2935 lines
81 KiB
Text
2935 lines
81 KiB
Text
// Blackmann "Rhino Stopper" Spreadgun (from Instant Action 3, also planned for Zanaveth Ultra Suite 2)
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// Slot 3, replaces Shotgun, Ethereal Crossbow, Serpent Staff
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Class RedShellCasing : SWWMCasing
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{
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Default
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{
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BounceSound "spreadgun/casing";
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}
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override void PostBeginPlay()
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{
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Super.PostBeginPlay();
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heat = 0;
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}
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}
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Class GreenShellCasing : RedShellCasing {}
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Class WhiteShellCasing : RedShellCasing {}
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Class BlueShellCasing : RedShellCasing {}
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Class BlackShellCasing : RedShellCasing {}
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Class PurpleShellCasing : RedShellCasing {}
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Class GoldShellCasing : RedShellCasing
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{
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Default
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{
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BounceSound "spreadgun/gcasing";
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}
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}
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Class SpreadgunTracer : LineTracer
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{
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Actor ignoreme;
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Array<HitListEntry> hitlist;
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Array<Line> shootthroughlist;
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Array<WaterHit> waterhitlist;
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override ETraceStatus TraceCallback()
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{
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// liquid splashes
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if ( Results.CrossedWater )
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{
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let hl = new("WaterHit");
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hl.sect = Results.CrossedWater;
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hl.hitpos = Results.CrossedWaterPos;
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WaterHitList.Push(hl);
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}
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else if ( Results.Crossed3DWater )
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{
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let hl = new("WaterHit");
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hl.sect = Results.Crossed3DWater;
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hl.hitpos = Results.Crossed3DWaterPos;
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WaterHitList.Push(hl);
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}
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if ( Results.HitType == TRACE_HitActor )
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{
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if ( Results.HitActor == ignoreme ) return TRACE_Skip;
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if ( Results.HitActor.bSHOOTABLE )
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{
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int amt = SWWMDamageAccumulator.GetAmount(Results.HitActor);
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// getgibhealth isn't clearscope, fuck
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int gibhealth = -int(Results.HitActor.GetSpawnHealth()*gameinfo.gibfactor);
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if ( Results.HitActor.GibHealth != int.min ) gibhealth = -abs(Results.HitActor.GibHealth);
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// if gibbed, go through without dealing more damage
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if ( Results.HitActor.health-amt <= gibhealth ) return TRACE_Skip;
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let ent = new("HitListEntry");
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ent.hitactor = Results.HitActor;
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ent.hitlocation = Results.HitPos;
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ent.x = Results.HitVector;
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hitlist.Push(ent);
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// go right on through if dead
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if ( Results.HitActor.health-amt <= 0 ) return TRACE_Skip;
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// stap
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return TRACE_Stop;
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}
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return TRACE_Skip;
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}
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else if ( (Results.HitType == TRACE_HitWall) && (Results.Tier == TIER_Middle) )
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{
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if ( !Results.HitLine.sidedef[1] || (Results.HitLine.Flags&(Line.ML_BlockHitscan|Line.ML_BlockEverything)) )
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return TRACE_Stop;
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ShootThroughList.Push(Results.HitLine);
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return TRACE_Skip;
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}
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return TRACE_Stop;
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}
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}
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Class SpreadSlugTracer : SpreadgunTracer
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{
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double penetration; // please don't laugh
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override ETraceStatus TraceCallback()
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{
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// liquid splashes
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if ( Results.CrossedWater )
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{
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let hl = new("WaterHit");
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hl.sect = Results.CrossedWater;
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hl.hitpos = Results.CrossedWaterPos;
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WaterHitList.Push(hl);
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}
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else if ( Results.Crossed3DWater )
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{
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let hl = new("WaterHit");
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hl.sect = Results.Crossed3DWater;
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hl.hitpos = Results.Crossed3DWaterPos;
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WaterHitList.Push(hl);
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}
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if ( Results.HitType == TRACE_HitActor )
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{
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if ( Results.HitActor == ignoreme ) return TRACE_Skip;
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if ( Results.HitActor.bSHOOTABLE )
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{
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let ent = new("HitListEntry");
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ent.hitactor = Results.HitActor;
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ent.hitlocation = Results.HitPos;
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ent.x = Results.HitVector;
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if ( (Results.HitActor.Health >= int(penetration)) || Results.HitActor.bNODAMAGE )
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{
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ent.hitdamage = int(penetration);
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penetration = 0;
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}
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else
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{
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ent.hitdamage = min(Results.HitActor.health+int(Results.HitActor.GetSpawnHealth()*gameinfo.gibfactor),int(penetration));
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penetration = max(0,penetration-ent.hitdamage);
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}
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hitlist.Push(ent);
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if ( penetration <= 0 ) return TRACE_Stop;
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return TRACE_Skip;
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}
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return TRACE_Skip;
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}
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else if ( (Results.HitType == TRACE_HitWall) && (Results.Tier == TIER_Middle) )
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{
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if ( !Results.HitLine.sidedef[1] || (Results.HitLine.Flags&(Line.ML_BlockHitscan|Line.ML_BlockEverything)) )
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return TRACE_Stop;
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ShootThroughList.Push(Results.HitLine);
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return TRACE_Skip;
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}
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return TRACE_Stop;
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}
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}
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Class SpreadImpact : Actor
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{
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Default
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{
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Radius 0.1;
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Height 0;
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+NOGRAVITY;
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+NOCLIP;
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+NOTELEPORT;
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+NOINTERACTION;
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}
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override void PostBeginPlay()
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{
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Super.PostBeginPlay();
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if ( swwm_extraalert ) A_AlertMonsters(swwm_uncapalert?0:200);
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A_StartSound("spreadgun/pellet",CHAN_VOICE,CHANF_DEFAULT,.4,4.);
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A_SprayDecal("TinyPock",-20);
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int numpt = Random[Spreadgun](2,4)-special1;
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Vector3 x = (cos(angle)*cos(pitch),sin(angle)*cos(pitch),-sin(pitch));
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for ( int i=0; i<numpt; i++ )
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{
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Vector3 pvel = (x+(FRandom[Spreadgun](-.8,.8),FRandom[Spreadgun](-.8,.8),FRandom[Spreadgun](-.8,.8))).unit()*FRandom[Spreadgun](.1,1.2);
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let s = Spawn("SWWMSmoke",pos);
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s.vel = pvel;
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s.scale *= .6;
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s.special1 = Random[Spreadgun](0,1);
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s.SetShade(Color(1,1,1)*Random[Spreadgun](96,192));
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}
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numpt = Random[Spreadgun](-1,3)-special1;
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for ( int i=0; i<numpt; i++ )
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{
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Vector3 pvel = (FRandom[Spreadgun](-1,1),FRandom[Spreadgun](-1,1),FRandom[Spreadgun](-1,1)).unit()*FRandom[Spreadgun](2,8);
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let s = Spawn("SWWMSpark",pos);
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s.vel = pvel;
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}
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numpt = Random[Spreadgun](2,4)-special1;
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for ( int i=0; i<numpt; i++ )
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{
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Vector3 pvel = (FRandom[Spreadgun](-1,1),FRandom[Spreadgun](-1,1),FRandom[Spreadgun](-1,1)).unit()*FRandom[Spreadgun](1,4);
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let s = Spawn("SWWMChip",pos);
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s.vel = pvel;
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}
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Destroy();
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}
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}
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Class SlugImpact : Actor
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{
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Default
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{
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Radius 0.1;
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Height 0;
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+NOGRAVITY;
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+NOCLIP;
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+NOTELEPORT;
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+NOINTERACTION;
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}
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override void PostBeginPlay()
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{
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Super.PostBeginPlay();
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if ( swwm_extraalert ) A_AlertMonsters(swwm_uncapalert?0:500);
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A_StartSound("spreadgun/slug",CHAN_VOICE,CHANF_DEFAULT,1.,2.);
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A_SprayDecal("Pock",-20);
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int numpt = Random[Spreadgun](5,10)-special1;
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Vector3 x = (cos(angle)*cos(pitch),sin(angle)*cos(pitch),-sin(pitch));
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for ( int i=0; i<numpt; i++ )
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{
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Vector3 pvel = (x+(FRandom[Spreadgun](-.4,.4),FRandom[Spreadgun](-.4,.4),FRandom[Spreadgun](-.4,.4))).unit()*FRandom[Spreadgun](.4,2.);
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let s = Spawn("SWWMSmoke",pos);
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s.vel = pvel;
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s.scale *= 1.4;
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s.special1 = Random[Spreadgun](0,2);
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s.SetShade(Color(1,1,1)*Random[Spreadgun](96,192));
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}
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numpt = Random[Spreadgun](2,5)-special1;
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for ( int i=0; i<numpt; i++ )
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{
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Vector3 pvel = (FRandom[Spreadgun](-1,1),FRandom[Spreadgun](-1,1),FRandom[Spreadgun](-1,1)).unit()*FRandom[Spreadgun](2,8);
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let s = Spawn("SWWMSpark",pos);
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s.vel = pvel;
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}
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numpt = Random[Spreadgun](4,8)-special1;
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for ( int i=0; i<numpt; i++ )
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{
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Vector3 pvel = (FRandom[Spreadgun](-1,1),FRandom[Spreadgun](-1,1),FRandom[Spreadgun](-1,1)).unit()*FRandom[Spreadgun](2,8);
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let s = Spawn("SWWMChip",pos);
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s.vel = pvel;
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}
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Destroy();
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}
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}
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Class DragonBreathPuff : Actor
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{
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Vector2 initsc;
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Default
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{
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RenderStyle "Add";
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Scale 0.5;
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Alpha 0.35;
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+NOGRAVITY;
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+NOBLOCKMAP;
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+DONTSPLASH;
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+NOINTERACTION;
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+NOTELEPORT;
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+ROLLSPRITE;
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+ROLLCENTER;
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+FORCEXYBILLBOARD;
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}
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override void PostBeginPlay()
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{
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scale *= FRandom[Spreadgun](.8,1.);
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alpha *= FRandom[Spreadgun](.8,1.);
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roll = FRandom[Spreadgun](0,360);
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SetState(FindState("Spawn")+Random[Spreadgun](0,19));
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initsc = scale;
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}
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override void Tick()
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{
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if ( isFrozen() ) return;
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A_FadeOut((waterlevel>0)?.1:.02);
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scale += initsc*.2;
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}
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States
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{
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Spawn:
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XFLM ABCDEFGHIJKLMNOPQRST -1 Bright;
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Stop;
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}
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}
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Class DragonBreathArm : Actor
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{
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Vector3 oldvel;
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Default
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{
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Obituary "$O_SPREADGUN_WHITE";
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DamageType 'Fire';
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PROJECTILE;
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+THRUACTORS;
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+BOUNCEONWALLS;
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+BOUNCEONFLOORS;
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+BOUNCEONCEILINGS;
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+USEBOUNCESTATE;
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+NODAMAGETHRUST;
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+FORCERADIUSDMG;
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-NOGRAVITY;
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Gravity 0.15;
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BounceFactor 1.0;
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Radius 4;
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Height 4;
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}
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override void PostBeginPlay()
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{
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Super.PostBeginPlay();
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reactiontime = Random[ExploS](18,24);
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vel = (cos(angle)*cos(pitch),sin(angle)*cos(pitch),-sin(pitch))*FRandom[ExploS](16.,32.);
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let l = Spawn("PaletteLight",pos);
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l.Args[3] = int(60+60*(ReactionTime/20.));
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l.ReactionTime = ReactionTime+2;
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l.target = self;
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}
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override void Tick()
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{
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oldvel = vel;
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Super.Tick();
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}
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void A_HandleBounce()
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{
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Vector3 HitNormal = -vel.unit();
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F3DFloor ff;
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if ( BlockingFloor )
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{
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// find closest 3d floor for its normal
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for ( int i=0; i<BlockingFloor.Get3DFloorCount(); i++ )
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{
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if ( !(BlockingFloor.Get3DFloor(i).flags&F3DFloor.FF_SOLID) ) continue;
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if ( !(BlockingFloor.Get3DFloor(i).top.ZAtPoint(pos.xy) ~== floorz) ) continue;
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ff = BlockingFloor.Get3DFloor(i);
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break;
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}
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if ( ff ) HitNormal = -ff.top.Normal;
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else HitNormal = BlockingFloor.floorplane.Normal;
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}
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else if ( BlockingCeiling )
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{
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// find closest 3d floor for its normal
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for ( int i=0; i<BlockingCeiling.Get3DFloorCount(); i++ )
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{
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if ( !(BlockingCeiling.Get3DFloor(i).flags&F3DFloor.FF_SOLID) ) continue;
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if ( !(BlockingCeiling.Get3DFloor(i).bottom.ZAtPoint(pos.xy) ~== ceilingz) ) continue;
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ff = BlockingCeiling.Get3DFloor(i);
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break;
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}
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if ( ff ) HitNormal = -ff.bottom.Normal;
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else HitNormal = BlockingCeiling.ceilingplane.Normal;
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}
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else if ( BlockingLine )
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{
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HitNormal = (-BlockingLine.delta.y,BlockingLine.delta.x,0).unit();
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if ( !SWWMUtility.PointOnLineSide(pos.xy,BlockingLine) )
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HitNormal *= -1;
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}
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else if ( BlockingMobj )
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{
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Vector3 diff = level.Vec3Diff(pos,BlockingMobj.pos);
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if ( (pos.x+radius) <= (BlockingMobj.pos.x-BlockingMobj.radius) )
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HitNormal = (-1,0,0);
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else if ( (pos.x-radius) >= (BlockingMobj.pos.x+BlockingMobj.radius) )
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HitNormal = (1,0,0);
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else if ( (pos.y+radius) <= (BlockingMobj.pos.y-BlockingMobj.radius) )
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HitNormal = (0,-1,0);
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else if ( (pos.y-radius) >= (BlockingMobj.pos.y+BlockingMobj.radius) )
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HitNormal = (0,1,0);
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else if ( pos.z >= (BlockingMobj.pos.z+BlockingMobj.height) )
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HitNormal = (0,0,1);
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else if ( (pos.z+height) <= BlockingMobj.pos.z )
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HitNormal = (0,0,-1);
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}
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// undo the bounce, we need to hook in our own
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vel = oldvel;
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// re-do the bounce with our formula
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vel = .8*((vel dot HitNormal)*HitNormal*(-1.8+FRandom[Spreadgun](.0,.6))+vel);
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bHITOWNER = true;
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}
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States
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{
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Spawn:
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TNT1 A 1
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{
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if ( waterlevel > 0 ) ReactionTime -= 2;
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let p = Spawn("DragonBreathPuff",pos);
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p.alpha *= .6+.4*(ReactionTime/20.);
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p.scale *= 3.5-2.5*(ReactionTime/20.);
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SWWMUtility.DoExplosion(self,4+(reactiontime/2),1000+200*reactiontime,120+5*reactiontime,flags:DE_HOWL,ignoreme:bHITOWNER?null:target);
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double spd = vel.length();
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vel = (vel*.4+(FRandom[ExploS](-.2,.2),FRandom[ExploS](-.2,.2),FRandom[ExploS](-.2,.2))).unit()*spd;
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Vector3 pvel = (FRandom[ExploS](-1,1),FRandom[ExploS](-1,1),FRandom[ExploS](-1,1)).unit()*FRandom[ExploS](1,5);
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if ( !(ReactionTime%2) )
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{
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let s = Spawn("SWWMHalfSmoke",pos);
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s.vel = pvel+vel*.2;
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s.SetShade(Color(1,1,1)*Random[ExploS](96,192));
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s.special1 = Random[ExploS](2,4);
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s.scale *= 2.4;
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s.alpha *= .1+.2*(ReactionTime/20.);
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int numpt = Random[Spreadgun](-2,4);
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for ( int i=0; i<numpt; i++ )
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{
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Vector3 pvel = vel+(FRandom[Spreadgun](-1,1),FRandom[Spreadgun](-1,1),FRandom[Spreadgun](-1,1)).unit()*FRandom[Spreadgun](2,4);
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let s2 = Spawn("SWWMSpark",pos);
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s2.scale *= .4;
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s2.vel = pvel;
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}
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}
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A_CountDown();
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}
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Wait;
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Bounce:
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TNT1 A 0 A_HandleBounce();
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Goto Spawn;
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}
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}
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Class SaltTracer : LineTracer
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{
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Actor ignore;
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Array<Line> ShootThroughList;
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Array<WaterHit> WaterHitList;
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override ETraceStatus TraceCallback()
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{
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// liquid splashes
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if ( Results.CrossedWater )
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{
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let hl = new("WaterHit");
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hl.sect = Results.CrossedWater;
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hl.hitpos = Results.CrossedWaterPos;
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WaterHitList.Push(hl);
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}
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else if ( Results.Crossed3DWater )
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{
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let hl = new("WaterHit");
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hl.sect = Results.Crossed3DWater;
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hl.hitpos = Results.Crossed3DWaterPos;
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WaterHitList.Push(hl);
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}
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if ( Results.HitType == TRACE_HitActor )
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{
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if ( Results.HitActor == ignore ) return TRACE_Skip;
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if ( Results.HitActor.bSHOOTABLE ) return TRACE_Stop;
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return TRACE_Skip;
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}
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else if ( (Results.HitType == TRACE_HitWall) && (Results.Tier == TIER_Middle) )
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{
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if ( !Results.HitLine.sidedef[1] || (Results.HitLine.Flags&Line.ML_BlockHitscan) )
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return TRACE_Stop;
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ShootThroughList.Push(Results.HitLine);
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return TRACE_Skip;
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}
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return TRACE_Stop;
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}
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}
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Class SaltLight : PaletteLight
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{
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Default
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{
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Tag "SaltExpl,1";
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ReactionTime 30;
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Args 0,0,0,240;
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}
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}
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Class SaltLight2 : PaletteLight
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{
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Default
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{
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Tag "SaltExpl";
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ReactionTime 30;
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Args 0,0,0,70;
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}
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}
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Class SaltImpact : Actor
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{
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Default
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{
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Obituary "$O_SPREADGUN_BLUE";
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DamageType "Electric";
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RenderStyle "Add";
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Radius 0.1;
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Height 0;
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Scale 1.8;
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+NOGRAVITY;
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+NOBLOCKMAP;
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+NODAMAGETHRUST;
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+FORCERADIUSDMG;
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|
+FORCEXYBILLBOARD;
|
|
+NOTELEPORT;
|
|
+FOILINVUL;
|
|
+NOINTERACTION;
|
|
}
|
|
override String GetObituary( Actor victim, Actor inflictor, Name mod, bool playerattack )
|
|
{
|
|
if ( args[0] >= 1 ) return StringTable.Localize("$O_WALLBUSTER_BLUE");
|
|
return Super.GetObituary(victim,inflictor,mod,playerattack);
|
|
}
|
|
override void PostBeginPlay()
|
|
{
|
|
Super.PostBeginPlay();
|
|
A_AlertMonsters(swwm_uncapalert?0:6000);
|
|
SWWMUtility.DoExplosion(self,25+special2*4,15000,100,40);
|
|
A_QuakeEx(3,3,3,10,0,250,"",QF_RELATIVE|QF_SCALEDOWN,falloff:150,rollintensity:0.2);
|
|
A_StartSound("spreadgun/salt",CHAN_VOICE,attenuation:.35);
|
|
A_SprayDecal("ShockMarkSmall",-172);
|
|
A_SprayDecal("SaltMark",-172);
|
|
Scale *= FRandom[ExploS](0.8,1.1);
|
|
int numpt = Random[ExploS](5,9)-special1;
|
|
for ( int i=0; i<numpt; i++ )
|
|
{
|
|
Vector3 pvel = (FRandom[ExploS](-1,1),FRandom[ExploS](-1,1),FRandom[ExploS](-1,1)).unit()*FRandom[ExploS](1,6);
|
|
let s = Spawn("SWWMSmoke",pos);
|
|
s.vel = pvel;
|
|
s.SetShade(Color(1,3,4)*Random[ExploS](48,63));
|
|
s.special1 = Random[ExploS](1,2);
|
|
s.scale *= 2.4;
|
|
s.A_SetRenderStyle(.4,STYLE_AddShaded);
|
|
}
|
|
numpt = Random[ExploS](3,9)-special1;
|
|
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](3,6)-special1;
|
|
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;
|
|
}
|
|
Spawn("SaltLight2",pos);
|
|
}
|
|
override void Tick()
|
|
{
|
|
if ( isFrozen() ) return;
|
|
if ( !CheckNoDelay() || (tics == -1) ) return;
|
|
if ( tics > 0 ) tics--;
|
|
while ( !tics )
|
|
{
|
|
if ( !SetState(CurState.NextState) )
|
|
return;
|
|
}
|
|
}
|
|
States
|
|
{
|
|
Spawn:
|
|
TNT1 A 0 NoDelay A_Jump(256,"Expl1","Expl2","Expl3");
|
|
Expl1:
|
|
KSX1 ABCDEFGHIJKLMNOPQRSTUVWXYZ[\] 1 Bright;
|
|
Stop;
|
|
Expl2:
|
|
KSX2 ABCDEFGHIJKLMNOPQRSTUVWXYZ[\] 1 Bright;
|
|
Stop;
|
|
Expl3:
|
|
KSX3 ABCDEFGHIJKLMNOPQRSTUVWXYZ[\] 1 Bright;
|
|
Stop;
|
|
}
|
|
}
|
|
|
|
Class SaltBeam : Actor
|
|
{
|
|
Default
|
|
{
|
|
Obituary "$O_SPREADGUN_BLUE";
|
|
DamageType "Electric";
|
|
RenderStyle "Add";
|
|
Radius 0.1;
|
|
Height 0;
|
|
Stamina 9;
|
|
+NOGRAVITY;
|
|
+NOBLOCKMAP;
|
|
+DONTSPLASH;
|
|
+NOTELEPORT;
|
|
+ROLLSPRITE;
|
|
+ROLLCENTER;
|
|
+NODAMAGETHRUST;
|
|
+FORCERADIUSDMG;
|
|
+FOILINVUL;
|
|
+NOINTERACTION;
|
|
}
|
|
|
|
override String GetObituary( Actor victim, Actor inflictor, Name mod, bool playerattack )
|
|
{
|
|
if ( args[1] >= 1 ) return StringTable.Localize("$O_WALLBUSTER_BLUE");
|
|
return Super.GetObituary(victim,inflictor,mod,playerattack);
|
|
}
|
|
void SpreadOut()
|
|
{
|
|
special1 = 1;
|
|
Vector3 x, y, z;
|
|
[x, y, z] = swwm_CoordUtil.GetAxes(pitch,angle,roll);
|
|
let t = new("SaltTracer");
|
|
t.ignore = target;
|
|
t.Trace(pos,cursector,x,32,TRACE_HitSky);
|
|
for ( int i=0; i<t.ShootThroughList.Size(); i++ )
|
|
{
|
|
t.ShootThroughList[i].Activate(target,0,SPAC_PCross);
|
|
t.ShootThroughList[i].Activate(target,0,SPAC_Impact);
|
|
}
|
|
for ( int i=0; i<t.WaterHitList.Size(); i++ )
|
|
{
|
|
let b = Actor.Spawn("InvisibleSplasher",t.WaterHitList[i].hitpos);
|
|
b.A_CheckTerrain();
|
|
}
|
|
for ( int i=4; i<t.Results.Distance; i+=8 )
|
|
{
|
|
if ( Random[Spreadgun](0,Stamina) ) continue;
|
|
let b = Actor.Spawn("SWWMHalfSmoke",level.Vec3Offset(pos,x*i));
|
|
b.Scale *= FRandom[Spreadgun](.6,.8);
|
|
b.special1 = Random[Spreadgun](1,2);
|
|
b.A_SetRenderStyle(.3,STYLE_AddShaded);
|
|
b.SetShade(Color(1,3,4)*Random[Spreadgun](48,63));
|
|
b.vel += x*FRandom[Spreadgun](-.5,3);
|
|
}
|
|
if ( t.Results.HitType != TRACE_HitNone )
|
|
{
|
|
if ( (args[1] == 2) || swwm_omnibust ) BusterWall.Bust(t.Results,60+Accuracy*10,target,x,t.Results.HitPos.z);
|
|
if ( t.Results.HitType == TRACE_HitActor )
|
|
{
|
|
SWWMUtility.DoKnockback(t.Results.HitActor,x,25000);
|
|
t.Results.HitActor.DamageMobj(self,target,35+Accuracy*5,'Salt',DMG_THRUSTLESS);
|
|
if ( t.Results.HitActor && t.Results.HitActor.bIsMonster && !Random[Spreadgun](0,3) )
|
|
t.Results.HitActor.Howl();
|
|
}
|
|
Vector3 norm = -x;
|
|
if ( t.Results.HitType == TRACE_HitWall )
|
|
{
|
|
norm = (t.Results.HitLine.delta.y,-t.Results.HitLine.delta.x,0).unit();
|
|
if ( t.Results.Side ) norm *= -1;
|
|
t.Results.HitLine.RemoteActivate(tracer,t.Results.Side,SPAC_Impact,t.Results.HitPos);
|
|
}
|
|
else if ( t.Results.HitType == TRACE_HitFloor )
|
|
{
|
|
if ( t.Results.ffloor ) norm = -t.Results.ffloor.top.Normal;
|
|
else norm = t.Results.HitSector.floorplane.Normal;
|
|
}
|
|
else if ( t.Results.HitType == TRACE_HitCeiling )
|
|
{
|
|
if ( t.Results.ffloor ) norm = -t.Results.ffloor.bottom.Normal;
|
|
else norm = t.Results.HitSector.ceilingplane.Normal;
|
|
}
|
|
if ( t.Results.HitType != TRACE_HasHitSky )
|
|
{
|
|
let i = Spawn("SaltImpact",level.Vec3Offset(t.Results.HitPos,norm*4));
|
|
i.angle = atan2(norm.y,norm.x);
|
|
i.pitch = asin(-norm.z);
|
|
i.target = target;
|
|
i.special1 = (Stamina-9)/4;
|
|
i.special2 = Accuracy;
|
|
i.args[0] = args[1];
|
|
}
|
|
return;
|
|
}
|
|
else if ( (args[0] > 20) && !Random[Spreadgun](0,800/args[0]) )
|
|
{
|
|
let i = Spawn("SaltImpact",level.Vec3Offset(pos,x*32));
|
|
i.angle = atan2(x.y,x.x);
|
|
i.pitch = asin(-x.z);
|
|
i.target = target;
|
|
i.special1 = (Stamina-9)/4;
|
|
i.special2 = Accuracy;
|
|
i.args[0] = args[1];
|
|
return;
|
|
}
|
|
// next beam
|
|
if ( !(special2%4) && !Random[Spreadgun](0,Stamina) )
|
|
Spawn("SaltLight",level.Vec3Offset(pos,x*16));
|
|
let next = Spawn("SaltBeam",level.Vec3Offset(pos,x*32));
|
|
double a = FRandom[Spreadgun](0,360), s = FRandom[Spreadgun](0,.06);
|
|
Vector3 dir = (x+y*cos(a)*s+z*sin(a)*s).unit();
|
|
next.angle = atan2(dir.y,dir.x);
|
|
next.pitch = asin(-dir.z);
|
|
next.target = target;
|
|
next.special2 = (special2+1)%10;
|
|
next.args[0] = args[0]+1;
|
|
next.args[1] = args[1];
|
|
next.SetStateLabel("TrailSpawn");
|
|
}
|
|
|
|
override void PostBeginPlay()
|
|
{
|
|
Super.PostBeginPlay();
|
|
if ( !Random[Spreadgun](0,3) )
|
|
A_StartSound("spreadgun/salttrail",CHAN_VOICE,CHANF_DEFAULT,.3,4.);
|
|
}
|
|
|
|
override void Tick()
|
|
{
|
|
if ( isFrozen() ) return;
|
|
A_FadeOut(.04);
|
|
if ( Random[Spreadgun](-2,args[2]/10) == 0 )
|
|
SWWMUtility.DoExplosion(self,5+Accuracy,5000,32,flags:DE_HOWL,ignoreme:target);
|
|
if ( ((special2%4) || args[2]) && !special1 ) SpreadOut();
|
|
args[2]++;
|
|
if ( !CheckNoDelay() || (tics == -1) ) return;
|
|
if ( tics > 0 ) tics--;
|
|
while ( !tics )
|
|
{
|
|
if ( !SetState(CurState.NextState) )
|
|
return;
|
|
}
|
|
}
|
|
|
|
States
|
|
{
|
|
Spawn:
|
|
XZW1 A -1 Bright NoDelay
|
|
{
|
|
return FindState("StarterDev")+Random[Spreadgun](0,11)*2;
|
|
}
|
|
Stop;
|
|
TrailSpawn:
|
|
XZW2 A -1 Bright
|
|
{
|
|
return FindState("TrailerDev")+Random[Spreadgun](0,11)*2;
|
|
}
|
|
Stop;
|
|
StarterDev:
|
|
#### # 25 Bright;
|
|
XZW1 B -1 Bright;
|
|
Stop;
|
|
#### # 25 Bright;
|
|
XZW1 C -1 Bright;
|
|
Stop;
|
|
#### # 25 Bright;
|
|
XZW1 D -1 Bright;
|
|
Stop;
|
|
#### # 25 Bright;
|
|
XZW1 E -1 Bright;
|
|
Stop;
|
|
#### # 25 Bright;
|
|
XZW1 F -1 Bright;
|
|
Stop;
|
|
#### # 25 Bright;
|
|
XZW1 G -1 Bright;
|
|
Stop;
|
|
#### # 25 Bright;
|
|
XZW1 H -1 Bright;
|
|
Stop;
|
|
#### # 25 Bright;
|
|
XZW1 I -1 Bright;
|
|
Stop;
|
|
#### # 25 Bright;
|
|
XZW1 J -1 Bright;
|
|
Stop;
|
|
#### # 25 Bright;
|
|
XZW1 K -1 Bright;
|
|
Stop;
|
|
#### # 25 Bright;
|
|
XZW1 L -1 Bright;
|
|
Stop;
|
|
#### # 25 Bright;
|
|
XZW1 M -1 Bright;
|
|
Stop;
|
|
TrailerDev:
|
|
#### # 25 Bright;
|
|
XZW2 B -1 Bright;
|
|
Stop;
|
|
#### # 25 Bright;
|
|
XZW2 C -1 Bright;
|
|
Stop;
|
|
#### # 25 Bright;
|
|
XZW2 D -1 Bright;
|
|
Stop;
|
|
#### # 25 Bright;
|
|
XZW2 E -1 Bright;
|
|
Stop;
|
|
#### # 25 Bright;
|
|
XZW2 F -1 Bright;
|
|
Stop;
|
|
#### # 25 Bright;
|
|
XZW2 G -1 Bright;
|
|
Stop;
|
|
#### # 25 Bright;
|
|
XZW2 H -1 Bright;
|
|
Stop;
|
|
#### # 25 Bright;
|
|
XZW2 I -1 Bright;
|
|
Stop;
|
|
#### # 25 Bright;
|
|
XZW2 J -1 Bright;
|
|
Stop;
|
|
#### # 25 Bright;
|
|
XZW2 K -1 Bright;
|
|
Stop;
|
|
#### # 25 Bright;
|
|
XZW2 L -1 Bright;
|
|
Stop;
|
|
#### # 25 Bright;
|
|
XZW2 M -1 Bright;
|
|
Stop;
|
|
}
|
|
}
|
|
|
|
Class BallImpact : Actor
|
|
{
|
|
Default
|
|
{
|
|
Radius 0.1;
|
|
Height 0;
|
|
+NOGRAVITY;
|
|
+NOCLIP;
|
|
+DONTSPLASH;
|
|
+NOTELEPORT;
|
|
+NOINTERACTION;
|
|
}
|
|
override void PostBeginPlay()
|
|
{
|
|
Super.PostBeginPlay();
|
|
if ( swwm_extraalert ) A_AlertMonsters(swwm_uncapalert?0:500);
|
|
A_QuakeEx(3,3,3,12,0,200,"",QF_RELATIVE|QF_SCALEDOWN,falloff:100,rollIntensity:.3);
|
|
A_StartSound("spreadgun/ball",CHAN_VOICE);
|
|
A_SprayDecal("WallCrack",-20);
|
|
int numpt = Random[Spreadgun](5,10);
|
|
Vector3 x = (cos(angle)*cos(pitch),sin(angle)*cos(pitch),-sin(pitch));
|
|
for ( int i=0; i<numpt; i++ )
|
|
{
|
|
Vector3 pvel = (x+(FRandom[Spreadgun](-.8,.8),FRandom[Spreadgun](-.8,.8),FRandom[Spreadgun](-.8,.8))).unit()*FRandom[Spreadgun](.1,1.2);
|
|
let s = Spawn("SWWMSmoke",pos);
|
|
s.vel = pvel;
|
|
s.SetShade(Color(1,1,1)*Random[Spreadgun](128,192));
|
|
}
|
|
numpt = Random[Spreadgun](4,12);
|
|
for ( int i=0; i<numpt; i++ )
|
|
{
|
|
Vector3 pvel = (FRandom[Spreadgun](-1,1),FRandom[Spreadgun](-1,1),FRandom[Spreadgun](-1,1)).unit()*FRandom[Spreadgun](2,8);
|
|
let s = Spawn("SWWMSpark",pos);
|
|
s.vel = pvel;
|
|
}
|
|
numpt = Random[Spreadgun](4,8);
|
|
for ( int i=0; i<numpt; i++ )
|
|
{
|
|
Vector3 pvel = (FRandom[Spreadgun](-1,1),FRandom[Spreadgun](-1,1),FRandom[Spreadgun](-1,1)).unit()*FRandom[Spreadgun](2,8);
|
|
let s = Spawn("SWWMChip",pos);
|
|
s.vel = pvel;
|
|
}
|
|
Destroy();
|
|
}
|
|
}
|
|
|
|
Class CorrodeSmoke : SWWMHalfSmoke
|
|
{
|
|
Default
|
|
{
|
|
RenderStyle "Add";
|
|
Alpha 0.25;
|
|
}
|
|
States
|
|
{
|
|
Spawn:
|
|
FRT1 ABCDEFGHIJKLMNOPQRSTUVWXYZ 1 Bright A_SetTics(1+special1);
|
|
FRT2 ABCDEFGHI 1 Bright A_SetTics(1+special1);
|
|
Stop;
|
|
}
|
|
}
|
|
|
|
Class CorrodeDebuff : Inventory
|
|
{
|
|
int cnt, cnt2, cnt3;
|
|
Actor instigator;
|
|
bool wasalive;
|
|
|
|
Default
|
|
{
|
|
Obituary "$O_SPREADGUN_BLACK_DEBUFF";
|
|
Inventory.Amount 1;
|
|
Inventory.MaxAmount 1000;
|
|
Inventory.InterHubAmount 0;
|
|
+INVENTORY.UNDROPPABLE;
|
|
+INVENTORY.UNTOSSABLE;
|
|
}
|
|
override int DoSpecialDamage( Actor target, int Damage, Name DamageType )
|
|
{
|
|
if ( target == Owner ) return Damage;
|
|
// spread ourselves
|
|
let c = CorrodeDebuff(target.FindInventory("CorrodeDebuff"));
|
|
if ( !c )
|
|
{
|
|
c = CorrodeDebuff(Spawn("CorrodeDebuff",target.pos));
|
|
c.AttachToOwner(target);
|
|
c.cnt = 5; // slight delay
|
|
c.Amount = min(Damage*8,int(Amount*.6)); // prevent "escalating" spread
|
|
c.A_StartSound("spreadgun/corrode",CHAN_VOICE,CHANF_DEFAULT,min(c.Amount/100.,1.));
|
|
}
|
|
else if ( c.Amount < int(Amount*.6) ) c.Amount = min(c.Amount+Damage*8,int(Amount*.6)); // prevent "escalating" spread
|
|
c.instigator = instigator;
|
|
return 0; // no direct damage
|
|
}
|
|
override void AttachToOwner( Actor other )
|
|
{
|
|
Super.AttachToOwner(other);
|
|
cnt3 = Random[Corrode](0,19); // randomize puff sound offset
|
|
}
|
|
override void OwnerDied()
|
|
{
|
|
Super.OwnerDied();
|
|
// forcibly update
|
|
wasalive = true;
|
|
cnt = -1;
|
|
}
|
|
override void DoEffect()
|
|
{
|
|
Super.DoEffect();
|
|
if ( (Amount <= 0) || !Owner )
|
|
{
|
|
if ( Owner && IsActorPlayingSound(CHAN_VOICE) )
|
|
{
|
|
// don't destroy yet, keep following owner until the sound wears off
|
|
SetOrigin(Owner.Vec3Offset(0,0,Owner.height/2),false);
|
|
return;
|
|
}
|
|
DepleteOrDestroy();
|
|
return;
|
|
}
|
|
SetOrigin(Owner.Vec3Offset(0,0,Owner.height/2),false);
|
|
cnt--;
|
|
if ( cnt < 0 )
|
|
{
|
|
if ( !Random[Corrode](0,3) && (Owner.Health > 0) ) Owner.Howl();
|
|
double maxrad = max(Owner.radius,Owner.height);
|
|
int defh = Owner.GetSpawnHealth();
|
|
int flg = DMG_THRUSTLESS;
|
|
if ( Owner is 'Centaur' ) flg |= DMG_FOILINVUL; // you're melting, that shield is worthless
|
|
Owner.DamageMobj(self,instigator?instigator:Actor(self),clamp(Amount/8,1,50),'Corroded',flg);
|
|
bool justdied = (wasalive && (!Owner || (Owner.Health <= 0)));
|
|
if ( justdied )
|
|
{
|
|
maxrad += 60;
|
|
Amount = min(Amount+int(defh**.5),MaxAmount);
|
|
A_StartSound("spreadgun/corrode",CHAN_VOICE,CHANF_DEFAULT);
|
|
}
|
|
if ( !wasalive ) maxrad += 25;
|
|
SWWMUtility.DoExplosion(self,clamp(Amount/8,1,50),0,maxrad*1.2,maxrad*.9,DE_NOBLEED|DE_NOSPLASH|DE_HOWL,'Corroded',Owner);
|
|
if ( !Owner ) return; // yeah this can happen
|
|
int smokefact = int(clamp(maxrad/32.,1,8));
|
|
int numpt = Random[Corrode](0,2*smokefact);
|
|
if ( justdied ) numpt = Random[Corrode](8,12)*smokefact;
|
|
for ( int i=0; i<numpt; i++ )
|
|
{
|
|
let s = Spawn("CorrodeSmoke",level.Vec3Offset(Owner.pos,(.8*FRandom[Corrode](-Owner.radius,Owner.radius),.8*FRandom[Corrode](-Owner.radius,Owner.radius),FRandom[Corrode](.1*Owner.Height,.9*Owner.Height))));
|
|
s.vel = Owner.vel*.5;
|
|
if ( justdied ) s.vel += (FRandom[Corrode](-1,1),FRandom[Corrode](-1,1),FRandom[Corrode](-1,1))*FRandom[Corrode](2.,8.);
|
|
else if ( !wasalive ) s.vel += (FRandom[Corrode](-1,1),FRandom[Corrode](-1,1),FRandom[Corrode](-1,1))*FRandom[Corrode](.2,2.);
|
|
else s.vel += (FRandom[Corrode](-1,1),FRandom[Corrode](-1,1),FRandom[Corrode](-1,1))*FRandom[Corrode](.1,1.);
|
|
s.scale *= FRandom[Corrode](2.,3.);
|
|
s.alpha *= Clamp(Amount/10.,0.,.6);
|
|
if ( justdied ) s.special1 = Random[Corrode](0,2);
|
|
else if ( !wasalive ) s.special1 = Random[Corrode](0,1);
|
|
}
|
|
cnt = clamp((100-Amount)/10,5,15);
|
|
}
|
|
wasalive = (Owner && Owner.Health > 0);
|
|
cnt3++;
|
|
if ( !(cnt3%20) ) A_StartSound("spreadgun/corrodepuff",CHAN_BODY,CHANF_OVERLAP,min(Amount/200.,1.),2.,FRandom[Corrode](.8,1.2)-min(Amount/200.,.4));
|
|
cnt2++;
|
|
if ( cnt2 < 3 ) return;
|
|
cnt2 = (!Owner||(Owner.Health<=Owner.GetGibHealth()))?-2:0; // slower decay when gibbed
|
|
Amount -= 1;
|
|
if ( Amount > 100 ) Amount -= max(0,Amount/50-1);
|
|
if ( !Owner ) return;
|
|
if ( Owner.Health > 0 ) Amount -= 1;
|
|
if ( Owner.bNOBLOOD ) Amount -= 2;
|
|
}
|
|
}
|
|
|
|
Class FlechetteTracer : LineTracer
|
|
{
|
|
Actor ignore;
|
|
Array<Line> ShootThroughList;
|
|
Array<WaterHit> WaterHitList;
|
|
|
|
override ETraceStatus TraceCallback()
|
|
{
|
|
// liquid splashes
|
|
if ( Results.CrossedWater )
|
|
{
|
|
let hl = new("WaterHit");
|
|
hl.sect = Results.CrossedWater;
|
|
hl.hitpos = Results.CrossedWaterPos;
|
|
WaterHitList.Push(hl);
|
|
}
|
|
else if ( Results.Crossed3DWater )
|
|
{
|
|
let hl = new("WaterHit");
|
|
hl.sect = Results.Crossed3DWater;
|
|
hl.hitpos = Results.Crossed3DWaterPos;
|
|
WaterHitList.Push(hl);
|
|
}
|
|
if ( Results.HitType == TRACE_HitActor )
|
|
{
|
|
if ( Results.HitActor == ignore ) return TRACE_Skip;
|
|
if ( Results.HitActor.bSHOOTABLE ) return TRACE_Stop;
|
|
return TRACE_Skip;
|
|
}
|
|
else if ( (Results.HitType == TRACE_HitWall) && (Results.Tier == TIER_Middle) )
|
|
{
|
|
if ( !Results.HitLine.sidedef[1] || (Results.HitLine.Flags&(Line.ML_BLOCKEVERYTHING|Line.ML_BLOCKPROJECTILE)) )
|
|
return TRACE_Stop;
|
|
ShootThroughList.Push(Results.HitLine);
|
|
return TRACE_Skip;
|
|
}
|
|
return TRACE_Stop;
|
|
}
|
|
}
|
|
|
|
Class CorrosiveSplash : Actor
|
|
{
|
|
Default
|
|
{
|
|
Radius 0.1;
|
|
Height 0;
|
|
+NOGRAVITY;
|
|
+NOCLIP;
|
|
+NOTELEPORT;
|
|
+NOINTERACTION;
|
|
}
|
|
override int DoSpecialDamage( Actor target, int Damage, Name DamageType )
|
|
{
|
|
// spread ourselves
|
|
let c = CorrodeDebuff(target.FindInventory("CorrodeDebuff"));
|
|
if ( !c )
|
|
{
|
|
c = CorrodeDebuff(Spawn("CorrodeDebuff",target.pos));
|
|
c.AttachToOwner(target);
|
|
c.cnt = 5; // slight delay
|
|
}
|
|
c.Amount = min(c.Amount+Damage,c.MaxAmount);
|
|
c.A_StartSound("spreadgun/corrode",CHAN_VOICE,CHANF_DEFAULT,min(c.Amount/100.,1.));
|
|
c.instigator = self.target;
|
|
return 0; // no direct damage
|
|
}
|
|
override void PostBeginPlay()
|
|
{
|
|
Super.PostBeginPlay();
|
|
SWWMUtility.DoExplosion(self,20,0,50,15,DE_NOBLEED|DE_NOSPLASH|DE_HOWL,'Corroded',tracer);
|
|
Destroy();
|
|
}
|
|
}
|
|
|
|
Class CorrosiveFlechette : Actor
|
|
{
|
|
transient FlechetteTracer t;
|
|
Actor lasthit;
|
|
|
|
Default
|
|
{
|
|
Obituary "$O_SPREADGUN_BLACK";
|
|
+NOBLOCKMAP;
|
|
+DONTSPLASH;
|
|
+NOTELEPORT;
|
|
+NODAMAGETHRUST;
|
|
+NOINTERACTION;
|
|
+INTERPOLATEANGLES;
|
|
Speed 100;
|
|
Radius .1;
|
|
Height 0.;
|
|
Gravity .35;
|
|
}
|
|
|
|
override void Tick()
|
|
{
|
|
prev = pos; // interpolation
|
|
if ( isFrozen() ) return;
|
|
if ( CurState == SpawnState )
|
|
{
|
|
// bullet trace
|
|
if ( (pos.z < floorz) || (pos.z > ceilingz) )
|
|
{
|
|
// the fuck just happened???
|
|
SetStateLabel("Death");
|
|
return;
|
|
}
|
|
Vector3 dir = vel;
|
|
double dist = vel.length();
|
|
if ( dist < 1. )
|
|
{
|
|
// somehow have no velocity while alive, just die
|
|
SetStateLabel("Death");
|
|
return;
|
|
}
|
|
dir /= dist;
|
|
if ( !t ) t = new("FlechetteTracer");
|
|
if ( lasthit ) t.ignore = lasthit;
|
|
else if ( !bHITOWNER ) t.ignore = target;
|
|
else t.ignore = null;
|
|
t.shootthroughlist.Clear();
|
|
t.waterhitlist.Clear();
|
|
t.Trace(pos,CurSector,dir,dist,TRACE_HitSky);
|
|
for ( int i=0; i<t.ShootThroughList.Size(); i++ )
|
|
{
|
|
t.ShootThroughList[i].Activate(target,0,SPAC_PCross);
|
|
t.ShootThroughList[i].Activate(target,0,SPAC_Impact);
|
|
}
|
|
for ( int i=0; i<t.WaterHitList.Size(); i++ )
|
|
{
|
|
let b = Spawn("SmolInvisibleSplasher",t.WaterHitList[i].hitpos);
|
|
b.A_CheckTerrain();
|
|
}
|
|
for ( int i=10; i<t.Results.Distance; i+=20 )
|
|
{
|
|
if ( Random[Boolet](0,2) ) continue;
|
|
let b = Actor.Spawn("SWWMHalfSmoke",level.Vec3Offset(pos,dir*i));
|
|
b.Scale *= FRandom[Boolet](.3,.5);
|
|
b.A_SetRenderStyle(b.alpha*.2,STYLE_AddShaded);
|
|
b.SetShade(Color(3,4,3)*Random[Boolet](10,20));
|
|
b.vel += vel*.05;
|
|
}
|
|
if ( t.Results.HitType == TRACE_HitNone )
|
|
{
|
|
// advance bullet
|
|
SetOrigin(level.Vec3Offset(pos,dir*dist),true);
|
|
vel = t.Results.HitVector*dist-(0,0,GetGravity()); // slight drop
|
|
dir = vel.unit();
|
|
angle = atan2(dir.y,dir.x);
|
|
pitch = asin(-dir.z);
|
|
return;
|
|
}
|
|
else if ( t.Results.HitType == TRACE_HitActor )
|
|
{
|
|
Vector3 hitnormal = -t.Results.HitVector;
|
|
let a = t.Results.HitActor;
|
|
if ( a.bSHOOTABLE && (a.Health > 0) )
|
|
{
|
|
let c = CorrodeDebuff(a.FindInventory("CorrodeDebuff"));
|
|
if ( !c )
|
|
{
|
|
c = CorrodeDebuff(Spawn("CorrodeDebuff",a.pos));
|
|
c.AttachToOwner(a);
|
|
}
|
|
c.Amount = min(c.Amount+25,c.MaxAmount);
|
|
c.cnt = 0;
|
|
c.instigator = target;
|
|
c.A_StartSound("spreadgun/corrode",CHAN_VOICE,CHANF_DEFAULT,min(c.Amount/100.,1.));
|
|
}
|
|
int dmg = 3;
|
|
int amt = 3;
|
|
if ( a.bSHOOTABLE )
|
|
{
|
|
SWWMUtility.DoKnockback(a,t.Results.HitVector,1000);
|
|
SWWMDamageAccumulator.Accumulate(a,dmg,self,target,'Shot');
|
|
amt = SWWMDamageAccumulator.GetAmount(a);
|
|
}
|
|
if ( !a.bSHOOTABLE || a.bNOBLOOD || a.bDORMANT || a.bINVULNERABLE )
|
|
{
|
|
let p = Spawn("SpreadImpact",t.Results.HitPos);
|
|
A_SetAngle(atan2(hitnormal.y,hitnormal.x),SPF_INTERPOLATE);
|
|
A_SetPitch(asin(-hitnormal.z),SPF_INTERPOLATE);
|
|
}
|
|
else
|
|
{
|
|
a.TraceBleed(dmg,self);
|
|
a.SpawnBlood(t.Results.HitPos,atan2(t.Results.HitVector.y,t.Results.HitVector.x)+180,dmg);
|
|
A_StartSound("spreadgun/pelletf",CHAN_VOICE,CHANF_DEFAULT,.5,2.);
|
|
}
|
|
let s = Spawn("CorrosiveSplash",t.Results.HitPos);
|
|
s.target = target;
|
|
s.tracer = a;
|
|
// chance to pierce
|
|
int posthealth = a.health-amt;
|
|
double hratio = posthealth/double(a.GetSpawnHealth());
|
|
if ( (!a.bSHOOTABLE && !Random[Corrode](0,2)) || (posthealth <= 0) || (FRandom[Corrode](hratio,1.) < .5) )
|
|
{
|
|
SetOrigin(t.Results.HitPos,true);
|
|
dir = t.Results.HitVector;
|
|
A_SetAngle(atan2(dir.y,dir.x),SPF_INTERPOLATE);
|
|
A_SetPitch(asin(-dir.z),SPF_INTERPOLATE);
|
|
vel = dir*dist;
|
|
bHITOWNER = true;
|
|
lasthit = t.Results.HitActor;
|
|
}
|
|
else SetStateLabel("Death");
|
|
return;
|
|
}
|
|
else
|
|
{
|
|
// Wall busting
|
|
if ( swwm_omnibust )
|
|
BusterWall.Bust(t.Results,3,target,t.Results.HitVector,t.Results.HitPos.z);
|
|
// check what we hit
|
|
Vector3 hitnormal = -t.Results.HitVector;
|
|
if ( t.Results.HitType == TRACE_HitFloor )
|
|
{
|
|
if ( t.Results.ffloor ) hitnormal = -t.Results.ffloor.top.Normal;
|
|
else hitnormal = t.Results.HitSector.floorplane.Normal;
|
|
}
|
|
else if ( t.Results.HitType == TRACE_HitCeiling )
|
|
{
|
|
if ( t.Results.ffloor ) hitnormal = -t.Results.ffloor.bottom.Normal;
|
|
else hitnormal = t.Results.HitSector.ceilingplane.Normal;
|
|
}
|
|
else if ( t.Results.HitType == TRACE_HitWall )
|
|
{
|
|
hitnormal = (-t.Results.HitLine.delta.y,t.Results.HitLine.delta.x,0).unit();
|
|
if ( !t.Results.Side ) hitnormal *= -1;
|
|
t.Results.HitLine.RemoteActivate(target,t.Results.Side,SPAC_Impact,t.Results.HitPos);
|
|
}
|
|
if ( t.Results.HitType != TRACE_HasHitSky )
|
|
{
|
|
let p = Spawn("SpreadImpact",t.Results.HitPos+hitnormal);
|
|
p.angle = atan2(hitnormal.y,hitnormal.x);
|
|
p.pitch = asin(-hitnormal.z);
|
|
if ( t.Results.HitType == TRACE_HitFloor ) p.CheckSplash(40);
|
|
let s = Spawn("CorrosiveSplash",t.Results.HitPos+hitnormal);
|
|
s.target = target;
|
|
}
|
|
// can we bounce?
|
|
if ( t.Results.HitVector dot hitnormal > -.35 )
|
|
{
|
|
SetOrigin(t.Results.HitPos+hitnormal,true);
|
|
dir = t.Results.HitVector-2*hitnormal*(t.Results.HitVector dot hitnormal);
|
|
A_SetAngle(atan2(dir.y,dir.x),SPF_INTERPOLATE);
|
|
A_SetPitch(asin(-dir.z),SPF_INTERPOLATE);
|
|
vel = dir*dist;
|
|
bHITOWNER = true;
|
|
lasthit = null;
|
|
}
|
|
else SetStateLabel("Death");
|
|
return;
|
|
}
|
|
}
|
|
if ( !CheckNoDelay() || (tics == -1) ) return;
|
|
if ( tics > 0 ) tics--;
|
|
while ( !tics )
|
|
{
|
|
if ( !SetState(CurState.NextState) )
|
|
return;
|
|
}
|
|
}
|
|
States
|
|
{
|
|
Spawn:
|
|
XZW1 A -1;
|
|
Stop;
|
|
Death:
|
|
TNT1 A 35;
|
|
Stop;
|
|
}
|
|
}
|
|
|
|
Class TheBall : Actor
|
|
{
|
|
double heat;
|
|
int deadtimer;
|
|
Vector3 oldvel;
|
|
Actor lasthit;
|
|
|
|
Default
|
|
{
|
|
Obituary "$O_SPREADGUN_PURPLE";
|
|
PROJECTILE;
|
|
+BOUNCEONWALLS;
|
|
+BOUNCEONFLOORS;
|
|
+BOUNCEONCEILINGS;
|
|
+CANBOUNCEWATER;
|
|
+USEBOUNCESTATE;
|
|
+DONTBOUNCEONSKY;
|
|
+NODAMAGETHRUST;
|
|
-NOGRAVITY;
|
|
Speed 80;
|
|
Gravity 0.1;
|
|
BounceFactor 1.0;
|
|
Radius 2;
|
|
Height 2;
|
|
}
|
|
override String GetObituary( Actor victim, Actor inflictor, Name mod, bool playerattack )
|
|
{
|
|
if ( special1 >= 1 ) return StringTable.Localize("$O_WALLBUSTER_PURPLE");
|
|
return Super.GetObituary(victim,inflictor,mod,playerattack);
|
|
}
|
|
override int SpecialMissileHit( Actor victim )
|
|
{
|
|
if ( (vel.length() <= 5) || ((victim == target) && !bHITOWNER) || (victim == lasthit) || (!victim.bSHOOTABLE && !victim.bSOLID) )
|
|
return 1;
|
|
// check if we should rip or bounce
|
|
// girthitude
|
|
double girth = (victim.radius+victim.height)/2.*max(50,victim.mass)*(victim.health/double(victim.GetSpawnHealth()));
|
|
// how hard this damn thing is going to slam
|
|
double slamforce = vel.length()*350.+heat*120;
|
|
int dmg = int(vel.length()*4.+heat*40);
|
|
bool is_schutt = victim.bSHOOTABLE;
|
|
// critical hit!
|
|
bool crit = false;
|
|
if ( is_schutt && !Random[Spreadgun](0,9) )
|
|
{
|
|
Spawn("SWWMItemFog",pos);
|
|
int whichclonk = Random[Spreadgun](1,11);
|
|
String snd = String.Format("misc/clonk%d",whichclonk);
|
|
A_AlertMonsters(swwm_uncapalert?0:2500);
|
|
A_StartSound(snd,CHAN_VOICE,CHANF_OVERLAP,1.,.2);
|
|
A_StartSound(snd,CHAN_VOICE,CHANF_OVERLAP,1.,.2);
|
|
victim.A_QuakeEx(8,8,8,8,0,3000,"",QF_RELATIVE|QF_SCALEDOWN,falloff:300,rollIntensity:1.);
|
|
victim.A_StartSound(snd,CHAN_DAMAGE,CHANF_OVERLAP,1.,.2);
|
|
slamforce *= 4;
|
|
dmg *= 4;
|
|
vel *= 1.1;
|
|
let numpt = Random[Spreadgun](20,30);
|
|
for ( int i=0; i<numpt; i++ )
|
|
{
|
|
Vector3 pvel = (FRandom[Spreadgun](-1,1),FRandom[Spreadgun](-1,1),FRandom[Spreadgun](-1,1)).unit()*FRandom[Spreadgun](1,8);
|
|
let s = Spawn("SWWMSpark",pos);
|
|
s.scale *= 3.;
|
|
s.alpha *= .2;
|
|
s.vel = pvel;
|
|
}
|
|
crit = true;
|
|
}
|
|
SWWMUtility.DoKnockback(victim,vel.unit(),slamforce);
|
|
bool bleeds = (victim && !victim.bINVULNERABLE && !victim.bNOBLOOD && !victim.bDORMANT && is_schutt);
|
|
int newdmg = victim.DamageMobj(self,target,dmg,'Concussion',crit?(DMG_THRUSTLESS|DMG_FOILINVUL):DMG_THRUSTLESS); // crits ignore invulnerability
|
|
Vector3 dir = -vel.unit();
|
|
// slam jam
|
|
if ( bleeds )
|
|
{
|
|
A_StartSound("spreadgun/ballf",CHAN_VOICE,CHANF_OVERLAP,(vel.length()/30.)**.5);
|
|
if ( victim )
|
|
{
|
|
victim.A_StartSound("spreadgun/ballf",CHAN_DAMAGE,CHANF_OVERLAP,(vel.length()/30.)**.5);
|
|
victim.TraceBleed((newdmg>0)?newdmg:dmg,self);
|
|
victim.SpawnBlood(pos,atan2(dir.y,dir.x),dmg);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
A_StartSound("spreadgun/ball",CHAN_VOICE,CHANF_OVERLAP,(vel.length()/30.)**.5);
|
|
if ( victim ) victim.A_StartSound("spreadgun/ball",CHAN_DAMAGE,CHANF_OVERLAP,(vel.length()/30.)**.5);
|
|
if ( vel.length() > 15. )
|
|
{
|
|
let s = Spawn("BallImpact",pos);
|
|
s.angle = atan2(dir.y,dir.x);
|
|
s.pitch = asin(-dir.z);
|
|
}
|
|
}
|
|
if ( crit )
|
|
SWWMUtility.DoExplosion(self,dmg/2,25000,150,80,ignoreme:target);
|
|
// only rip shootables
|
|
if ( (slamforce > girth) && is_schutt )
|
|
{
|
|
vel *= .7;
|
|
return 1;
|
|
}
|
|
// force bounce
|
|
BlockingMobj = victim;
|
|
A_HandleBounce();
|
|
lasthit = victim;
|
|
// pretend to pass through
|
|
return 1;
|
|
}
|
|
override void PostBeginPlay()
|
|
{
|
|
Super.PostBeginPlay();
|
|
A_StartSound("pusher/fly",CHAN_WEAPON,CHANF_LOOP,.6,3.,2.);
|
|
heat = 1.;
|
|
}
|
|
override void Tick()
|
|
{
|
|
oldvel = vel;
|
|
Super.Tick();
|
|
if ( isFrozen() ) return;
|
|
if ( InStateSequence(CurState,ResolveState("Death")) )
|
|
{
|
|
deadtimer++;
|
|
if ( deadtimer > 300 )
|
|
{
|
|
let numpt = Random[Spreadgun](3,6);
|
|
for ( int i=0; i<numpt; i++ )
|
|
{
|
|
Vector3 pvel = (FRandom[Spreadgun](-1,1),FRandom[Spreadgun](-1,1),FRandom[Spreadgun](-1,1)).unit()*FRandom[Spreadgun](1,8);
|
|
let s = Spawn("SWWMSmallSmoke",pos);
|
|
s.scale *= 3.;
|
|
s.alpha *= .2;
|
|
s.vel = pvel;
|
|
}
|
|
Destroy();
|
|
}
|
|
return;
|
|
}
|
|
heat -= 0.004+0.0004*vel.length();
|
|
A_SoundVolume(CHAN_WEAPON,vel.length()/75.);
|
|
if ( heat <= 0 ) return;
|
|
let s = Spawn("SWWMHalfSmoke",pos);
|
|
s.alpha *= heat;
|
|
}
|
|
void A_HandleBounce()
|
|
{
|
|
bHITOWNER = true;
|
|
lasthit = null;
|
|
Vector3 HitNormal = -vel.unit();
|
|
F3DFloor ff;
|
|
if ( BlockingFloor )
|
|
{
|
|
// find closest 3d floor for its normal
|
|
for ( int i=0; i<BlockingFloor.Get3DFloorCount(); i++ )
|
|
{
|
|
if ( !(BlockingFloor.Get3DFloor(i).flags&F3DFloor.FF_SOLID) ) continue;
|
|
if ( !(BlockingFloor.Get3DFloor(i).top.ZAtPoint(pos.xy) ~== floorz) ) continue;
|
|
ff = BlockingFloor.Get3DFloor(i);
|
|
break;
|
|
}
|
|
if ( ff ) HitNormal = -ff.top.Normal;
|
|
else HitNormal = BlockingFloor.floorplane.Normal;
|
|
}
|
|
else if ( BlockingCeiling )
|
|
{
|
|
// find closest 3d floor for its normal
|
|
for ( int i=0; i<BlockingCeiling.Get3DFloorCount(); i++ )
|
|
{
|
|
if ( !(BlockingCeiling.Get3DFloor(i).flags&F3DFloor.FF_SOLID) ) continue;
|
|
if ( !(BlockingCeiling.Get3DFloor(i).bottom.ZAtPoint(pos.xy) ~== ceilingz) ) continue;
|
|
ff = BlockingCeiling.Get3DFloor(i);
|
|
break;
|
|
}
|
|
if ( ff ) HitNormal = -ff.bottom.Normal;
|
|
else HitNormal = BlockingCeiling.ceilingplane.Normal;
|
|
}
|
|
else if ( BlockingLine )
|
|
{
|
|
HitNormal = (-BlockingLine.delta.y,BlockingLine.delta.x,0).unit();
|
|
int wside = SWWMUtility.PointOnLineSide(pos.xy,BlockingLine);
|
|
if ( !wside ) HitNormal *= -1;
|
|
if ( (oldvel.length() > 15) && swwm_balluse )
|
|
{
|
|
int locknum = SWWMUtility.GetLineLock(BlockingLine);
|
|
// remotely activate unlocked lines (that aren't exits)
|
|
if ( (!locknum || (target && target.CheckKeys(locknum,false,true))) && !SWWMUtility.IsExitLine(BlockingLine) )
|
|
BlockingLine.RemoteActivate(target,wside,SPAC_Use,pos);
|
|
}
|
|
}
|
|
else if ( BlockingMobj )
|
|
{
|
|
Vector3 diff = level.Vec3Diff(BlockingMobj.Vec3Offset(0,0,BlockingMobj.Height/2),pos);
|
|
HitNormal = diff.unit();
|
|
}
|
|
// send the needed data for a bust
|
|
if ( (special1 == 2) || swwm_omnibust )
|
|
{
|
|
int dmg = int(oldvel.length()*4.2+heat*80);
|
|
BusterWall.ProjectileBust(self,dmg,oldvel.unit());
|
|
}
|
|
// undo the bounce, we need to hook in our own
|
|
vel = oldvel;
|
|
// re-do the bounce with our formula
|
|
double bcefact = .9;
|
|
if ( BlockingMobj )
|
|
{
|
|
bcefact *= .7;
|
|
if ( !BlockingMobj.bINVULNERABLE && !BlockingMobj.bNOBLOOD && !BlockingMobj.bDORMANT )
|
|
bcefact *= .6;
|
|
}
|
|
vel = (vel dot HitNormal)*HitNormal*FRandom[Spreadgun](-1.8,-1.)+vel;
|
|
vel += (FRandom[Spreadgun](-.4,.4),FRandom[Spreadgun](-.4,.4),FRandom[Spreadgun](-.4,.4));
|
|
vel *= bcefact;
|
|
// slam jam
|
|
if ( !BlockingMobj )
|
|
{
|
|
A_StartSound("spreadgun/ball",CHAN_VOICE,CHANF_OVERLAP,max(0.,(vel.length()/30.-.2))**.5);
|
|
if ( vel.length() > 15 )
|
|
{
|
|
let s = Spawn("BallImpact",pos);
|
|
s.angle = atan2(HitNormal.y,HitNormal.x);
|
|
s.pitch = asin(-HitNormal.z);
|
|
}
|
|
}
|
|
gravity = .35;
|
|
if ( (vel.length() < 5) && (pos.z <= floorz) )
|
|
{
|
|
ClearBounce();
|
|
ExplodeMissile();
|
|
}
|
|
}
|
|
States
|
|
{
|
|
Spawn:
|
|
XZW1 A -1;
|
|
Stop;
|
|
Bounce:
|
|
XZW1 A 0 A_HandleBounce();
|
|
Goto Spawn;
|
|
Death:
|
|
XZW1 A -1
|
|
{
|
|
bMOVEWITHSECTOR = true;
|
|
A_StopSound(CHAN_WEAPON);
|
|
}
|
|
Stop;
|
|
}
|
|
}
|
|
|
|
Class GExploLight : PaletteLight
|
|
{
|
|
Default
|
|
{
|
|
ReactionTime 80;
|
|
Args 0,0,0,220;
|
|
}
|
|
}
|
|
|
|
Class GExploLight2 : PaletteLight
|
|
{
|
|
Default
|
|
{
|
|
ReactionTime 60;
|
|
Args 0,0,0,120;
|
|
}
|
|
}
|
|
|
|
Class GExploRing : Actor
|
|
{
|
|
Default
|
|
{
|
|
RenderStyle "Add";
|
|
Scale 8.;
|
|
Radius 0.1;
|
|
Height 0;
|
|
+NOGRAVITY;
|
|
+NOBLOCKMAP;
|
|
+FORCEXYBILLBOARD;
|
|
+NOTELEPORT;
|
|
+NOINTERACTION;
|
|
}
|
|
override void Tick()
|
|
{
|
|
if ( isFrozen() ) return;
|
|
if ( !CheckNoDelay() || (tics == -1) ) return;
|
|
if ( tics > 0 ) tics--;
|
|
while ( !tics )
|
|
{
|
|
if ( !SetState(CurState.NextState) )
|
|
return;
|
|
}
|
|
}
|
|
States
|
|
{
|
|
Spawn:
|
|
XRG0 ABCDEFGHIJKLMNOPQRSTUVWX 1 Bright A_SetScale(scale.x*1.05);
|
|
Stop;
|
|
}
|
|
}
|
|
|
|
|
|
Class GoldenImpact : Actor
|
|
{
|
|
Default
|
|
{
|
|
DamageType "Explodium";
|
|
RenderStyle "Add";
|
|
Radius 0.1;
|
|
Height 0;
|
|
Scale 8.;
|
|
+NOGRAVITY;
|
|
+NOBLOCKMAP;
|
|
+NODAMAGETHRUST;
|
|
+FORCERADIUSDMG;
|
|
+FORCEXYBILLBOARD;
|
|
+NOTELEPORT;
|
|
+FOILINVUL;
|
|
+NOINTERACTION;
|
|
}
|
|
override void PostBeginPlay()
|
|
{
|
|
Super.PostBeginPlay();
|
|
A_AlertMonsters(swwm_uncapalert?0:40000);
|
|
SWWMUtility.DoExplosion(self,777,90000,600,500,DE_EXTRAZTHRUST);
|
|
A_QuakeEx(9,9,9,40,0,5000,"",QF_RELATIVE|QF_SCALEDOWN,falloff:500,rollintensity:1.5);
|
|
A_StartSound("spreadgun/goldexpl",CHAN_VOICE,attenuation:.3);
|
|
A_StartSound("spreadgun/goldexpl",CHAN_WEAPON,attenuation:.15);
|
|
A_SprayDecal("WumboRocketBlast",-172);
|
|
Scale *= FRandom[ExploS](0.8,1.1);
|
|
Scale.x *= RandomPick[ExploS](-1,1);
|
|
Scale.y *= RandomPick[ExploS](-1,1);
|
|
int numpt = Random[ExploS](30,40);
|
|
for ( int i=0; i<numpt; i++ )
|
|
{
|
|
Vector3 pvel = (FRandom[ExploS](-1,1),FRandom[ExploS](-1,1),FRandom[ExploS](-1,1)).unit()*FRandom[ExploS](1,9);
|
|
let s = Spawn("SWWMSmoke",pos);
|
|
s.vel = pvel;
|
|
s.SetShade(Color(1,1,1)*Random[ExploS](64,224)+Color(30,25,0));
|
|
s.special1 = Random[ExploS](3,6);
|
|
s.scale *= 3.5;
|
|
s.alpha *= .8;
|
|
}
|
|
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](2,12);
|
|
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](2,24);
|
|
let s = Spawn("SWWMChip",pos);
|
|
s.vel = pvel;
|
|
}
|
|
numpt = Random[ExploS](12,24);
|
|
for ( int i=0; i<numpt; i++ )
|
|
{
|
|
Vector3 pvel = (FRandom[ExploS](-1,1),FRandom[ExploS](-1,1),FRandom[ExploS](-1,1)).unit()*FRandom[ExploS](8,40);
|
|
let s = Spawn("FancyConfetti",pos);
|
|
s.scale *= 3.;
|
|
s.bAMBUSH = true;
|
|
s.vel = pvel;
|
|
}
|
|
Spawn("GExploLight",pos);
|
|
let r = Spawn("GExploRing",pos);
|
|
}
|
|
action void A_GoldSpread()
|
|
{
|
|
special1++;
|
|
if ( (special1%4) || (special1 > 30) ) return;
|
|
SWWMUtility.DoExplosion(self,777,90000,600-special1*15,500-special1*15,DE_EXTRAZTHRUST);
|
|
FLineTraceData d;
|
|
Vector3 HitNormal;
|
|
Vector3 origin;
|
|
double ang, pt;
|
|
for ( int i=0; i<6; i++ )
|
|
{
|
|
double totaldist = 30+(special1**2.)*.4;
|
|
ang = FRandom[ExploS](0,360);
|
|
pt = FRandom[ExploS](-90,90);
|
|
origin = pos;
|
|
while ( totaldist > 0 )
|
|
{
|
|
LineTrace(ang,totaldist,pt,TRF_THRUACTORS|TRF_ABSPOSITION,origin.z,origin.x,origin.y,d);
|
|
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;
|
|
}
|
|
totaldist -= d.Distance;
|
|
if ( totaldist > 0 )
|
|
{
|
|
Vector3 bounced = d.HitDir-(1.2*hitnormal*(d.HitDir dot HitNormal));
|
|
ang = atan2(bounced.y,bounced.x);
|
|
pt = asin(-bounced.z);
|
|
origin = d.HitLocation+hitnormal;
|
|
}
|
|
}
|
|
let p = Spawn("GoldenSubImpact",d.HitLocation+hitnormal*4);
|
|
p.angle = atan2(hitnormal.y,hitnormal.x);
|
|
p.pitch = asin(-hitnormal.z);
|
|
p.target = target;
|
|
}
|
|
}
|
|
override void Tick()
|
|
{
|
|
if ( isFrozen() ) return;
|
|
if ( !CheckNoDelay() || (tics == -1) ) return;
|
|
if ( tics > 0 ) tics--;
|
|
while ( !tics )
|
|
{
|
|
if ( !SetState(CurState.NextState) )
|
|
return;
|
|
}
|
|
}
|
|
States
|
|
{
|
|
Spawn:
|
|
XEX1 AABBCCDDEEFFGGHHIIJJKKLLMMNNOOPPQQRRSSTTUUVVWWXXYYZZ[[\\]] 1 Bright A_GoldSpread();
|
|
Stop;
|
|
}
|
|
}
|
|
|
|
Class GoldenSubImpact : Actor
|
|
{
|
|
Default
|
|
{
|
|
DamageType "Explodium";
|
|
RenderStyle "Add";
|
|
Scale 6.;
|
|
Alpha .8;
|
|
Radius 0.1;
|
|
Height 0;
|
|
+NOGRAVITY;
|
|
+NOBLOCKMAP;
|
|
+NODAMAGETHRUST;
|
|
+FORCERADIUSDMG;
|
|
+FORCEXYBILLBOARD;
|
|
+NOTELEPORT;
|
|
+FOILINVUL;
|
|
+NOINTERACTION;
|
|
}
|
|
override void PostBeginPlay()
|
|
{
|
|
Super.PostBeginPlay();
|
|
SWWMUtility.DoExplosion(self,77,80000,500,400,DE_EXTRAZTHRUST);
|
|
A_QuakeEx(7,7,7,20,0,2000,"",QF_RELATIVE|QF_SCALEDOWN,falloff:200,rollintensity:.8);
|
|
A_SprayDecal("BigRocketBlast",-172);
|
|
Scale *= FRandom[ExploS](0.8,1.1);
|
|
Scale.x *= RandomPick[ExploS](-1,1);
|
|
Scale.y *= RandomPick[ExploS](-1,1);
|
|
int numpt = Random[ExploS](6,10);
|
|
for ( int i=0; i<numpt; i++ )
|
|
{
|
|
Vector3 pvel = (FRandom[ExploS](-1,1),FRandom[ExploS](-1,1),FRandom[ExploS](-1,1)).unit()*FRandom[ExploS](1,9);
|
|
let s = Spawn("SWWMSmoke",pos);
|
|
s.vel = pvel;
|
|
s.SetShade(Color(1,1,1)*Random[ExploS](64,224)+Color(30,25,0));
|
|
s.special1 = Random[ExploS](2,4);
|
|
s.scale *= 2.6;
|
|
s.alpha *= .5;
|
|
}
|
|
numpt = Random[ExploS](4,6);
|
|
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("SWWMSpark",pos);
|
|
s.vel = pvel;
|
|
}
|
|
numpt = Random[ExploS](2,3);
|
|
for ( int i=0; i<numpt; i++ )
|
|
{
|
|
Vector3 pvel = (FRandom[ExploS](-1,1),FRandom[ExploS](-1,1),FRandom[ExploS](-1,1)).unit()*FRandom[ExploS](2,18);
|
|
let s = Spawn("SWWMChip",pos);
|
|
s.vel = pvel;
|
|
}
|
|
numpt = Random[ExploS](2,5);
|
|
for ( int i=0; i<numpt; i++ )
|
|
{
|
|
Vector3 pvel = (FRandom[ExploS](-1,1),FRandom[ExploS](-1,1),FRandom[ExploS](-1,1)).unit()*FRandom[ExploS](8,24);
|
|
let s = Spawn("FancyConfetti",pos);
|
|
s.scale *= 2.;
|
|
s.bAMBUSH = true;
|
|
s.vel = pvel;
|
|
}
|
|
Spawn("GExploLight2",pos);
|
|
}
|
|
action void A_GoldSubSpread()
|
|
{
|
|
special1++;
|
|
if ( (special1%2) || (special1 > 20) ) return;
|
|
SWWMUtility.DoExplosion(self,77,80000,500-special1*10,400-special1*10,DE_EXTRAZTHRUST);
|
|
FLineTraceData d;
|
|
Vector3 HitNormal;
|
|
Vector3 origin;
|
|
double ang, pt;
|
|
for ( int i=0; i<3; i++ )
|
|
{
|
|
double totaldist = 20+(special1**2.)*.2;
|
|
ang = FRandom[ExploS](0,360);
|
|
pt = FRandom[ExploS](-90,90);
|
|
origin = pos;
|
|
while ( totaldist > 0 )
|
|
{
|
|
LineTrace(ang,totaldist,pt,TRF_THRUACTORS|TRF_ABSPOSITION,origin.z,origin.x,origin.y,d);
|
|
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;
|
|
}
|
|
totaldist -= d.Distance;
|
|
if ( totaldist > 0 )
|
|
{
|
|
Vector3 bounced = d.HitDir-(1.2*hitnormal*(d.HitDir dot HitNormal));
|
|
ang = atan2(bounced.y,bounced.x);
|
|
pt = asin(-bounced.z);
|
|
origin = d.HitLocation+hitnormal;
|
|
}
|
|
}
|
|
let p = Spawn("GoldenSubSubImpact",d.HitLocation+hitnormal*4);
|
|
p.angle = atan2(hitnormal.y,hitnormal.x);
|
|
p.pitch = asin(-hitnormal.z);
|
|
p.target = target;
|
|
}
|
|
}
|
|
override void Tick()
|
|
{
|
|
if ( isFrozen() ) return;
|
|
if ( !CheckNoDelay() || (tics == -1) ) return;
|
|
if ( tics > 0 ) tics--;
|
|
while ( !tics )
|
|
{
|
|
if ( !SetState(CurState.NextState) )
|
|
return;
|
|
}
|
|
}
|
|
States
|
|
{
|
|
Spawn:
|
|
XEX1 ABCDEFGHIJKLMNOPQRSTUVWXYZ[\] 1 Bright A_GoldSubSpread();
|
|
Stop;
|
|
}
|
|
}
|
|
|
|
Class GoldenSubSubImpact : Actor
|
|
{
|
|
Default
|
|
{
|
|
DamageType "Explodium";
|
|
RenderStyle "Add";
|
|
Scale 3.;
|
|
Alpha .6;
|
|
Radius 0.1;
|
|
Height 0;
|
|
+NOGRAVITY;
|
|
+NOBLOCKMAP;
|
|
+NODAMAGETHRUST;
|
|
+FORCERADIUSDMG;
|
|
+FORCEXYBILLBOARD;
|
|
+NOTELEPORT;
|
|
+FOILINVUL;
|
|
+NOINTERACTION;
|
|
}
|
|
override void PostBeginPlay()
|
|
{
|
|
Super.PostBeginPlay();
|
|
SWWMUtility.DoExplosion(self,7,70000,400,300,DE_EXTRAZTHRUST);
|
|
A_QuakeEx(4,4,4,15,0,1000,"",QF_RELATIVE|QF_SCALEDOWN,falloff:100,rollintensity:.4);
|
|
A_SprayDecal("RocketBlast",-172);
|
|
Scale *= FRandom[ExploS](0.8,1.1);
|
|
Scale.x *= RandomPick[ExploS](-1,1);
|
|
Scale.y *= RandomPick[ExploS](-1,1);
|
|
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](1,3);
|
|
let s = Spawn("SWWMSmoke",pos);
|
|
s.vel = pvel;
|
|
s.SetShade(Color(1,1,1)*Random[ExploS](64,224)+Color(30,25,0));
|
|
s.special1 = Random[ExploS](0,3);
|
|
s.scale *= 1.6;
|
|
s.alpha *= .2;
|
|
}
|
|
}
|
|
action void A_GoldSubSubSpread()
|
|
{
|
|
special1++;
|
|
if ( (special1%2) || (special1 > 10) ) return;
|
|
SWWMUtility.DoExplosion(self,7,70000,400-special1*5,300-special1*5,DE_EXTRAZTHRUST);
|
|
}
|
|
override void Tick()
|
|
{
|
|
if ( isFrozen() ) return;
|
|
if ( !CheckNoDelay() || (tics == -1) ) return;
|
|
if ( tics > 0 ) tics--;
|
|
while ( !tics )
|
|
{
|
|
if ( !SetState(CurState.NextState) )
|
|
return;
|
|
}
|
|
}
|
|
States
|
|
{
|
|
Spawn:
|
|
XEX1 ABCDEFGHIJKLMNOPQRSTUVWXYZ[\] 1 Bright A_GoldSubSubSpread();
|
|
Stop;
|
|
}
|
|
}
|
|
|
|
Class Spreadgun : SWWMWeapon
|
|
{
|
|
bool fired; // shell was used
|
|
bool chambered; // a shell is actually loaded
|
|
bool emptyup; // next reload will keep the chamber empty
|
|
Class<Ammo> loadammo, nextammo; // currently loaded shell, next shell to load
|
|
bool initialized;
|
|
|
|
transient ui TextureID WeaponBox, AmmoIcon[7], LoadedIcon[7];
|
|
transient ui Font TewiFont;
|
|
|
|
override String GetObituary( Actor victim, Actor inflictor, Name mod, bool playerattack )
|
|
{
|
|
if ( loadammo is 'RedShell' ) return StringTable.Localize("$O_SPREADGUN_RED");
|
|
if ( loadammo is 'GreenShell' ) return StringTable.Localize("$O_SPREADGUN_GREEN");
|
|
if ( loadammo is 'WhiteShell' ) return StringTable.Localize("$O_SPREADGUN_WHITE");
|
|
if ( loadammo is 'BlueShell' ) return StringTable.Localize("$O_SPREADGUN_BLUE");
|
|
if ( loadammo is 'BlackShell' ) return StringTable.Localize("$O_SPREADGUN_BLACK");
|
|
if ( loadammo is 'PurpleShell' ) return StringTable.Localize("$O_SPREADGUN_PURPLE");
|
|
if ( loadammo is 'GoldShell' ) return StringTable.Localize("$O_SPREADGUN_GOLD");
|
|
return Super.GetObituary(victim,inflictor,mod,playerattack);
|
|
}
|
|
|
|
override void DrawWeapon( double TicFrac, double bx, double by, Vector2 hs, Vector2 ss )
|
|
{
|
|
static const Class<Ammo> types[] = {"RedShell","GreenShell","WhiteShell","BlueShell","BlackShell","PurpleShell","GoldShell"};
|
|
if ( !WeaponBox )
|
|
{
|
|
WeaponBox = TexMan.CheckForTexture("graphics/HUD/SpreadgunDisplay.png",TexMan.Type_Any);
|
|
AmmoIcon[0] = TexMan.CheckForTexture("graphics/HUD/RedShell.png",TexMan.Type_Any);
|
|
AmmoIcon[1] = TexMan.CheckForTexture("graphics/HUD/GreenShell.png",TexMan.Type_Any);
|
|
AmmoIcon[2] = TexMan.CheckForTexture("graphics/HUD/WhiteShell.png",TexMan.Type_Any);
|
|
AmmoIcon[3] = TexMan.CheckForTexture("graphics/HUD/BlueShell.png",TexMan.Type_Any);
|
|
AmmoIcon[4] = TexMan.CheckForTexture("graphics/HUD/BlackShell.png",TexMan.Type_Any);
|
|
AmmoIcon[5] = TexMan.CheckForTexture("graphics/HUD/PurpleShell.png",TexMan.Type_Any);
|
|
AmmoIcon[6] = TexMan.CheckForTexture("graphics/HUD/GoldShell.png",TexMan.Type_Any);
|
|
LoadedIcon[0] = TexMan.CheckForTexture("graphics/HUD/LoadedRedShell.png",TexMan.Type_Any);
|
|
LoadedIcon[1] = TexMan.CheckForTexture("graphics/HUD/LoadedGreenShell.png",TexMan.Type_Any);
|
|
LoadedIcon[2] = TexMan.CheckForTexture("graphics/HUD/LoadedWhiteShell.png",TexMan.Type_Any);
|
|
LoadedIcon[3] = TexMan.CheckForTexture("graphics/HUD/LoadedBlueShell.png",TexMan.Type_Any);
|
|
LoadedIcon[4] = TexMan.CheckForTexture("graphics/HUD/LoadedBlackShell.png",TexMan.Type_Any);
|
|
LoadedIcon[5] = TexMan.CheckForTexture("graphics/HUD/LoadedPurpleShell.png",TexMan.Type_Any);
|
|
LoadedIcon[6] = TexMan.CheckForTexture("graphics/HUD/LoadedGoldShell.png",TexMan.Type_Any);
|
|
}
|
|
if ( !TewiFont ) TewiFont = Font.GetFont('TewiShaded');
|
|
Screen.DrawTexture(WeaponBox,false,bx-54,by-43,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true);
|
|
int ox = 6;
|
|
int oy = 11;
|
|
for ( int i=0; i<7; i++ )
|
|
{
|
|
Screen.DrawTexture(AmmoIcon[i],false,bx-ox,by-oy,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true,DTA_ColorOverlay,(types[i]==nextammo)?Color(0,0,0,0):Color(128,0,0,0));
|
|
String astr = String.Format("%3d",Owner.CountInv(types[i]));
|
|
Screen.DrawText(TewiFont,Font.CR_FIRE,bx-ox-(TewiFont.StringWidth(astr)+1),by-oy-2,astr,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true,DTA_ColorOverlay,(types[i]==nextammo)?Color(0,0,0,0):Color(128,0,0,0));
|
|
oy += 10;
|
|
if ( i == 3 )
|
|
{
|
|
oy = 21;
|
|
ox = 33;
|
|
}
|
|
}
|
|
if ( !chambered ) return;
|
|
for ( int i=0; i<7; i++ )
|
|
{
|
|
if ( loadammo != types[i] ) continue;
|
|
Screen.DrawTexture(LoadedIcon[i],false,bx-48,by-8,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true,DTA_ColorOverlay,fired?Color(128,0,0,0):Color(0,0,0,0));
|
|
break;
|
|
}
|
|
}
|
|
|
|
override bool ReportHUDAmmo()
|
|
{
|
|
static const Class<Ammo> types[] = {"RedShell","GreenShell","WhiteShell","BlueShell","BlackShell","PurpleShell","GoldShell"};
|
|
for ( int i=0; i<7; i++ ) if ( Owner.CountInv(types[i]) > 0 ) return true;
|
|
return (!fired && chambered);
|
|
}
|
|
|
|
override bool CheckAmmo( int firemode, bool autoswitch, bool requireammo, int ammocount )
|
|
{
|
|
static const Class<Ammo> types[] = {"RedShell","GreenShell","WhiteShell","BlueShell","BlackShell","PurpleShell","GoldShell"};
|
|
if ( (firemode == PrimaryFire) || (firemode == AltFire) )
|
|
{
|
|
if ( !fired && chambered ) return true;
|
|
for ( int i=0; i<7; i++ ) if ( Owner.CountInv(types[i]) > 0 ) return true;
|
|
return false;
|
|
}
|
|
return Super.CheckAmmo(firemode,autoswitch,requireammo,ammocount);
|
|
}
|
|
|
|
override bool UsesAmmo( Class<Ammo> kind )
|
|
{
|
|
static const Class<Ammo> types[] = {"RedShell","GreenShell","WhiteShell","BlueShell","BlackShell","PurpleShell","GoldShell"};
|
|
for ( int i=0; i<7; i++ ) if ( kind is types[i] ) return true;
|
|
return false;
|
|
}
|
|
|
|
action void A_SelectUnloadState()
|
|
{
|
|
static const Class<Ammo> types[] = {"RedShell","GreenShell","WhiteShell","BlueShell","BlackShell","PurpleShell","GoldShell"};
|
|
static const statelabel primedstates[] = {"UnloadRed", "UnloadGreen", "UnloadWhite", "UnloadBlue", "UnloadBlack", "UnloadPurple", "UnloadGold"};
|
|
static const statelabel firedstates[] = {"UnloadRedFired", "UnloadGreenFired", "UnloadWhiteFired", "UnloadBlueFired", "UnloadBlackFired", "UnloadPurpleFired", "UnloadGoldFired"};
|
|
int amidx = 0;
|
|
for ( int i=0; i<7; i++ )
|
|
{
|
|
if ( invoker.loadammo != types[i] ) continue;
|
|
amidx = i;
|
|
break;
|
|
}
|
|
if ( !invoker.chambered ) player.SetPSprite(PSP_WEAPON,invoker.FindState("UnloadEmpty")); // no "fired" one for this, as it can never happen
|
|
else if ( !invoker.fired ) player.SetPSprite(PSP_WEAPON,invoker.FindState(primedstates[amidx]));
|
|
else player.SetPSprite(PSP_WEAPON,invoker.FindState(firedstates[amidx]));
|
|
if ( invoker.chambered ) A_Overlay(-9999,"UnloadDummy");
|
|
else A_Overlay(-9999,"UnloadDummyEmpty");
|
|
A_StartSound("spreadgun/deselect",CHAN_WEAPON,CHANF_OVERLAP);
|
|
}
|
|
|
|
action void A_SelectLoadState()
|
|
{
|
|
static const Class<Ammo> types[] = {"RedShell","GreenShell","WhiteShell","BlueShell","BlackShell","PurpleShell","GoldShell"};
|
|
static const statelabel primedstates[] = {"LoadRed", "LoadGreen", "LoadWhite", "LoadBlue", "LoadBlack", "LoadPurple", "LoadGold"};
|
|
static const statelabel firedstates[] = {"LoadRedFired", "LoadGreenFired", "LoadWhiteFired", "LoadBlueFired", "LoadBlackFired", "LoadPurpleFired", "LoadGoldFired"};
|
|
int amidx = 0;
|
|
for ( int i=0; i<7; i++ )
|
|
{
|
|
if ( invoker.nextammo != types[i] ) continue;
|
|
amidx = i;
|
|
break;
|
|
}
|
|
if ( invoker.emptyup )
|
|
{
|
|
if ( !invoker.fired ) player.SetPSprite(PSP_WEAPON,invoker.FindState("LoadEmpty"));
|
|
else player.SetPSprite(PSP_WEAPON,invoker.FindState("LoadEmptyFired"));
|
|
}
|
|
else if ( !invoker.fired ) player.SetPSprite(PSP_WEAPON,invoker.FindState(primedstates[amidx]));
|
|
else player.SetPSprite(PSP_WEAPON,invoker.FindState(firedstates[amidx]));
|
|
if ( !invoker.emptyup && !sv_infiniteammo && !FindInventory('PowerInfiniteAmmo',true) )
|
|
{
|
|
let amo = FindInventory(invoker.nextammo);
|
|
if ( amo && (amo.Amount > 0) ) amo.Amount--;
|
|
}
|
|
if ( invoker.emptyup ) A_Overlay(-9999,"LoadDummyEmpty");
|
|
else A_Overlay(-9999,"LoadDummy");
|
|
invoker.emptyup = false;
|
|
}
|
|
|
|
action void A_DropShell()
|
|
{
|
|
static const Class<Ammo> types[] = {"RedShell","GreenShell","WhiteShell","BlueShell","BlackShell","PurpleShell","GoldShell"};
|
|
static const Class<Actor> casetypes[] = {"RedShellCasing","GreenShellCasing","WhiteShellCasing","BlueShellCasing","BlackShellCasing","PurpleShellCasing","GoldShellCasing"};
|
|
if ( !invoker.fired )
|
|
{
|
|
for ( int i=0; i<7; i++ )
|
|
{
|
|
if ( invoker.loadammo != types[i] ) continue;
|
|
let amo = FindInventory(types[i]);
|
|
if ( !amo )
|
|
{
|
|
amo = Inventory(Spawn(types[i]));
|
|
amo.AttachToOwner(self);
|
|
amo.Amount = 0;
|
|
}
|
|
if ( (amo.Amount >= amo.MaxAmount) && !sv_infiniteammo && !FindInventory('PowerInfiniteAmmo',true) )
|
|
amo.CreateTossable(1);
|
|
amo.Amount++;
|
|
break;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
for ( int i=0; i<7; i++ )
|
|
{
|
|
if ( invoker.loadammo != types[i] ) continue;
|
|
Vector3 x, y, z;
|
|
[x, y, z] = swwm_CoordUtil.GetAxes(pitch,angle,roll);
|
|
Vector3 origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),10*x-10*z);
|
|
let c = Spawn(casetypes[i],origin);
|
|
c.angle = angle;
|
|
c.pitch = pitch;
|
|
c.vel = x*FRandom[Junk](-.2,.2)+y*FRandom[Junk](-.2,.2)-(0,0,FRandom[Junk](2,3));
|
|
c.vel += vel*.5;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
action void ProcessTraceHit( SpreadgunTracer t, Vector3 origin, Vector3 dir, int dmg, double mm, Class<Actor> impact = "SpreadImpact", int bc = 1, bool large = false )
|
|
{
|
|
if ( swwm_omnibust )
|
|
{
|
|
// Wall busting
|
|
int bustdmg = dmg;
|
|
if ( t is 'SpreadSlugTracer' ) bustdmg = int(SpreadSlugTracer(t).penetration);
|
|
BusterWall.Bust(t.Results,bustdmg,self,t.Results.HitVector,t.Results.HitPos.z);
|
|
}
|
|
for ( int i=0; i<t.ShootThroughList.Size(); i++ )
|
|
{
|
|
t.ShootThroughList[i].Activate(self,0,SPAC_PCross);
|
|
t.ShootThroughList[i].Activate(self,0,SPAC_Impact);
|
|
}
|
|
for ( int i=0; i<t.WaterHitList.Size(); i++ )
|
|
{
|
|
let b = Spawn(large?"InvisibleSplasher":"SmolInvisibleSplasher",t.WaterHitList[i].hitpos);
|
|
b.A_CheckTerrain();
|
|
}
|
|
for ( int i=5; i<t.Results.Distance; i+=10 )
|
|
{
|
|
if ( !Random[Boolet](0,bc) ) continue;
|
|
let b = Actor.Spawn("SWWMBubble",level.Vec3Offset(origin,dir*i));
|
|
b.Scale *= FRandom[Boolet](.1,.3);
|
|
}
|
|
for ( int i=0; i<t.HitList.Size(); i++ )
|
|
{
|
|
int realdmg = dmg?dmg:t.HitList[i].HitDamage;
|
|
SWWMDamageAccumulator.Accumulate(t.HitList[i].HitActor,realdmg,invoker,self,'shot',!large&&!swwm_shotgib);
|
|
SWWMUtility.DoKnockback(t.HitList[i].HitActor,t.HitList[i].x+(0,0,0.025),mm*FRandom[Spreadgun](0.4,1.2));
|
|
if ( t.HitList[i].HitActor.bNOBLOOD || t.HitList[i].HitActor.bDORMANT || t.HitList[i].HitActor.bINVULNERABLE )
|
|
{
|
|
let p = Spawn(impact,t.HitList[i].HitLocation);
|
|
p.angle = atan2(t.HitList[i].x.y,t.HitList[i].x.x)+180;
|
|
p.pitch = asin(t.HitList[i].x.z);
|
|
}
|
|
else
|
|
{
|
|
t.HitList[i].HitActor.TraceBleed(realdmg,self);
|
|
t.HitList[i].HitActor.SpawnBlood(t.HitList[i].HitLocation,atan2(t.HitList[i].x.y,t.HitList[i].x.x)+180,realdmg);
|
|
if ( large ) t.HitList[i].HitActor.A_StartSound("spreadgun/slugf",CHAN_DAMAGE,CHANF_OVERLAP,1.,2.);
|
|
else t.HitList[i].HitActor.A_StartSound("spreadgun/pelletf",CHAN_DAMAGE,CHANF_OVERLAP,.4,4.);
|
|
}
|
|
}
|
|
if ( (t.Results.HitType != TRACE_HitNone) && (t.Results.HitType != TRACE_HasHitSky) && (t.Results.HitType != TRACE_HitActor) )
|
|
{
|
|
Vector3 hitnormal = -t.Results.HitVector;
|
|
if ( t.Results.HitType == TRACE_HitFloor )
|
|
{
|
|
if ( t.Results.FFloor ) hitnormal = -t.Results.FFloor.top.Normal;
|
|
else hitnormal = t.Results.HitSector.floorplane.Normal;
|
|
}
|
|
else if ( t.Results.HitType == TRACE_HitCeiling )
|
|
{
|
|
if ( t.Results.FFloor ) hitnormal = -t.Results.FFloor.bottom.Normal;
|
|
else hitnormal = t.Results.HitSector.ceilingplane.Normal;
|
|
}
|
|
else if ( t.Results.HitType == TRACE_HitWall )
|
|
{
|
|
hitnormal = (-t.Results.HitLine.delta.y,t.Results.HitLine.delta.x,0).unit();
|
|
if ( !t.Results.Side ) hitnormal *= -1;
|
|
}
|
|
let p = Spawn(impact,t.Results.HitPos+hitnormal*4);
|
|
p.angle = atan2(hitnormal.y,hitnormal.x);
|
|
p.pitch = asin(-hitnormal.z);
|
|
if ( t.Results.HitType == TRACE_HitFloor ) p.CheckSplash(40);
|
|
if ( t.Results.HitLine ) t.Results.HitLine.RemoteActivate(self,t.Results.Side,SPAC_Impact,t.Results.HitPos);
|
|
}
|
|
}
|
|
|
|
override Vector3 GetTraceOffset()
|
|
{
|
|
return (10.,2.,-2.);
|
|
}
|
|
|
|
action void A_FireShell()
|
|
{
|
|
static const Class<Ammo> types[] = {"RedShell","GreenShell","WhiteShell","BlueShell","BlackShell","PurpleShell","GoldShell"};
|
|
static const statelabel flashes[] = {"FlashRed","FlashGreen","FlashWhite","FlashBlue","FlashBlack","FlashPurple","FlashGold"};
|
|
static const String sounds[] = {"spreadgun/redfire","spreadgun/greenfire","spreadgun/whitefire","spreadgun/bluefire","spreadgun/blackfire","spreadgun/purplefire","spreadgun/goldfire"};
|
|
static const int louds[] = {800,1000,1100,1200,1400,600,2500};
|
|
static const int quakes[] = {3,4,2,4,3,1,6};
|
|
static const Color cols[] = {Color(40,255,192,64),Color(36,255,192,80),Color(64,255,160,32),Color(48,32,176,255),Color(72,255,128,16),Color(24,255,224,96),Color(96,255,224,16)};
|
|
for ( int i=0; i<7; i++ )
|
|
{
|
|
if ( invoker.loadammo != types[i] ) continue;
|
|
A_SWWMFlash(flashes[i]);
|
|
A_StartSound(sounds[i],CHAN_WEAPON,CHANF_OVERLAP,attenuation:.6);
|
|
A_AlertMonsters(swwm_uncapalert?0:louds[i]);
|
|
A_QuakeEx(quakes[i],quakes[i],quakes[i],9,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:.2*quakes[i]);
|
|
A_ZoomFactor(1.-quakes[i]*.04,ZOOM_INSTANT);
|
|
A_ZoomFactor(1.);
|
|
A_PlayerFire();
|
|
SWWMHandler.DoFlash(self,cols[i],5);
|
|
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-2*z);
|
|
Vector3 x2, y2, z2;
|
|
[x2, y2, z2] = swwm_CoordUtil.GetAxes(BulletSlope(),angle,roll);
|
|
double a, s;
|
|
Vector3 dir;
|
|
SpreadgunTracer st;
|
|
SpreadSlugTracer sst;
|
|
switch ( i )
|
|
{
|
|
case 1:
|
|
sst = new("SpreadSlugTracer");
|
|
sst.ignoreme = self;
|
|
sst.penetration = 150.;
|
|
a = FRandom[Spreadgun](0,360);
|
|
s = FRandom[Spreadgun](0,.01);
|
|
dir = (x2+y2*cos(a)*s+z2*sin(a)*s).unit();
|
|
sst.hitlist.Clear();
|
|
sst.shootthroughlist.Clear();
|
|
sst.waterhitlist.Clear();
|
|
sst.Trace(origin,level.PointInSector(origin.xy),dir,8000.,TRACE_HitSky);
|
|
ProcessTraceHit(sst,origin,dir,0,12000,"SlugImpact",1,true);
|
|
for ( int i=0; i<6; i++ )
|
|
{
|
|
let s = Spawn("SWWMSmoke",origin);
|
|
s.scale *= .8;
|
|
s.alpha *= .3;
|
|
s.SetShade(Color(1,1,1)*Random[Spreadgun](96,192));
|
|
s.vel += vel*.5+x*FRandom[Spreadgun](3.,5.);
|
|
}
|
|
for ( int i=0; i<10; i++ )
|
|
{
|
|
let s = Spawn("SWWMSpark",origin);
|
|
s.scale *= .2;
|
|
s.alpha *= .4;
|
|
s.vel += vel*.5+x*FRandom[Spreadgun](4.,8.)+y*FRandom[Spreadgun](-1,1)+z*FRandom[Spreadgun](-1,1);
|
|
}
|
|
SWWMUtility.DoKnockback(self,-x,25000.);
|
|
break;
|
|
case 2:
|
|
for ( int j=0; j<3; j++ )
|
|
{
|
|
a = FRandom[Spreadgun](0,360);
|
|
s = FRandom[Spreadgun](0,.24);
|
|
dir = (x2+y2*cos(a)*s+z2*sin(a)*s).unit();
|
|
let p = Spawn("DragonBreathArm",origin);
|
|
p.target = self;
|
|
p.angle = atan2(dir.y,dir.x);
|
|
p.pitch = asin(-dir.z);
|
|
}
|
|
for ( int i=0; i<15; i++ )
|
|
{
|
|
let s = Spawn("SWWMSmoke",origin);
|
|
s.special1 = 1;
|
|
s.scale *= .9;
|
|
s.alpha *= .3;
|
|
s.SetShade(Color(1,1,1)*Random[Spreadgun](96,192));
|
|
s.vel += vel*.5+x*FRandom[Spreadgun](3.,5.)+y*FRandom[Spreadgun](-1,1)+z*FRandom[Spreadgun](-1,1);
|
|
}
|
|
for ( int i=0; i<12; i++ )
|
|
{
|
|
let s = Spawn("SWWMSpark",origin);
|
|
s.scale *= .3;
|
|
s.alpha *= .4;
|
|
s.vel += vel*.5+x*FRandom[Spreadgun](4.,8.)+y*FRandom[Spreadgun](-2,2)+z*FRandom[Spreadgun](-2,2);
|
|
}
|
|
SWWMUtility.DoKnockback(self,-x,13000.);
|
|
break;
|
|
case 3:
|
|
for ( int j=0; j<8; j++ )
|
|
{
|
|
a = FRandom[Spreadgun](0,360);
|
|
s = FRandom[Spreadgun](0,.8);
|
|
let b = Spawn("SaltBeam",level.Vec3Offset(origin,y*cos(a)*s+z*sin(a)*s));
|
|
b.target = self;
|
|
b.angle = atan2(x2.y,x2.x);
|
|
b.pitch = asin(-x2.z);
|
|
}
|
|
for ( int i=0; i<16; i++ )
|
|
{
|
|
let s = Spawn("SWWMSmoke",origin);
|
|
s.special1 = 1;
|
|
s.scale *= .9;
|
|
s.SetShade(Color(1,3,4)*Random[Spreadgun](32,63));
|
|
s.A_SetRenderStyle(.3,STYLE_AddShaded);
|
|
s.vel += vel*.5+x*FRandom[Spreadgun](3.,5.)+y*FRandom[Spreadgun](-1,1)+z*FRandom[Spreadgun](-1,1);
|
|
}
|
|
for ( int i=0; i<20; i++ )
|
|
{
|
|
let s = Spawn("SWWMSpark",origin);
|
|
s.scale *= .3;
|
|
s.alpha *= .4;
|
|
s.vel += vel*.5+x*FRandom[Spreadgun](4.,8.)+y*FRandom[Spreadgun](-2,2)+z*FRandom[Spreadgun](-2,2);
|
|
}
|
|
SWWMUtility.DoKnockback(self,-x,23000.);
|
|
break;
|
|
case 4:
|
|
for ( int j=0; j<50; j++ )
|
|
{
|
|
a = FRandom[Spreadgun](0,360);
|
|
s = FRandom[Spreadgun](0,.2);
|
|
dir = (x2+y2*cos(a)*s+z2*sin(a)*s).unit();
|
|
let p = Spawn("CorrosiveFlechette",origin);
|
|
p.target = self;
|
|
p.angle = atan2(dir.y,dir.x);
|
|
p.pitch = asin(-dir.z);
|
|
p.vel = dir*p.speed*FRandom[Spreadgun](1.,1.5);
|
|
}
|
|
for ( int i=0; i<10; i++ )
|
|
{
|
|
let s = Spawn("SWWMSmoke",origin);
|
|
s.scale *= .7;
|
|
s.alpha *= .3;
|
|
s.SetShade(Color(1,1,1)*Random[Spreadgun](48,128));
|
|
s.vel += vel*.5+x*FRandom[Spreadgun](3.,12.)+y*FRandom[Spreadgun](-1,1)+z*FRandom[Spreadgun](-1,1);
|
|
}
|
|
for ( int i=0; i<20; i++ )
|
|
{
|
|
let s = Spawn("SWWMSpark",origin);
|
|
s.scale *= .3;
|
|
s.alpha *= .4;
|
|
s.vel += vel*.5+x*FRandom[Spreadgun](4.,12.)+y*FRandom[Spreadgun](-2,2)+z*FRandom[Spreadgun](-2,2);
|
|
}
|
|
SWWMUtility.DoKnockback(self,-x,15000.);
|
|
break;
|
|
case 5:
|
|
a = FRandom[Spreadgun](0,360);
|
|
s = FRandom[Spreadgun](0,.03);
|
|
dir = (x2+y2*cos(a)*s+z2*sin(a)*s).unit();
|
|
let b = Spawn("TheBall",origin);
|
|
b.target = self;
|
|
b.angle = atan2(dir.y,dir.x);
|
|
b.pitch = asin(-dir.z);
|
|
b.vel = dir*b.speed;
|
|
for ( int i=0; i<8; i++ )
|
|
{
|
|
let s = Spawn("SWWMSmoke",origin);
|
|
s.scale *= .6;
|
|
s.alpha *= .25;
|
|
s.SetShade(Color(1,1,1)*Random[Spreadgun](96,192));
|
|
s.vel += vel*.5+x*FRandom[Spreadgun](3.,5.);
|
|
}
|
|
for ( int i=0; i<8; i++ )
|
|
{
|
|
let s = Spawn("SWWMSpark",origin);
|
|
s.scale *= .2;
|
|
s.alpha *= .4;
|
|
s.vel += vel*.5+x*FRandom[Spreadgun](4.,8.)+y*FRandom[Spreadgun](-1,1)+z*FRandom[Spreadgun](-1,1);
|
|
}
|
|
SWWMUtility.DoKnockback(self,-x,9500.);
|
|
break;
|
|
case 6:
|
|
a = FRandom[Spreadgun](0,360);
|
|
s = FRandom[Spreadgun](0,.01);
|
|
dir = (x2+y2*cos(a)*s+z2*sin(a)*s).unit();
|
|
FLineTraceData d;
|
|
LineTrace(atan2(dir.y,dir.x),10000,asin(-dir.z),TRF_ABSPOSITION|TRF_NOSKY,origin.z,origin.x,origin.y,d);
|
|
SWWMBulletTrail.DoTrail(self,origin,dir,10000,2,true);
|
|
if ( d.HitType != TRACE_HitNone )
|
|
{
|
|
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;
|
|
}
|
|
let p = Spawn("SlugImpact",d.HitLocation+hitnormal);
|
|
p.angle = atan2(hitnormal.y,hitnormal.x);
|
|
p.pitch = asin(-hitnormal.z);
|
|
if ( d.HitLine ) d.HitLine.RemoteActivate(self,d.LineSide,SPAC_Impact,d.HitLocation);
|
|
let b = Spawn("GoldenImpact",d.HitLocation+hitnormal*4.);
|
|
b.angle = atan2(hitnormal.y,hitnormal.x);
|
|
b.pitch = asin(-hitnormal.z);
|
|
b.target = self;
|
|
}
|
|
for ( int i=0; i<6; i++ )
|
|
{
|
|
let s = Spawn("SWWMSmoke",origin);
|
|
s.scale *= .8;
|
|
s.alpha *= .3;
|
|
s.SetShade(Color(1,1,1)*Random[Spreadgun](96,192));
|
|
s.vel += vel*.5+x*FRandom[Spreadgun](3.,5.);
|
|
}
|
|
for ( int i=0; i<10; i++ )
|
|
{
|
|
let s = Spawn("SWWMSpark",origin);
|
|
s.scale *= .2;
|
|
s.alpha *= .4;
|
|
s.vel += vel*.5+x*FRandom[Spreadgun](4.,8.)+y*FRandom[Spreadgun](-1,1)+z*FRandom[Spreadgun](-1,1);
|
|
}
|
|
for ( int i=0; i<50; i++ )
|
|
{
|
|
let s = Spawn("FancyConfetti",origin);
|
|
s.bAMBUSH = true;
|
|
s.vel += vel*.5+x*FRandom[Spreadgun](1.,20.)+y*FRandom[Spreadgun](-2,2)+z*FRandom[Spreadgun](-2,2);
|
|
}
|
|
SWWMUtility.DoKnockback(self,-x,30000.);
|
|
break;
|
|
default:
|
|
st = new("SpreadgunTracer");
|
|
st.ignoreme = self;
|
|
for ( int j=0; j<20; j++ )
|
|
{
|
|
a = FRandom[Spreadgun](0,360);
|
|
s = FRandom[Spreadgun](0,.22);
|
|
dir = (x2+y2*cos(a)*s+z2*sin(a)*s).unit();
|
|
st.hitlist.Clear();
|
|
st.shootthroughlist.Clear();
|
|
st.waterhitlist.Clear();
|
|
st.Trace(origin,level.PointInSector(origin.xy),dir,8000.,TRACE_HitSky);
|
|
ProcessTraceHit(st,origin,dir,6,7000,bc:5);
|
|
}
|
|
for ( int i=0; i<16; i++ )
|
|
{
|
|
let s = Spawn("SWWMSmoke",origin);
|
|
s.special1 = 1;
|
|
s.scale *= .9;
|
|
s.alpha *= .3;
|
|
s.SetShade(Color(1,1,1)*Random[Spreadgun](96,192));
|
|
s.vel += vel*.5+x*FRandom[Spreadgun](3.,5.)+y*FRandom[Spreadgun](-1,1)+z*FRandom[Spreadgun](-1,1);
|
|
}
|
|
for ( int i=0; i<20; i++ )
|
|
{
|
|
let s = Spawn("SWWMSpark",origin);
|
|
s.scale *= .3;
|
|
s.alpha *= .4;
|
|
s.vel += vel*.5+x*FRandom[Spreadgun](4.,8.)+y*FRandom[Spreadgun](-2,2)+z*FRandom[Spreadgun](-2,2);
|
|
}
|
|
SWWMUtility.DoKnockback(self,-x,20000.);
|
|
break;
|
|
}
|
|
break;
|
|
}
|
|
A_StartSound("spreadgun/hammer",CHAN_WEAPON,CHANF_OVERLAP);
|
|
invoker.fired = true;
|
|
}
|
|
|
|
action void A_LoadShell()
|
|
{
|
|
A_StartSound("spreadgun/shellin",CHAN_WEAPON,CHANF_OVERLAP);
|
|
invoker.chambered = true;
|
|
invoker.loadammo = invoker.nextammo;
|
|
}
|
|
|
|
action void A_Prime()
|
|
{
|
|
if ( invoker.fired )
|
|
{
|
|
A_StartSound("spreadgun/hammer",CHAN_WEAPON,CHANF_OVERLAP);
|
|
invoker.fired = false;
|
|
}
|
|
}
|
|
|
|
override bool PickupForAmmoSWWM( SWWMWeapon ownedWeapon )
|
|
{
|
|
bool good = Super.PickupForAmmoSWWM(ownedWeapon);
|
|
let Owner = ownedWeapon.Owner;
|
|
if ( (AmmoGive1 == 0) && loadammo && !fired && chambered )
|
|
{
|
|
let cur = Owner.FindInventory(loadammo);
|
|
if ( !cur )
|
|
{
|
|
cur = Inventory(Spawn(loadammo));
|
|
cur.Amount = 0;
|
|
cur.AttachToOwner(Owner);
|
|
}
|
|
// give the loaded shell (or drop)
|
|
if ( cur.Amount >= cur.MaxAmount ) cur.CreateTossable(1);
|
|
cur.Amount++;
|
|
good = true;
|
|
}
|
|
return good;
|
|
}
|
|
|
|
override void AttachToOwner( Actor other )
|
|
{
|
|
static const Class<Ammo> types[] = {"RedShell","GreenShell","WhiteShell","BlueShell","BlackShell","PurpleShell","GoldShell"};
|
|
Super.AttachToOwner(other);
|
|
if ( !initialized )
|
|
{
|
|
initialized = true;
|
|
if ( !loadammo ) loadammo = "RedShell";
|
|
fired = false;
|
|
chambered = true;
|
|
}
|
|
for ( int i=0; i<7; i++ )
|
|
{
|
|
Ammo a = Ammo(other.FindInventory(types[i]));
|
|
if ( !a ) continue;
|
|
nextammo = types[i];
|
|
return;
|
|
}
|
|
nextammo = AmmoType1;
|
|
}
|
|
|
|
action void A_SwitchAmmoType( bool rev = false )
|
|
{
|
|
static const Class<Ammo> types[] = {"RedShell","GreenShell","WhiteShell","BlueShell","BlackShell","PurpleShell","GoldShell"};
|
|
int cur = 0, next = 0;
|
|
for ( int i=0; i<7; i++ )
|
|
{
|
|
if ( invoker.nextammo != types[i] ) continue;
|
|
cur = i;
|
|
break;
|
|
}
|
|
int ridx = -1;
|
|
if ( rev )
|
|
{
|
|
// check backwards from what we currently had
|
|
for ( int i=cur; i>=0; i-- )
|
|
{
|
|
if ( CountInv(types[i]) <= 0 ) continue;
|
|
ridx = i;
|
|
break;
|
|
}
|
|
if ( ridx == -1 )
|
|
{
|
|
// check forwards instead, but avoid golden shells
|
|
for ( int i=0; i<6; i++ )
|
|
{
|
|
if ( CountInv(types[i]) <= 0 ) continue;
|
|
ridx = i;
|
|
break;
|
|
}
|
|
}
|
|
if ( ridx != -1 ) next = ridx;
|
|
}
|
|
else
|
|
{
|
|
for ( int i=0; i<7; i++ )
|
|
{
|
|
ridx = (i+cur+1)%7;
|
|
if ( CountInv(types[ridx]) <= 0 ) continue;
|
|
next = ridx;
|
|
break;
|
|
}
|
|
}
|
|
if ( invoker.nextammo != types[next] ) A_StartSound("misc/invchange",CHAN_WEAPONEXTRA,CHANF_UI|CHANF_LOCAL);
|
|
invoker.nextammo = types[next];
|
|
A_WeaponReady(WRF_NOFIRE);
|
|
}
|
|
|
|
action void A_AltHold()
|
|
{
|
|
A_WeaponReady(WRF_NOFIRE);
|
|
// tap fire to unload round
|
|
if ( invoker.chambered && (player.cmd.buttons&BT_ATTACK) )
|
|
{
|
|
invoker.emptyup = true;
|
|
player.SetPSPrite(PSP_WEAPON,invoker.FindState("Reload"));
|
|
return;
|
|
}
|
|
if ( player.cmd.buttons&BT_ALTATTACK ) return;
|
|
A_SwitchAmmoType();
|
|
if ( !invoker.fired ) player.SetPSPrite(PSP_WEAPON,invoker.FindState("Ready"));
|
|
else player.SetPSPrite(PSP_WEAPON,invoker.FindState("ReadyFired"));
|
|
}
|
|
|
|
override void ModifyDropAmount( int dropamount )
|
|
{
|
|
Super.ModifyDropAmount(dropamount);
|
|
// toss some ammo while we're at it
|
|
if ( Random[Spreadgun](0,1) )
|
|
A_DropItem(Random[Spreadgun](0,2)?"RedShell":"GreenShell",Random[Spreadgun](1,2));
|
|
}
|
|
|
|
Default
|
|
{
|
|
Tag "$T_SPREADGUN";
|
|
Inventory.PickupMessage "$I_SPREADGUN";
|
|
Obituary "$O_SPREADGUN";
|
|
Inventory.Icon "graphics/HUD/Icons/W_Spreadgun.png";
|
|
Weapon.UpSound "spreadgun/select";
|
|
Weapon.SlotNumber 3;
|
|
Weapon.SelectionOrder 500;
|
|
Weapon.AmmoType1 "RedShell";
|
|
Weapon.AmmoGive1 1;
|
|
SWWMWeapon.DropAmmoType "Shell";
|
|
Stamina 15000;
|
|
+SWWMWEAPON.NOFIRSTGIVE;
|
|
Radius 10;
|
|
Height 24;
|
|
}
|
|
|
|
States
|
|
{
|
|
Spawn:
|
|
XZW1 A -1;
|
|
Stop;
|
|
Deselect:
|
|
XZW2 A 1
|
|
{
|
|
A_StartSound("spreadgun/deselect",CHAN_WEAPON,CHANF_OVERLAP);
|
|
return A_JumpIf(invoker.fired,"DeselectFired");
|
|
}
|
|
XZW2 BCDEFGHI 1;
|
|
XZW2 I -1 A_FullLower();
|
|
Stop;
|
|
DeselectFired:
|
|
XZW2 Z 1;
|
|
XZW3 ABCDEFGH 1;
|
|
XZW3 H -1 A_FullLower();
|
|
Stop;
|
|
Select:
|
|
XZW2 I 1
|
|
{
|
|
A_FullRaise();
|
|
return A_JumpIf(invoker.fired,"SelectFired");
|
|
}
|
|
XZW2 JKLMNOPQ 1;
|
|
Goto Ready;
|
|
SelectFired:
|
|
XZW3 HIJKLMNOP 1;
|
|
Goto ReadyFired;
|
|
Ready:
|
|
XZW2 A 1
|
|
{
|
|
if ( CountInv(invoker.nextammo) <= 0 ) A_SwitchAmmoType(true);
|
|
int flg = WRF_ALLOWZOOM|WRF_ALLOWUSER1;
|
|
if ( invoker.nextammo && (CountInv(invoker.nextammo) > 0) && ((invoker.loadammo != invoker.nextammo) || !invoker.chambered) )
|
|
flg |= WRF_ALLOWRELOAD;
|
|
A_WeaponReady(flg);
|
|
return ResolveState(null);
|
|
}
|
|
Wait;
|
|
ReadyFired:
|
|
XZW2 Z 1
|
|
{
|
|
if ( CountInv(invoker.nextammo) <= 0 ) A_SwitchAmmoType(true);
|
|
int flg = WRF_ALLOWZOOM|WRF_ALLOWUSER1;
|
|
if ( invoker.nextammo && (CountInv(invoker.nextammo) > 0) )
|
|
flg |= WRF_ALLOWRELOAD;
|
|
else flg |= WRF_NOPRIMARY;
|
|
A_WeaponReady(flg);
|
|
if ( player.cmd.buttons&(BT_ATTACK|BT_ALTATTACK) )
|
|
invoker.CheckAmmo(EitherFire,true);
|
|
return ResolveState(null);
|
|
}
|
|
Wait;
|
|
Fire:
|
|
#### # 1
|
|
{
|
|
if ( invoker.fired || !invoker.chambered ) return ResolveState("Reload");
|
|
A_FireShell();
|
|
return ResolveState(null);
|
|
}
|
|
XZW2 RSTU 1;
|
|
XZW2 VWXY 2;
|
|
Goto ReadyFired;
|
|
AltFire:
|
|
#### # 1 A_AltHold();
|
|
Wait;
|
|
Reload:
|
|
#### # 1
|
|
{
|
|
A_PlayerReload();
|
|
A_SelectUnloadState();
|
|
}
|
|
Stop;
|
|
UnloadDummy: // overlay with shared functions for all unload anims
|
|
TNT1 A 11;
|
|
TNT1 A 14
|
|
{
|
|
invoker.chambered = false;
|
|
A_StartSound("spreadgun/open",CHAN_WEAPON,CHANF_OVERLAP);
|
|
}
|
|
TNT1 A 1 A_DropShell();
|
|
Stop;
|
|
UnloadDummyEmpty:
|
|
TNT1 A 11;
|
|
TNT1 A 14 A_StartSound("spreadgun/open",CHAN_WEAPON,CHANF_OVERLAP);
|
|
Stop;
|
|
UnloadRedFired:
|
|
XZW2 Z 2;
|
|
XZW3 QRST 2;
|
|
XZW3 UVWXYZ 1;
|
|
XZW4 ABCDEFGH 1;
|
|
XZW8 M 1;
|
|
Goto Reload2;
|
|
UnloadGreenFired:
|
|
XZW2 Z 2;
|
|
XZW4 IJKL 2;
|
|
XZW4 MNOPQRSTUVWXYZ 1;
|
|
XZW9 T 1;
|
|
Goto Reload2;
|
|
UnloadWhiteFired:
|
|
XZW2 Z 2;
|
|
XZW5 ABCD 2;
|
|
XZW5 EFGHIJKLMNOPQR 1;
|
|
XZWB A 1;
|
|
Goto Reload2;
|
|
UnloadBlueFired:
|
|
XZW2 Z 2;
|
|
XZW5 STUV 2;
|
|
XZW5 WXYZ 1;
|
|
XZW6 ABCDEFGHIJ 1;
|
|
XZWC H 1;
|
|
Goto Reload2;
|
|
UnloadBlackFired:
|
|
XZW2 Z 2;
|
|
XZW6 KLMN 2;
|
|
XZW6 OPQRSTUVWXYZ 1;
|
|
XZW7 AB 1;
|
|
XZWD O 1;
|
|
Goto Reload2;
|
|
UnloadPurpleFired:
|
|
XZW2 Z 2;
|
|
XZW7 CDEF 2;
|
|
XZW7 GHIJKLMNOPQRST 1;
|
|
XZWE V 1;
|
|
Goto Reload2;
|
|
UnloadGoldFired:
|
|
XZW2 Z 2;
|
|
XZW7 UVWX 2;
|
|
XZW7 YZ 1;
|
|
XZW8 ABCDEFGHIJKL 1;
|
|
XZWG C 1;
|
|
Goto Reload2;
|
|
UnloadRed:
|
|
XZW2 A 2;
|
|
XZWK JKLM 2;
|
|
XZWK NOPQRSTUVWXYZ 1;
|
|
XZWL A 1;
|
|
XZWP F 1;
|
|
Goto Reload2;
|
|
UnloadGreen:
|
|
XZW2 A 2;
|
|
XZWL BCDE 2;
|
|
XZWL FGHIJKLMNOPQRS 1;
|
|
XZWQ M 1;
|
|
Goto Reload2;
|
|
UnloadWhite:
|
|
XZW2 A 2;
|
|
XZWL TUVW 2;
|
|
XZWL XYZ 1;
|
|
XZWM ABCDEFGHIJK 1;
|
|
XZWR T 1;
|
|
Goto Reload2;
|
|
UnloadBlue:
|
|
XZW2 A 2;
|
|
XZWM LMNO 2;
|
|
XZWM PQRSTUVWXYZ 1;
|
|
XZWN ABC 1;
|
|
XZWT A 1;
|
|
Goto Reload2;
|
|
UnloadBlack:
|
|
XZW2 A 2;
|
|
XZWN DEFG 2;
|
|
XZWN HIJKLMNOPQRSTU 1;
|
|
XZWU H 1;
|
|
Goto Reload2;
|
|
UnloadPurple:
|
|
XZW2 A 2;
|
|
XZWN VWXY 2;
|
|
XZWN Z 1;
|
|
XZWO ABCDEFGHIJKLM 1;
|
|
XZWV O 1;
|
|
Goto Reload2;
|
|
UnloadGold:
|
|
XZW2 A 2;
|
|
XZWO NOPQ 2;
|
|
XZWO RSTUVWXYZ 1;
|
|
XZWP ABCDE 1;
|
|
XZWW V 1;
|
|
Goto Reload2;
|
|
UnloadEmpty:
|
|
XZW2 A 2;
|
|
XZWY CDEF 2;
|
|
XZWY GHIJKLMNOPQRSTU 1;
|
|
Goto Reload2;
|
|
Reload2:
|
|
#### # 1 A_SelectLoadState();
|
|
Stop;
|
|
LoadDummy: // overlay with shared functions for all load anims
|
|
TNT1 A 9;
|
|
TNT1 A 12 A_LoadShell();
|
|
TNT1 A 2 A_StartSound("spreadgun/close",CHAN_WEAPON,CHANF_OVERLAP);
|
|
TNT1 A 2 A_Prime();
|
|
TNT1 A 1 { invoker.PlayUpSound(self); }
|
|
Stop;
|
|
LoadDummyEmpty:
|
|
TNT1 A 9;
|
|
TNT1 A 2 A_StartSound("spreadgun/close",CHAN_WEAPON,CHANF_OVERLAP);
|
|
TNT1 A 2 A_Prime();
|
|
TNT1 A 1 { invoker.PlayUpSound(self); }
|
|
Stop;
|
|
LoadRedFired:
|
|
XZW8 MNOPQRSTUVWXYZ 1;
|
|
XZW9 ABCDEFGHIJKLMNOPQRS 1;
|
|
Goto Ready;
|
|
LoadGreenFired:
|
|
XZW9 TUVWXYZ 1;
|
|
XZWA ABCDEFGHIJKLMNOPQRSTUVWXYZ 1;
|
|
Goto Ready;
|
|
LoadWhiteFired:
|
|
XZWB ABCDEFGHIJKLMNOPQRSTUVWXYZ 1;
|
|
XZWC ABCDEFG 1;
|
|
Goto Ready;
|
|
LoadBlueFired:
|
|
XZWC HIJKLMNOPQRSTUVWXYZ 1;
|
|
XZWD ABCDEFGHIJKLMN 1;
|
|
Goto Ready;
|
|
LoadBlackFired:
|
|
XZWD OPQRSTUVWXYZ 1;
|
|
XZWE ABCDEFGHIJKLMNOPQRSTU 1;
|
|
Goto Ready;
|
|
LoadPurpleFired:
|
|
XZWE VWXYZ 1;
|
|
XZWF ABCDEFGHIJKLMNOPQRSTUVWXYZ 1;
|
|
XZWG AB 1;
|
|
Goto Ready;
|
|
LoadGoldFired:
|
|
XZWG CDEFGHIJKLMNOPQRSTUVWXYZ 1;
|
|
XZWH ABCDEFGHI 1;
|
|
Goto Ready;
|
|
LoadRed:
|
|
XZWP FGHIJKLMNOPQRSTUVWXYZ 1;
|
|
XZWQ ABCDEFGHIJKL 1;
|
|
Goto Ready;
|
|
LoadGreen:
|
|
XZWQ MNOPQRSTUVWXYZ 1;
|
|
XZWR ABCDEFGHIJKLMNOPQRS 1;
|
|
Goto Ready;
|
|
LoadWhite:
|
|
XZWR TUVWXYZ 1;
|
|
XZWS ABCDEFGHIJKLMNOPQRSTUVWXYZ 1;
|
|
Goto Ready;
|
|
LoadBlue:
|
|
XZWT ABCDEFGHIJKLMNOPQRSTUVWXYZ 1;
|
|
XZWU ABCDEFG 1;
|
|
Goto Ready;
|
|
LoadBlack:
|
|
XZWU HIJKLMNOPQRSTUVWXYZ 1;
|
|
XZWV ABCDEFGHIJKLMN 1;
|
|
Goto Ready;
|
|
LoadPurple:
|
|
XZWV OPQRSTUVWXYZ 1;
|
|
XZWW ABCDEFGHIJKLMNOPQRSTU 1;
|
|
Goto Ready;
|
|
LoadGold:
|
|
XZWW VWXYZ 1;
|
|
XZWX ABCDEFGHIJKLMNOPQRSTUVWXYZ 1;
|
|
XZWY AB 1;
|
|
Goto Ready;
|
|
LoadEmpty:
|
|
XZWY UVWXYZ 1;
|
|
XZWZ ABCDEFGHIJKLMNO 1;
|
|
Goto Ready;
|
|
LoadEmptyFired:
|
|
XZWZ PQRSTUVWXYZ 1;
|
|
XZW0 HIJKLMNOPQ 1;
|
|
Goto Ready;
|
|
Zoom:
|
|
XZW2 A 1
|
|
{
|
|
A_StartSound("spreadgun/checkgun",CHAN_WEAPON,CHANF_OVERLAP);
|
|
A_PlayerCheckGun();
|
|
return A_JumpIf(invoker.fired,"ZoomFired");
|
|
}
|
|
XZWH JKLMNOPQRST 1;
|
|
XZWH UVWXYZ 2;
|
|
XZWI ABC 2;
|
|
XZWI DEFGHI 1;
|
|
Goto Ready;
|
|
ZoomFired:
|
|
XZW2 Z 1;
|
|
XZWI WXYZ 1;
|
|
XZWJ ABCDEFG 1;
|
|
XZWJ HIJKLMNOP 2;
|
|
XZWJ QRSTUV 1;
|
|
Goto ReadyFired;
|
|
DummyMelee:
|
|
TNT1 A 3
|
|
{
|
|
A_Parry(9);
|
|
A_PlayerMelee(true);
|
|
}
|
|
TNT1 A 1 A_Melee();
|
|
Stop;
|
|
User1:
|
|
XZW2 A 2
|
|
{
|
|
A_StartSound("spreadgun/deselect",CHAN_WEAPON,CHANF_OVERLAP);
|
|
return A_JumpIf(invoker.fired,"User1Fired");
|
|
}
|
|
XZWI JK 2;
|
|
User1Hold:
|
|
XZWI L 1
|
|
{
|
|
A_StartSound("demolitionist/swing",CHAN_WEAPON,CHANF_OVERLAP);
|
|
A_Overlay(-9999,"DummyMelee");
|
|
}
|
|
XZWI MNOP 2;
|
|
XZWI QR 3;
|
|
XZWI S 0 A_JumpIf(player.cmd.buttons&BT_USER1,"User1Hold");
|
|
XZWI S 0 { invoker.PlayUpSound(self); }
|
|
XZWI STUV 2;
|
|
Goto Ready;
|
|
User1Fired:
|
|
XZW2 Z 2;
|
|
XZWJ WX 2;
|
|
User1FiredHold:
|
|
XZWJ Y 1
|
|
{
|
|
A_StartSound("demolitionist/swing",CHAN_WEAPON,CHANF_OVERLAP);
|
|
A_Overlay(-9999,"DummyMelee");
|
|
}
|
|
XZWJ Z 2;
|
|
XZWK ABC 2;
|
|
XZWK DE 3;
|
|
XZWK F 0 A_JumpIf(player.cmd.buttons&BT_USER1,"User1FiredHold");
|
|
XZWK F 0 { invoker.PlayUpSound(self); }
|
|
XZWK FGHI 2;
|
|
Goto ReadyFired;
|
|
FlashRed:
|
|
XZW0 A 2 Bright
|
|
{
|
|
let l = Spawn("SWWMWeaponLight",pos);
|
|
l.args[3] = 120;
|
|
l.target = self;
|
|
}
|
|
Stop;
|
|
FlashGreen:
|
|
XZW0 B 2 Bright
|
|
{
|
|
let l = Spawn("SWWMWeaponLight",pos);
|
|
l.args[3] = 90;
|
|
l.target = self;
|
|
}
|
|
Stop;
|
|
FlashWhite:
|
|
XZW0 C 2 Bright
|
|
{
|
|
let l = Spawn("SWWMWeaponLight",pos);
|
|
l.args[1] = 176;
|
|
l.args[2] = 32;
|
|
l.args[3] = 160;
|
|
l.target = self;
|
|
}
|
|
Stop;
|
|
FlashBlue:
|
|
XZW0 D 2 Bright
|
|
{
|
|
let l = Spawn("SWWMWeaponLight",pos);
|
|
l.args[0] = 96;
|
|
l.args[1] = 224;
|
|
l.args[2] = 255;
|
|
l.args[3] = 160;
|
|
l.target = self;
|
|
}
|
|
Stop;
|
|
FlashBlack:
|
|
XZW0 E 2 Bright
|
|
{
|
|
let l = Spawn("SWWMWeaponLight",pos);
|
|
l.args[3] = 60;
|
|
l.target = self;
|
|
}
|
|
Stop;
|
|
FlashPurple:
|
|
XZW0 F 2 Bright
|
|
{
|
|
let l = Spawn("SWWMWeaponLight",pos);
|
|
l.args[3] = 60;
|
|
l.target = self;
|
|
}
|
|
Stop;
|
|
FlashGold:
|
|
XZW0 G 2 Bright
|
|
{
|
|
let l = Spawn("SWWMWeaponLight",pos);
|
|
l.args[3] = 300;
|
|
l.target = self;
|
|
}
|
|
Stop;
|
|
}
|
|
}
|