swwmgz_m/zscript/swwm_keys.zsc

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Text

// Key item replacements, including some for popular map packs
Class SWWMKey : Key abstract
{
Mixin SWWMOverlapPickupSound;
Mixin SWWMUseToPickup;
bool propagated;
Class<SWWMItemGesture> gesture;
Property GestureWeapon : gesture;
override void DoEffect()
{
Super.DoEffect();
if ( Icon.IsNull() )
{
// fetch icon from parent (if it exists)
Class<Key> pc = Species;
if ( !pc ) return;
let p = GetDefaultByType(pc);
Icon = p.Icon;
}
}
override void AttachToOwner( Actor other )
{
Super.AttachToOwner(other);
// also attach the vanilla key that we replace, mainly for script compatibility
Class<Key> pc = Species;
if ( pc )
{
let p = Inventory(Spawn(pc));
if ( Owner is 'Demolitionist' )
Demolitionist(Owner).key_reentrant = true; // avoid infinite loop
p.AttachToOwner(Owner);
if ( Owner is 'Demolitionist' )
Demolitionist(Owner).key_reentrant = false;
}
}
override bool Use( bool pickup )
{
if ( Owner.player && !propagated )
{
if ( pickup && CVar.GetCVar('swwm_collectanimkey',Owner.player).GetBool() )
SWWMGesture.SetSpecialGesture(Owner.player.mo,gesture);
else if ( !pickup )
SWWMGesture.SetSpecialGesture(Owner.player.mo,gesture,true);
}
// clean up the flag
propagated = false;
return false;
}
Default
{
+NOTDMATCH;
+FLOATBOB;
+INVENTORY.AUTOACTIVATE;
FloatBobStrength 0.25;
}
}
Class SWWMRedCard : SWWMKey
{
Default
{
Tag "$T_REDCARD";
Species "RedCard";
Inventory.PickupMessage "$T_REDCARD";
Inventory.PickupFlash "SWWMRedPickupFlash";
SWWMKey.GestureWeapon "SWWMRedCardGesture";
Radius 10;
Height 25;
}
States
{
Spawn:
XZW1 AB 10;
Loop;
}
}
Class SWWMYellowCard : SWWMKey
{
Default
{
Tag "$T_YELLOWCARD";
Species "YellowCard";
Inventory.PickupMessage "$T_YELLOWCARD";
Inventory.PickupFlash "SWWMPickupFlash";
SWWMKey.GestureWeapon "SWWMYellowCardGesture";
Radius 10;
Height 25;
}
States
{
Spawn:
XZW1 AB 10;
Loop;
}
}
Class SWWMBlueCard : SWWMKey
{
Default
{
Tag "$T_BLUECARD";
Species "BlueCard";
Inventory.PickupMessage "$T_BLUECARD";
Inventory.PickupFlash "SWWMBluePickupFlash";
SWWMKey.GestureWeapon "SWWMBlueCardGesture";
Radius 10;
Height 25;
}
States
{
Spawn:
XZW1 AB 10;
Loop;
}
}
Class SWWMSilverCardKDiZD : SWWMKey
{
Default
{
Tag "$T_SILVERCARD";
Species "BlueSkull";
Inventory.PickupMessage "$T_SILVERCARD";
Inventory.PickupFlash "SWWMWhitePickupFlash";
SWWMKey.GestureWeapon "SWWMSilverCardGesture";
Radius 10;
Height 25;
}
States
{
Spawn:
XZW1 AB 10;
Loop;
}
}
Class SWWMGreenCardKDiZD : SWWMKey
{
Default
{
Tag "$T_GREENCARD";
Species "YellowSkull";
Inventory.PickupMessage "$T_GREENCARD";
Inventory.PickupFlash "SWWMGreenPickupFlash";
SWWMKey.GestureWeapon "SWWMGreenCardGesture";
Radius 10;
Height 25;
}
States
{
Spawn:
XZW1 AB 10;
Loop;
}
}
Class SWWMOrangeCardKDiZD : SWWMKey
{
Default
{
Tag "$T_ORANGECARD";
Species "RedSkull";
Inventory.PickupMessage "$T_ORANGECARD";
Inventory.PickupFlash "SWWMPickupFlash";
SWWMKey.GestureWeapon "SWWMOrangeCardGesture";
Radius 10;
Height 25;
}
States
{
Spawn:
XZW1 AB 10;
Loop;
}
}
Class SWWMGreenCard : SWWMKey
{
Default
{
Tag "$T_GREENCARD";
Species "GreenCard";
Inventory.PickupMessage "$T_GREENCARD";
Inventory.PickupFlash "SWWMGreenPickupFlash";
SWWMKey.GestureWeapon "SWWMGreenCardGesture";
Radius 10;
Height 25;
}
States
{
Spawn:
XZW1 AB 10;
Loop;
}
}
// more Doom key color variants will be implemented as needed
Class SWWMRedSkull : SWWMKey
{
Default
{
Tag "$T_REDSKULL";
Species "RedSkull";
Inventory.PickupMessage "$T_REDSKULL";
Inventory.PickupFlash "SWWMRedPickupFlash";
SWWMKey.GestureWeapon "SWWMRedSkullGesture";
Radius 10;
Height 25;
}
States
{
Spawn:
XZW1 A -1;
Stop;
}
}
Class SWWMBlueSkull : SWWMKey
{
Default
{
Tag "$T_BLUESKULL";
Species "BlueSkull";
Inventory.PickupMessage "$T_BLUESKULL";
Inventory.PickupFlash "SWWMBluePickupFlash";
SWWMKey.GestureWeapon "SWWMBlueSkullGesture";
Radius 10;
Height 25;
}
States
{
Spawn:
XZW1 A -1;
Stop;
}
}
Class SWWMYellowSkull : SWWMKey
{
Default
{
Tag "$T_YELLOWSKULL";
Species "YellowSkull";
Inventory.PickupMessage "$T_YELLOWSKULL";
Inventory.PickupFlash "SWWMPickupFlash";
SWWMKey.GestureWeapon "SWWMYellowSkullGesture";
Radius 10;
Height 25;
}
States
{
Spawn:
XZW1 A -1;
Stop;
}
}
Class SWWMKeyGreen : SWWMKey
{
Default
{
Tag "$T_KEYGREEN";
Species "KeyGreen";
Inventory.PickupMessage "$T_KEYGREEN";
Inventory.PickupFlash "SWWMGreenPickupFlash";
SWWMKey.GestureWeapon "SWWMGreenKeyGesture";
Radius 10;
Height 25;
}
States
{
Spawn:
XZW1 A -1;
Stop;
}
}
Class SWWMKeyBlue : SWWMKey
{
Default
{
Tag "$T_KEYBLUE";
Species "KeyBlue";
Inventory.PickupMessage "$T_KEYBLUE";
Inventory.PickupFlash "SWWMBluePickupFlash";
SWWMKey.GestureWeapon "SWWMBlueKeyGesture";
Radius 10;
Height 25;
}
States
{
Spawn:
XZW1 A -1;
Stop;
}
}
Class SWWMKeyYellow : SWWMKey
{
Default
{
Tag "$T_KEYYELLOW";
Species "KeyYellow";
Inventory.PickupMessage "$T_KEYYELLOW";
Inventory.PickupFlash "SWWMPickupFlash";
SWWMKey.GestureWeapon "SWWMYellowKeyGesture";
Radius 10;
Height 25;
}
States
{
Spawn:
XZW1 A -1;
Stop;
}
}
Class SWWMKeyRed : SWWMKey
{
Default
{
Tag "$T_KEYRED";
Species "KeyRed";
Inventory.PickupMessage "$T_KEYRED";
Inventory.PickupFlash "SWWMRedPickupFlash";
SWWMKey.GestureWeapon "SWWMRedKeyGesture";
Radius 10;
Height 25;
}
States
{
Spawn:
XZW1 A -1;
Stop;
}
}
// Key gestures
// (they all use the same exact animations, just with the object changed)
// (yeah, I'm lazy, and there's a lot of keys)
Class SWWMKeyGesture : SWWMItemGesture abstract
{
// due to specifics™ we have to handle the punching here
override void DoEffect()
{
Super.DoEffect();
if ( !Owner || !Owner.player || (Owner.player.Health <= 0) || (Owner.player.ReadyWeapon != self) )
return;
PSprite psp = Owner.player.FindPSPrite(PSP_WEAPON+1);
if ( !(Owner.player.cmd.buttons&(BT_ATTACK|BT_ALTATTACK|BT_USER1)) && !psp )
{
// not punching, move weapon back
psp = Owner.player.FindPSPrite(PSP_WEAPON);
if ( psp )
{
psp.oldx = psp.x;
psp.x = max(0,psp.x-8);
psp.oldy = psp.y;
psp.y = min(32,psp.y+4);
}
return;
}
if ( psp )
{
// already punching, let's shift the weapon away
psp = Owner.player.FindPSPrite(PSP_WEAPON);
if ( psp )
{
// shift away from center to center
psp.oldx = psp.x;
psp.x = min(70,psp.x+8);
psp.oldy = psp.y;
psp.y = max(16,psp.y-4);
}
return;
}
// start punch
if ( Owner.player.cmd.buttons&(BT_ATTACK|BT_ALTATTACK|BT_USER1) )
{
psp = Owner.player.FindPSPrite(PSP_WEAPON);
if ( psp && (psp.CurState == FindState("WaitingForEnd")) )
return;
Owner.player.SetPSprite(PSP_WEAPON+1,FindState("Punch"));
psp = Owner.player.FindPSPrite(PSP_WEAPON+1);
if ( psp )
{
psp.bAddWeapon = false;
psp.bAddBob = false;
psp.x = -50;
psp.y = 32;
}
}
}
States
{
Fire:
XZW1 A 3 A_Jump(128,"AltFire","AltFire2");
XZW1 B 3 A_StartSound("demolitionist/handsup",CHAN_WEAPON,CHANF_OVERLAP);
XZW1 CDEF 3;
XZW1 GHIJKLMNO 4;
XZW1 P 3 A_StartSound("demolitionist/handsdown",CHAN_WEAPON,CHANF_OVERLAP);
XZW1 QRST 3;
Goto WaitingForEnd;
AltFire:
XZW1 A 3 A_Jump(128,"Fire","AltFire2");
XZW1 U 3 A_StartSound("demolitionist/handsup",CHAN_WEAPON,CHANF_OVERLAP);
XZW1 VWX 3;
XZW1 YZ 4;
XZW2 ABC 4;
XZW2 D 4 A_StartSound("demolitionist/handsdown",CHAN_WEAPON,CHANF_OVERLAP,pitch:.7);
XZW2 EFGHIJ 4;
XZW2 KL 3;
XZW2 M 3 A_StartSound("demolitionist/handsdown",CHAN_WEAPON,CHANF_OVERLAP);
XZW2 NOPQR 3;
Goto WaitingForEnd;
AltFire2:
XZW1 A 3;
XZW2 S 3 A_StartSound("demolitionist/handsup",CHAN_WEAPON,CHANF_OVERLAP);
XZW2 TUVWX 3;
XZW2 YZ 4;
XZW3 ABCDE 4;
XZW3 F 2 A_StartSound("demolitionist/handsdown",CHAN_WEAPON,CHANF_OVERLAP);
XZW3 GHI 2;
XZW3 JKL 3;
XZW3 MN 2;
XZW3 O 2 A_StartSound("demolitionist/petting",CHAN_WEAPON,CHANF_OVERLAP,.4);
XZW3 PQ 2;
XZW3 RS 4;
XZW3 T 4 A_StartSound("demolitionist/handsdown",CHAN_WEAPON,CHANF_OVERLAP);
XZW3 UV 4;
XZW3 WXY 3;
Goto WaitingForEnd;
WaitingForEnd:
XZW1 A 1 A_JumpIf(!player.FindPSprite(PSP_WEAPON+1),1);
Wait;
XZW1 A -1 A_FinishGesture();
Stop;
// overlay for melee
Punch:
XZW0 ABC 1;
PunchHold:
XZW0 D 1
{
A_PlayerMelee(true);
A_StartSound("demolitionist/swing",CHAN_WEAPON,CHANF_OVERLAP);
A_Parry(9);
}
XZW0 EF 1;
XZW0 G 1 A_Melee();
XZW0 HIJKLMN 2;
XZW0 A 0
{
if ( player.cmd.buttons&(BT_ATTACK|BT_ALTATTACK|BT_USER1) )
{
let psp = player.FindPSprite(PSP_WEAPON);
if ( psp && (psp.CurState != ResolveState("WaitingForEnd")) )
return ResolveState("PunchHold");
}
return ResolveState(null);
}
Stop;
}
}
Class SWWMRedCardGesture : SWWMKeyGesture {}
Class SWWMYellowCardGesture : SWWMKeyGesture {}
Class SWWMBlueCardGesture : SWWMKeyGesture {}
Class SWWMSilverCardGesture : SWWMKeyGesture {}
Class SWWMGreenCardGesture : SWWMKeyGesture {}
Class SWWMOrangeCardGesture : SWWMKeyGesture {}
Class SWWMRedSkullGesture : SWWMKeyGesture {}
Class SWWMYellowSkullGesture : SWWMKeyGesture {}
Class SWWMBlueSkullGesture : SWWMKeyGesture {}
Class SWWMGreenKeyGesture : SWWMKeyGesture {}
Class SWWMBlueKeyGesture : SWWMKeyGesture {}
Class SWWMYellowKeyGesture : SWWMKeyGesture {}
Class SWWMRedKeyGesture : SWWMKeyGesture {}
// HEXDD thingy
Class SWWMChaosSphere : Key
{
Default
{
Tag "$T_CHAOSSPHERE";
Inventory.InterHubAmount 1; // don't strip, this thing is always kept
+INVENTORY.UNDROPPABLE;
+INVENTORY.UNTOSSABLE;
+INVENTORY.UNCLEARABLE;
}
}