargeUp()
{
invoker.chargelevel = min(1.,invoker.chargelevel+.025);
if ( invoker.chargelevel >= .5 ) invoker.vibe = min(1.,invoker.vibe+.02);
A_WeaponOffset(FRandom[Pusher](-1,1)*(invoker.chargelevel-invoker.vibe),32+FRandom[Pusher](-1,1)*(invoker.chargelevel-invoker.vibe));
if ( !(player.cmd.buttons&BT_ALTATTACK) && (invoker.chargelevel > .3) )
player.SetPSprite(PSP_WEAPON,ResolveState("AltRelease"));
}
override void MarkPrecacheSounds()
{
Super.MarkPrecacheSounds();
MarkSound("pusher/select");
MarkSound("pusher/deselect");
MarkSound("pusher/motor");
MarkSound("pusher/motorend");
MarkSound("pusher/start");
MarkSound("pusher/drill");
MarkSound("pusher/hit1");
MarkSound("pusher/hit2");
MarkSound("pusher/hit3");
MarkSound("pusher/meat1");
MarkSound("pusher/meat2");
MarkSound("pusher/meat3");
MarkSound("pusher/end");
MarkSound("pusher/checkout");
MarkSound("pusher/pullback");
MarkSound("pusher/altfire1");
MarkSound("pusher/altfire2");
MarkSound("pusher/miss");
MarkSound("pusher/althit1");
MarkSound("pusher/althit2");
MarkSound("pusher/altmeat1");
MarkSound("pusher/altmeat2");
MarkSound("pusher/fly");
MarkSound("pusher/bounce1");
MarkSound("pusher/bounce2");
MarkSound("pusher/bounce3");
}
Default
{
//$Title Pusher
//$Group Weapons
//$Sprite graphics/HUD/Icons/W_Pusher.png
//$Icon weapon
Tag "$T_PUSHER";
Inventory.PickupMessage "$I_PUSHER";
Obituary "$O_PUSHER";
SWWMWeapon.Tooltip "$TT_PUSHER";
Inventory.Icon "graphics/HUD/Icons/W_Pusher.png";
Weapon.UpSound "pusher/select";
Weapon.SlotNumber 1;
Weapon.SlotPriority 2.;
Weapon.SelectionOrder 1500;
Stamina 10000;
+WEAPON.MELEEWEAPON;
//+WEAPON.NOAUTOSWITCHTO;
Radius 20;
Height 32;
}
States
{
Spawn:
XZW1 A -1;
Stop;
Select:
XZW2 G 2 A_FullRaise();
XZW2 HIJKL 2;
Goto Ready;
Ready:
XZW2 A 1 A_WeaponReady(WRF_ALLOWRELOAD|WRF_ALLOWZOOM|WRF_ALLOWUSER1);
Wait;
Fire:
XZW2 A 2
{
A_WeaponOffset(0,32);
invoker.chargelevel = .2;
invoker.hitcnt = 0;
A_StartSound("pusher/start",CHAN_WEAPON,CHANF_OVERLAP);
A_StartSound("pusher/motor",CHAN_WEAPONEXTRA,CHANF_LOOP,pitch:1.5);
}
XZW2 M 2;
XZW2 N 0 A_StartSound("pusher/drill",CHAN_WEAPONEXTRA2,CHANF_LOOP);
Hold:
XZW2 N 1
{
A_WeaponOffset(FRandom[Pusher](-1,1),32+FRandom[Pusher](-1,1));
A_Recoil(cos(pitch));
}
XZW2 O 1 A_PusherDrill();
XZW2 P 1
{
A_WeaponOffset(FRandom[Pusher](-1,1),32+FRandom[Pusher](-1,1));
A_Recoil(cos(pitch));
}
XZW2 Q 1 A_PusherDrill();
XZW2 R 1
{
A_WeaponOffset(FRandom[Pusher](-1,1),32+FRandom[Pusher](-1,1));
A_Recoil(cos(pitch));
}
XZW2 S 1 A_PusherDrill();
XZW2 N 2
{
if ( player.cmd.buttons&BT_ATTACK )
return ResolveState("Hold");
invoker.chargelevel *= .4;
A_Recoil(.5*cos(pitch));
A_ClearRefire();
A_WeaponOffset(0,32);
A_StopSound(CHAN_WEAPONEXTRA2);
A_StartSound("pusher/stop",CHAN_WEAPON,CHANF_OVERLAP);
A_StartSound("pusher/motorend",CHAN_WEAPONEXTRA,CHANF_DEFAULT,pitch:1.5);
return ResolveState(null);
}
XZW2 T 2 { invoker.chargelevel = 0.; }
Goto Ready;
Dummy:
TNT1 A 1 A_ChargeUp();
Wait;
AltFire:
XZW2 A 2
{
A_StartSound("pusher/start",CHAN_WEAPON,CHANF_OVERLAP);
A_StartSound("pusher/motor",CHAN_WEAPONEXTRA,CHANF_LOOP,pitch:1.5);
A_StartSound("pusher/pullback",CHAN_WEAPON,CHANF_OVERLAP);
}
XZW2 UVW 2;
XZW2 X 0 A_BeginCharge();
XZW2 XYZ 3;
XZW3 ABCDEFG 3;
XZW3 H 0
{
A_QuakeEx(1,1,1,8,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:.5);
A_StartSound("pusher/motorend",CHAN_WEAPONEXTRA,CHANF_DEFAULT,pitch:1.5);
}
XZW3 H 3;
Wait;
AltRelease:
#### # 1 A_PusherAlt();
XZW5 R 2;
XZW3 IJKL 2;
XZW3 MNOP 3;
Goto Ready;
AltMiss:
XZW3 QRSTUVW 1;
TNT1 A -1
{
invoker.bNODEATHDESELECT = false;
let nw = player.mo.PickNextWeapon();
// gross hack (don't prioritize Deep Impact if we have something better than it)
if ( nw is 'DeepImpact' )
{
player.ReadyWeapon = nw;
nw = player.mo.PickNextWeapon();
player.ReadyWeapon = invoker;
}
if ( nw != invoker ) player.PendingWeapon = nw;
RemoveInventory(invoker);
invoker.Destroy();
}
Stop;
Reload:
Zoom:
XZW2 A 2
{
A_StartSound("pusher/checkout",CHAN_WEAPON,CHANF_OVERLAP);
A_PlayerCheckGun();
}
XZW3 XYZ 2;
XZW4 ABCDEFGHIJKLMNOPQR 2;
XZW4 STUVWXYZ 3;
Goto Ready;
User1:
XZW2 A 2
{
A_StartSound("demolitionist/wswing",CHAN_WEAPON,CHANF_OVERLAP);
A_PlayerMelee();
}
XZW5 ABC 2;
XZW5 D 1 A_Parry(9);
XZW5 EFGH 1;
XZW5 I 0 A_Melee(70,"demolitionist/whitl",1.1,1.2,1.2);
XZW5 IJ 2;
XZW5 K 2 { invoker.PlayUpSound(self); }
XZW5 LM 2;
XZW5 NOPQ 3;
Goto Ready;
Deselect:
XZW2 B 2 A_StartSound("pusher/deselect",CHAN_WEAPON,CHANF_OVERLAP);
XZW2 CDEF 2;
XZW2 F -1 A_FullLower();
Stop;
}
}