swwmgz_m/zscript/weapons/swwm_blazeit.zsc

1411 lines
40 KiB
Text

// Imanaki Corp Hellfire Cannon Mk3, aka "Hellblazer" (from SWWM series, originally inspired by the Hellraiser from OMGWEAPONS)
// Slot 6, replaces Rocket Launcher, Phoenix Rod, Firestorm
Class HellblazerX : GhostArtifactX
{
States
{
Spawn:
XZW1 A -1; // not fullbright
Stop;
}
}
Class HellblazerXSub : GhostArtifactX
{
Hellblazer weap;
int ridx;
Default
{
RenderStyle "Normal";
}
void UpdateMe()
{
static const Class<Ammo> types[] = {"HellblazerMissiles","HellblazerCrackshots","HellblazerRavagers","HellblazerWarheads"};
int curtype = -1;
for ( int i=0; i<4; i++ )
{
if ( weap.loadammo != types[i] ) continue;
curtype = i;
break;
}
static const int sofs[] = {1,7,10,13}; // offsets from SpawnState for each ammo type state label
int idx;
switch ( curtype )
{
case 0:
idx = ridx-weap.magpos;
if ( idx > 5 ) idx -= 6;
else if ( idx < 0 ) idx += 6;
if ( weap.magstate[ridx] ) SetState(SpawnState);
else SetState(SpawnState+sofs[0]+idx);
break;
case 1:
idx = ridx-weap.magpos;
if ( idx > 2 ) idx -= 3;
else if ( idx < 0 ) idx += 3;
if ( (ridx > 2) || weap.magstate[ridx] ) SetState(SpawnState);
else SetState(SpawnState+sofs[1]+idx);
break;
case 2:
idx = ridx-weap.magpos;
if ( idx > 2 ) idx -= 3;
else if ( idx < 0 ) idx += 3;
if ( (ridx > 2) || weap.magstate[ridx] ) SetState(SpawnState);
else SetState(SpawnState+sofs[2]+idx);
break;
case 3:
idx = ridx-weap.magpos;
if ( idx > 1 ) idx -= 2;
else if ( idx < 0 ) idx += 2;
if ( (ridx > 1) || weap.magstate[ridx] ) SetState(SpawnState);
else SetState(SpawnState+sofs[3]+idx);
break;
default:
// uninitialized pickup (3 blazers)
idx = ridx;
if ( idx > 2 ) SetState(SpawnState);
else SetState(SpawnState+sofs[0]+idx);
break;
}
}
States
{
Spawn:
TNT1 A -1;
Missiles:
XZW1 ABCDEF -1;
Crackshots:
XZW2 ABC -1;
Ravagers:
XZW3 ABC -1;
Nukes:
XZW4 AB -1;
Stop;
}
}
Class Hellblazer : SWWMWeapon
{
int clipcount;
bool magstate[6]; // true: rocket was spent
int magpos; // current rotation
Class<Ammo> loadammo, nextammo;
ui Class<Ammo> lastammo;
int spinskipped;
HellblazerXSub pickuprockets[6];
int preload; // additional loaded missiles (up to 2)
Actor seektarget[3];
int seekcnt;
int preloadcnt;
Property ClipCount : clipcount;
transient ui TextureID WeaponBox, AmmoIcon[4], LoadedIcon[4], LockIcon[4];
transient ui SWWMProjectionData projdata;
override void RenderUnderlay( RenderEvent e )
{
Super.RenderUnderlay(e);
static const Class<Ammo> types[] = {"HellblazerMissiles","HellblazerCrackshots","HellblazerRavagers","HellblazerWarheads"};
if ( !LockIcon[0] )
{
LockIcon[0] = TexMan.CheckForTexture("graphics/HUD/HellblazerMissileLock.png",TexMan.Type_Any);
LockIcon[1] = TexMan.CheckForTexture("graphics/HUD/HellblazerCrackshotLock.png",TexMan.Type_Any);
LockIcon[2] = TexMan.CheckForTexture("graphics/HUD/HellblazerRavagerLock.png",TexMan.Type_Any);
LockIcon[3] = TexMan.CheckForTexture("graphics/HUD/HellblazerWarheadLock.png",TexMan.Type_Any);
}
int curtype = 0;
for ( int i=0; i<4; i++ )
{
if ( loadammo != types[i] ) continue;
curtype = i;
break;
}
SWWMUtility.PrepareProjData(projdata,e.ViewPos,e.ViewAngle,e.ViewPitch,e.ViewRoll,players[consoleplayer].fov);
int cliptop = projdata.viewy, clipbottom = projdata.viewy+projdata.viewh,
clipleft = projdata.viewx, clipright = projdata.viewx+projdata.vieww;
double hs;
if ( swwm_hudscale ) hs = CleanXFac_1;
else hs = max(floor(Screen.GetWidth()/640.),1.);
Vector2 ss = (Screen.GetWidth()/hs,Screen.GetHeight()/hs);
for ( int i=0; i<3; i++ )
{
if ( !seektarget[i] ) continue;
Vector3 tpos = seektarget[i].prev*(1.-e.FracTic)+seektarget[i].pos*e.FracTic;
Vector3 ndc = SWWMUtility.ProjectPoint(projdata,e.viewpos+level.Vec3Diff(e.viewpos,tpos+(0,0,seektarget[i].Height/2)));
if ( ndc.z > 1. ) continue;
Vector2 vpos = SWWMUtility.NDCToViewport(projdata,ndc);
Screen.DrawTexture(LockIcon[curtype],false,vpos.x/hs,vpos.y/hs,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true,DTA_CenterOffset,true,DTA_ClipTop,cliptop,DTA_ClipBottom,clipbottom,DTA_ClipLeft,clipleft,DTA_ClipRight,clipright);
}
}
override void DrawWeapon( double TicFrac, double bx, double by, double hs, Vector2 ss )
{
static const Class<Ammo> types[] = {"HellblazerMissiles","HellblazerCrackshots","HellblazerRavagers","HellblazerWarheads"};
if ( !WeaponBox )
{
WeaponBox = TexMan.CheckForTexture("graphics/HUD/HellblazerDisplay.png",TexMan.Type_Any);
AmmoIcon[0] = TexMan.CheckForTexture("graphics/HUD/HellblazerMissile.png",TexMan.Type_Any);
AmmoIcon[1] = TexMan.CheckForTexture("graphics/HUD/HellblazerCrackshot.png",TexMan.Type_Any);
AmmoIcon[2] = TexMan.CheckForTexture("graphics/HUD/HellblazerRavager.png",TexMan.Type_Any);
AmmoIcon[3] = TexMan.CheckForTexture("graphics/HUD/HellblazerWarhead.png",TexMan.Type_Any);
LoadedIcon[0] = TexMan.CheckForTexture("graphics/HUD/HellblazerMissileLoaded.png",TexMan.Type_Any);
LoadedIcon[1] = TexMan.CheckForTexture("graphics/HUD/HellblazerCrackshotLoaded.png",TexMan.Type_Any);
LoadedIcon[2] = TexMan.CheckForTexture("graphics/HUD/HellblazerRavagerLoaded.png",TexMan.Type_Any);
LoadedIcon[3] = TexMan.CheckForTexture("graphics/HUD/HellblazerWarheadLoaded.png",TexMan.Type_Any);
}
double xx = -56, yy = -49;
Screen.DrawTexture(WeaponBox,false,bx+xx,by+yy,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true);
int curtype = 0;
for ( int i=0; i<4; i++ )
{
if ( loadammo != types[i] ) continue;
curtype = i;
break;
}
xx += 2;
yy += 2;
for ( int i=0; i<4; i++ )
{
int amt = Owner.CountInv(types[i]);
String amtstr = String.Format("%3d",amt);
Screen.DrawText(SWWMStatusBar(StatusBar).mSmallFont,Font.CR_FIRE,bx+xx,by+yy,amtstr,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));
Screen.DrawTexture(AmmoIcon[i],false,bx+xx+19,by+yy+1,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));
yy += 13;
if ( i%2 )
{
yy -= 26;
xx += 28;
}
}
yy = -18;
switch ( curtype )
{
case 0:
xx = -54;
for ( int i=0; i<6; i++ )
{
Screen.DrawTexture(LoadedIcon[0],false,bx+xx,by+yy,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true,DTA_ColorOverlay,((i<=magpos)&&(i>=(magpos-preload)))?magstate[i]?Color(192,0,0,0):Color(0,0,0,0):magstate[i]?Color(224,0,0,0):Color(96,0,0,0),DTA_Desaturate,magstate[i]?192:0);
xx += 9;
}
break;
case 1:
xx = -49;
for ( int i=0; i<3; i++ )
{
Screen.DrawTexture(LoadedIcon[1],false,bx+xx,by+yy,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true,DTA_ColorOverlay,((i<=magpos)&&(i>=(magpos-preload)))?magstate[i]?Color(192,0,0,0):Color(0,0,0,0):magstate[i]?Color(224,0,0,0):Color(96,0,0,0),DTA_Desaturate,magstate[i]?192:0);
xx += 18;
}
break;
case 2:
xx = -49;
for ( int i=0; i<3; i++ )
{
Screen.DrawTexture(LoadedIcon[2],false,bx+xx,by+yy,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true,DTA_ColorOverlay,((i<=magpos)&&(i>=(magpos-preload)))?magstate[i]?Color(192,0,0,0):Color(0,0,0,0):magstate[i]?Color(224,0,0,0):Color(96,0,0,0),DTA_Desaturate,magstate[i]?192:0);
xx += 18;
}
break;
case 3:
xx = -45;
for ( int i=0; i<2; i++ )
{
Screen.DrawTexture(LoadedIcon[3],false,bx+xx,by+yy,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true,DTA_ColorOverlay,((i<=magpos)&&(i>=(magpos-preload)))?magstate[i]?Color(192,0,0,0):Color(0,0,0,0):magstate[i]?Color(224,0,0,0):Color(96,0,0,0),DTA_Desaturate,magstate[i]?192:0);
xx += 27;
}
break;
}
}
override void HudTick()
{
Super.HudTick();
if ( lastammo && (lastammo != nextammo) && (Owner.player == players[consoleplayer]) )
{
let bar = SWWMStatusBar(statusbar);
if ( bar )
{
bar.ntagstr = GetDefaultByType(nextammo).GetTag();
bar.ntagtic = level.totaltime;
bar.ntagcol = nametagcolor;
}
}
lastammo = nextammo;
}
override Vector3 GetTraceOffset()
{
return (10.,3.5,-5.);
}
action void A_HellblazerFire( int type = 0, bool bAlt = false )
{
static const Class<Ammo> types[] = {"HellblazerMissiles","HellblazerCrackshots","HellblazerRavagers","HellblazerWarheads"};
static const Class<Actor> projs[] = {"HellblazerMissile","HellblazerCrackshot","HellblazerRavager","HellblazerWarhead",
"HellblazerMissile2","HellblazerCrackshot2","HellblazerRavager2","HellblazerWarhead2"};
static const Color cols[] = {Color(4,3,2),Color(2,4,2),Color(4,2,2),Color(3,2,4)};
A_StartSound(bAlt?"hellblazer/altfire":"hellblazer/fire",CHAN_WEAPON,CHANF_OVERLAP,attenuation:(bAlt?1.7:.8));
A_AlertMonsters(swwm_uncapalert?0:bAlt?400:1200);
int qstr = bAlt?4:5;
A_QuakeEx(qstr,qstr,qstr,bAlt?4:12,0,8,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:.12*qstr);
A_BumpFOV(bAlt?.96:.93);
A_PlayerFire();
invoker.clipcount = max(0,invoker.clipcount-1);
invoker.magstate[invoker.magpos-invoker.preload] = true;
invoker.spinskipped++;
Vector3 x, y, z, x2, y2, z2, dir, origin;
double a, s;
[x, y, z] = swwm_CoordUtil.GetAxes(pitch,angle,roll);
SWWMUtility.DoKnockback(self,-x,bAlt?22000.:32000.);
[x2, y2, z2] = swwm_CoordUtil.GetAxes(BulletSlope(),angle,roll);
origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),10*x+3.5*y-5*z);
a = FRandom[Hellblazer](0,360);
s = FRandom[Hellblazer](0,bAlt?.02:.005);
dir = (x2+y2*cos(a)*s+z2*sin(a)*s).unit();
let p = Spawn(projs[type+4*bAlt],origin);
p.target = self;
int tidx = max(0,invoker.seekcnt-(invoker.preload+1));
if ( invoker.seektarget[tidx] ) HellblazerMissile(p).seektarget = invoker.seektarget[tidx];
if ( invoker.preload <= 0 ) for ( int i=0; i<3; i++ ) invoker.seektarget[i] = null;
p.angle = atan2(dir.y,dir.x);
p.pitch = asin(-dir.z);
p.vel = dir*p.speed;
if ( bAlt )
{
if ( p.waterlevel <= 0 ) p.vel.z += 3.5;
return;
}
for ( int i=0; i<5; i++ )
{
let s = Spawn("SWWMSmoke",origin);
s.special1 = 1;
s.scale *= 2.4;
s.alpha *= .4;
s.SetShade(cols[type]*Random[Hellblazer](48,63));
s.vel += vel*.5+x*FRandom[Hellblazer](6.,10.)+y*FRandom[Hellblazer](-2,2)+z*FRandom[Hellblazer](-2,2);
}
for ( int i=0; i<6; i++ )
{
let s = Spawn("SWWMSpark",origin);
s.scale *= .7;
s.alpha *= .4;
s.vel += vel*.5+x*FRandom[Hellblazer](4.,8.)+y*FRandom[Hellblazer](-2,2)+z*FRandom[Hellblazer](-2,2);
}
}
override bool ReportHUDAmmo()
{
static const Class<Ammo> types[] = {"HellblazerMissiles","HellblazerCrackshots","HellblazerRavagers","HellblazerWarheads"};
for ( int i=0; i<4; i++ ) if ( Owner.CountInv(types[i]) > 0 ) return true;
return (clipcount>0);
}
override bool CheckAmmo( int firemode, bool autoswitch, bool requireammo, int ammocount )
{
static const Class<Ammo> types[] = {"HellblazerMissiles","HellblazerCrackshots","HellblazerRavagers","HellblazerWarheads"};
if ( (firemode == PrimaryFire) || (firemode == AltFire) )
{
if ( clipcount > 0 ) return true;
for ( int i=0; i<4; 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[] = {"HellblazerMissiles","HellblazerCrackshots","HellblazerRavagers","HellblazerWarheads"};
for ( int i=0; i<4; i++ ) if ( kind is types[i] ) return true;
return false;
}
action void A_GlassOverlay( StateLabel g )
{
player.SetPSprite(PSP_WEAPON+1,invoker.FindState(g));
// we have to still use A_Overlay* functions for these
A_OverlayFlags(PSP_WEAPON+1,PSPF_RENDERSTYLE|PSPF_FORCESTYLE,true);
A_OverlayRenderStyle(PSP_WEAPON+1,STYLE_Add);
}
action state A_JumpByAmmoType( StateLabel a, StateLabel b, StateLabel c, StateLabel d, StateLabel g, StateLabel o = null )
{
A_Overlay(-9999,o);
A_GlassOverlay(g);
if ( invoker.loadammo is "HellblazerMissiles" ) return invoker.FindState(a);
if ( invoker.loadammo is "HellblazerCrackshots" ) return invoker.FindState(b);
if ( invoker.loadammo is "HellblazerRavagers" ) return invoker.FindState(c);
if ( invoker.loadammo is "HellblazerWarheads" ) return invoker.FindState(d);
return invoker.FindState(a);
}
override bool PickupForAmmoSWWM( SWWMWeapon ownedWeapon )
{
bool good = Super.PickupForAmmoSWWM(ownedWeapon);
let Owner = ownedWeapon.Owner;
if ( (AmmoGive1 == 0) && loadammo )
{
// let's get this bread
Inventory cur = Owner.FindInventory(loadammo);
if ( !cur )
{
cur = Inventory(Spawn(loadammo));
cur.Amount = 0;
cur.AttachToOwner(Owner);
}
int maxgiveamt = min(cur.MaxAmount-cur.Amount,clipcount);
int dropamt = clipcount-maxgiveamt;
if ( dropamt > 0 ) cur.CreateTossable(dropamt);
cur.Amount = min(cur.MaxAmount,cur.Amount+clipcount);
good = true;
}
return good;
}
override void AttachToOwner( Actor other )
{
if ( !loadammo )
{
// 3 hellblazer missiles loaded
loadammo = "HellblazerMissiles";
clipcount = 3;
magpos = 0;
for ( int i=0; i<6; i++ )
magstate[i] = (i>2);
}
nextammo = loadammo;
Super.AttachToOwner(other);
}
clearscope int LoadedCapacity() const
{
static const Class<Ammo> types[] = {"HellblazerMissiles","HellblazerCrackshots","HellblazerRavagers","HellblazerWarheads"};
static const int typeclipcount[] = {6,3,3,2};
for ( int i=0; i<4; i++ )
{
if ( loadammo != types[i] ) continue;
let a = Owner.FindInventory(types[i]);
return min(a.Amount+clipcount,typeclipcount[i]);
break;
}
return 0;
}
action void A_PickNextAmmo()
{
static const Class<Ammo> types[] = {"HellblazerMissiles","HellblazerCrackshots","HellblazerRavagers","HellblazerWarheads"};
int curidx = 0;
for ( int i=0; i<4; i++ )
{
if ( invoker.nextammo != types[i] ) continue;
curidx = (i+1)%4;
break;
}
Class<Ammo> oldammo = invoker.nextammo, newammo = invoker.loadammo;
for ( int i=0; i<4; i++ )
{
int nidx = (i+curidx)%4;
if ( CountInv(types[nidx]) <= 0 ) continue;
newammo = types[nidx];
break;
}
if ( newammo != oldammo ) A_StartSound("misc/invchange",CHAN_WEAPONEXTRA,CHANF_UI|CHANF_LOCAL);
invoker.nextammo = newammo;
}
action void A_ZoomHold()
{
A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH);
if ( player.cmd.buttons&BT_ZOOM ) return;
player.SetPSPrite(PSP_WEAPON,invoker.FindState("Ready"));
}
action void A_SwapAmmo()
{
let amo = FindInventory(invoker.loadammo);
// if we're loading the same ammo type, we only need to remove the needed ammo
if ( invoker.loadammo == invoker.nextammo )
{
int takeamt = invoker.LoadedCapacity()-invoker.clipcount;
invoker.clipcount = invoker.LoadedCapacity();
if ( !sv_infiniteammo && !FindInventory('PowerInfiniteAmmo',true) )
amo.Amount = max(0,amo.Amount-takeamt);
invoker.magpos = 0;
for ( int i=0; i<6; i++ )
invoker.magstate[i] = !(invoker.clipcount > i);
return;
}
// re-add/drop any still loaded
int maxgiveamt = min(amo.MaxAmount-amo.Amount,invoker.clipcount);
int dropamt = invoker.clipcount-maxgiveamt;
if ( (dropamt > 0) && !sv_infiniteammo && !FindInventory('PowerInfiniteAmmo',true) ) amo.CreateTossable(dropamt);
amo.Amount = min(amo.MaxAmount,amo.Amount+invoker.clipcount);
// swap
invoker.clipcount = 0;
invoker.loadammo = invoker.nextammo;
invoker.clipcount = invoker.LoadedCapacity();
invoker.magpos = 0;
for ( int i=0; i<6; i++ )
invoker.magstate[i] = !(invoker.clipcount > i);
if ( !sv_infiniteammo && !FindInventory('PowerInfiniteAmmo',true) )
{
let namo = FindInventory(invoker.loadammo);
namo.Amount = max(0,namo.Amount-invoker.clipcount);
}
}
action void A_HellblazerReady()
{
static const Class<Ammo> types[] = {"HellblazerMissiles","HellblazerCrackshots","HellblazerRavagers","HellblazerWarheads"};
int flg = WRF_ALLOWRELOAD|WRF_ALLOWZOOM|WRF_ALLOWUSER1;
// can we fire?
bool canfire = (invoker.clipcount > 0);
for ( int i=0; i<4; i++ )
{
if ( CountInv(types[i]) <= 0 ) continue;
canfire = true;
break;
}
if ( !canfire ) flg |= WRF_NOPRIMARY|WRF_NOSECONDARY;
A_WeaponReady(flg);
if ( player.cmd.buttons&(BT_ATTACK|BT_ALTATTACK) )
invoker.CheckAmmo(EitherFire,true);
}
// check if weapon was dropped or interrupted in some way before the mag spin could be done
action void A_CheckSpinSkip()
{
static const Class<Ammo> types[] = {"HellblazerMissiles","HellblazerCrackshots","HellblazerRavagers","HellblazerWarheads"};
static const int magcap[] = {6,3,3,2};
for ( int i=0; i<3; i++ ) invoker.seektarget[i] = null;
for ( int i=0; i<4; i++ )
{
if ( invoker.loadammo != types[i] ) continue;
// check preloaded rockets first (note, this theoretically would never go below zero)
invoker.magpos = max(0,invoker.magpos-invoker.preload);
invoker.preload = 0;
// do the spin
invoker.magpos = (invoker.magpos+invoker.spinskipped)%magcap[i];
invoker.spinskipped = 0;
break;
}
}
action void A_UpdatePickup()
{
static const Class<Ammo> types[] = {"HellblazerMissiles","HellblazerCrackshots","HellblazerRavagers","HellblazerWarheads"};
for ( int i=0; i<6; i++ )
{
if ( !invoker.pickuprockets[i] )
{
invoker.pickuprockets[i] = HellblazerXSub(Spawn("HellblazerXSub",pos));
invoker.pickuprockets[i].angle = angle;
invoker.pickuprockets[i].target = invoker;
invoker.pickuprockets[i].weap = invoker;
invoker.pickuprockets[i].FloatBobPhase = FloatBobPhase;
invoker.pickuprockets[i].ridx = i;
}
invoker.pickuprockets[i].UpdateMe();
}
int curtype = 0;
for ( int i=0; i<4; i++ )
{
if ( invoker.loadammo != types[i] ) continue;
curtype = i;
break;
}
SetState(SpawnState+curtype+1);
}
action void A_CheckLockOn()
{
if ( invoker.seekcnt > invoker.preload ) return;
Vector3 x, y, z, x2, y2, z2, dir;
[x, y, z] = swwm_CoordUtil.GetAxes(pitch,angle,roll);
Vector3 origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),10*x);
// try to catch target in cone of vision
[x2, y2, z2] = swwm_CoordUtil.GetAxes(pitch,angle,roll);
Array<HHitList> hits;
hits.Clear();
int rings = 1;
FLineTraceData d;
for ( double i=0; i<.1; i+=.02 )
{
for ( int j=0; j<360; j+=(360/rings) )
{
dir = (x2+y2*cos(j)*i+z2*sin(j)*i).unit();
LineTrace(atan2(dir.y,dir.x),8000.,asin(-dir.z),TRF_ABSPOSITION,origin.z,origin.x,origin.y,d);
if ( d.HitType != TRACE_HitActor ) continue;
if ( (d.HitActor == invoker.seektarget[0])
|| (d.HitActor == invoker.seektarget[1])
|| (d.HitActor == invoker.seektarget[2]) ) continue;
if ( !d.HitActor.bISMONSTER && !(d.HitActor is 'BossBrain') && !d.HitActor.player )
continue;
if ( d.HitActor.IsFriend(self) ) continue;
bool addme = true;
for ( int k=0; k<hits.Size(); k++ )
{
if ( hits[k].a != d.HitActor ) continue;
if ( (hits[k].dir dot x2) < (dir dot x2) )
hits[k].dir = dir; // closer to centerpoint
addme = false;
break;
}
if ( !addme ) continue;
let nhit = new("HHitList");
nhit.a = d.HitActor;
nhit.dir = dir;
hits.Push(nhit);
}
rings += 5;
}
int closest = -1;
double closestdot = -1;
for ( int i=0; i<hits.Size(); i++ )
{
double thisdot = (hits[i].dir dot x2);
if ( thisdot < closestdot ) continue;
closest = i;
closestdot = thisdot;
}
if ( closest != -1 )
{
if ( invoker.seekcnt == 0 )
{
for ( int i=0; i<3; i++ )
invoker.seektarget[i] = hits[closest].a;
}
else invoker.seektarget[invoker.seekcnt] = hits[closest].a;
invoker.seekcnt++;
A_StartSound("hellblazer/lock",CHAN_WEAPON,CHANF_OVERLAP);
}
}
override void PreTravelled()
{
if ( tracer ) tracer.Destroy();
}
override void Travelled()
{
if ( tracer ) return;
tracer = Spawn("HellblazerX",pos);
tracer.angle = angle;
tracer.target = self;
tracer.FloatBobPhase = FloatBobPhase;
}
override void PostBeginPlay()
{
Super.PostBeginPlay();
tracer = Spawn("HellblazerX",pos);
tracer.angle = angle;
tracer.target = self;
tracer.FloatBobPhase = FloatBobPhase;
}
override void MarkPrecacheSounds()
{
Super.MarkPrecacheSounds();
MarkSound("hellblazer/select");
MarkSound("hellblazer/deselect");
MarkSound("hellblazer/fire");
MarkSound("hellblazer/altfire");
MarkSound("hellblazer/meleestart");
MarkSound("hellblazer/meleeend");
MarkSound("hellblazer/idle");
MarkSound("hellblazer/dustoff");
MarkSound("hellblazer/shift");
MarkSound("hellblazer/spin");
MarkSound("hellblazer/open");
MarkSound("hellblazer/magout");
MarkSound("hellblazer/magin");
MarkSound("hellblazer/close");
MarkSound("hellblazer/hitm1");
MarkSound("hellblazer/hitm2");
MarkSound("hellblazer/hitm3");
MarkSound("hellblazer/hitc1");
MarkSound("hellblazer/hitc2");
MarkSound("hellblazer/hitc3");
MarkSound("hellblazer/hitcs1");
MarkSound("hellblazer/hitcs2");
MarkSound("hellblazer/hitcs3");
MarkSound("hellblazer/hitr1");
MarkSound("hellblazer/hitr2");
MarkSound("hellblazer/hitr3");
MarkSound("hellblazer/hitw1");
MarkSound("hellblazer/hitw2");
MarkSound("hellblazer/bounce");
MarkSound("hellblazer/fly");
MarkSound("hellblazer/preload");
MarkSound("hellblazer/hold");
MarkSound("hellblazer/lock");
MarkSound("hellblazer/clear");
}
Default
{
//$Title Hellblazer
//$Group Weapons
//$Sprite graphics/HUD/Icons/W_Hellblazer.png
//$Icon weapon
Tag "$T_HELLBLAZER";
Inventory.PickupMessage "$I_HELLBLAZER";
Obituary "$O_HELLBLAZER";
SWWMWeapon.Tooltip "$TT_HELLBLAZER";
SWWMWeapon.GetLine "gethellblazer";
Inventory.Icon "graphics/HUD/Icons/W_Hellblazer.png";
Weapon.SlotNumber 6;
Weapon.SelectionOrder 700;
Weapon.UpSound "hellblazer/select";
Stamina 90000;
Weapon.AmmoType1 "HellblazerMissiles";
Weapon.AmmoGive1 3;
SWWMWeapon.DropAmmoType "RocketAmmo";
Hellblazer.ClipCount 6;
+SWWMWEAPON.NOFIRSTGIVE;
+WEAPON.EXPLOSIVE;
Radius 24;
Height 32;
}
States
{
Spawn:
XZW1 A -1 NoDelay A_UpdatePickup();
XZW1 ABCD -1;
Stop;
Select:
XZW2 I 0
{
A_CheckSpinSkip();
A_FullRaise();
return A_JumpByAmmoType("Select_1","Select_2","Select_3","Select_4","Select_G");
}
Select_1:
XZW2 IJKLMNOP 2;
Goto Ready_1;
Select_2:
XZW7 DEFGHIJK 2;
Goto Ready_2;
Select_3:
XZWC BCDEFGHI 2;
Goto Ready_3;
Select_4:
XZWG Z 2;
XZWH ABCDEFG 2;
Goto Ready_4;
Select_G:
XZWM ABCDEFGH 2;
Goto Ready_G;
Deselect:
XZW2 A 0
{
A_StartSound("hellblazer/deselect",CHAN_WEAPON,CHANF_OVERLAP);
return A_JumpByAmmoType("Deselect_1","Deselect_2","Deselect_3","Deselect_4","Deselect_G");
}
Deselect_1:
XZW2 ABCDEFGHI 2;
XZW2 I -1 A_FullLower();
Stop;
Deselect_2:
XZW6 VWXYZ 2;
XZW7 ABCD 2;
XZW7 D -1 A_FullLower();
Stop;
Deselect_3:
XZWB TUVWXYZ 2;
XZWC AB 2;
XZWC B -1 A_FullLower();
Stop;
Deselect_4:
XZWG RSTUVWXYZ 2;
XZWG Z -1 A_FullLower();
Stop;
Deselect_G:
XZWL STUVWXYZ 2;
XZWM A 2;
Stop;
Ready:
XZW2 A 0 A_JumpByAmmoType("Ready_1","Ready_2","Ready_3","Ready_4","Ready_G");
Ready_1:
XZW2 A 1 A_HellblazerReady();
Wait;
Ready_2:
XZW6 V 1 A_HellblazerReady();
Wait;
Ready_3:
XZWB T 1 A_HellblazerReady();
Wait;
Ready_4:
XZWG R 1 A_HellblazerReady();
Wait;
Ready_G:
XZWL S 1;
Wait;
Fire:
#### # 0
{
invoker.preloadcnt = 0;
invoker.preload = 0;
}
#### # 1
{
if ( invoker.clipcount <= 0 )
{
if ( CountInv(invoker.nextammo) <= 0 ) A_PickNextAmmo();
return A_JumpByAmmoType("Unload_1","Unload_2","Unload_3","Unload_4","Unload_G");
}
if ( player.cmd.buttons&BT_ATTACK )
{
invoker.preloadcnt++;
if ( (player.cmd.buttons&BT_ALTATTACK) || ((invoker.clipcount < 2) && (invoker.preloadcnt >= 10)) )
{
invoker.preloadcnt = 0;
return A_JumpByAmmoType("PreFire_1","PreFire_2","PreFire_3","PreFire_4","Ready_G");
}
if ( invoker.preloadcnt >= 10 )
{
invoker.preloadcnt = 0;
return A_JumpByAmmoType("PreLoad_1","PreLoad_2","PreFire_3","PreFire_4","Ready_G");
}
return ResolveState(null);
}
return A_JumpByAmmoType("Fire_1","Fire_2","Fire_3","Fire_4","Fire_G");
}
Wait;
Fire_1:
XZW2 A 1 A_HellblazerFire(0);
XZW2 QRSTUVW 2;
XZW2 A 0
{
// chain-fire
if ( invoker.preload > 0 )
{
invoker.preload--;
invoker.spinskipped--;
return A_JumpByAmmoType("Fire_1","Fire_2","Fire_3","Fire_4","Fire_G");
}
return ResolveState(null);
}
Goto Cycle_1;
Fire_2:
XZW6 V 1 A_HellblazerFire(1);
XZW7 LMNOPQR 2;
XZW6 V 0
{
// chain-fire
if ( invoker.preload > 0 )
{
invoker.preload--;
invoker.spinskipped--;
return A_JumpByAmmoType("Fire_1","Fire_2","Fire_3","Fire_4","Fire_G");
}
return ResolveState(null);
}
Goto Cycle_2;
Fire_3:
XZWB T 1 A_HellblazerFire(2);
XZWC JKLMNOP 2;
Goto Cycle_3;
Fire_4:
XZWG R 1 A_HellblazerFire(3);
XZWH HIJKLMN 2;
Goto Cycle_4;
Fire_G:
XZWL S 1;
XZWM IJKLMNO 2;
Goto Ready_G; // state jump to cycling is done elsewhere
AltFire:
#### # 0
{
invoker.preloadcnt = 0;
invoker.preload = 0;
}
#### # 1
{
if ( invoker.clipcount <= 0 )
{
if ( CountInv(invoker.nextammo) <= 0 ) A_PickNextAmmo();
return A_JumpByAmmoType("Unload_1","Unload_2","Unload_3","Unload_4","Unload_G");
}
if ( player.cmd.buttons&BT_ALTATTACK )
{
invoker.preloadcnt++;
if ( (player.cmd.buttons&BT_ATTACK) || ((invoker.clipcount < 2) && (invoker.preloadcnt >= 10)) )
{
invoker.preloadcnt = 0;
return A_JumpByAmmoType("PreAltFire_1","PreAltFire_2","PreAltFire_3","PreAltFire_4","Ready_G");
}
if ( invoker.preloadcnt >= 10 )
{
invoker.preloadcnt = 0;
return A_JumpByAmmoType("PreAltLoad_1","PreAltLoad_2","PreAltFire_3","PreAltFire_4","Ready_G");
}
return ResolveState(null);
}
return A_JumpByAmmoType("AltFire_1","AltFire_2","AltFire_3","AltFire_4","AltFire_G");
}
Wait;
AltFire_1:
XZW2 A 1 A_HellblazerFire(0,true);
XZW2 XYZ 2;
XZW3 ABCD 2;
XZW2 A 0
{
// chain-fire
if ( invoker.preload > 0 )
{
invoker.preload--;
invoker.spinskipped--;
return A_JumpByAmmoType("AltFire_1","AltFire_2","AltFire_3","AltFire_4","AltFire_G");
}
return ResolveState(null);
}
Goto Cycle_1;
AltFire_2:
XZW6 V 1 A_HellblazerFire(1,true);
XZW7 STUVWXY 2;
XZW6 V 0
{
// chain-fire
if ( invoker.preload > 0 )
{
invoker.preload--;
invoker.spinskipped--;
return A_JumpByAmmoType("AltFire_1","AltFire_2","AltFire_3","AltFire_4","AltFire_G");
}
return ResolveState(null);
}
Goto Cycle_2;
AltFire_3:
XZWB T 1 A_HellblazerFire(2,true);
XZWC QRSTUVW 2;
Goto Cycle_3;
AltFire_4:
XZWG R 1 A_HellblazerFire(3,true);
XZWH OPQRSTU 2;
Goto Cycle_4;
AltFire_G:
XZWL S 1;
XZWM PQRSTUV 2;
Goto Ready_G; // state jump to cycling is done elsewhere
PreLoad_1:
XZW2 A 10 A_StartSound("hellblazer/preload",CHAN_WEAPON,CHANF_OVERLAP);
XZW2 A 2
{
invoker.magpos = (invoker.magpos+1)%6;
invoker.preload++;
A_GlassOverlay("Cycle_G1");
}
XZW3 E 2;
XZW3 FGHI 2;
XZW3 I 0;
XZW3 FE 2;
XZW2 A 1
{
if ( !(player.cmd.buttons&BT_ATTACK) )
return A_JumpByAmmoType("Fire_1","Fire_2","Fire_3","Fire_4","Fire_G");
if ( (player.cmd.buttons&BT_ALTATTACK) || (invoker.preload >= min(invoker.clipcount-1,2)) )
return A_JumpByAmmoType("PreFire_1","PreFire_2","PreFire_3","PreFire_4","Ready_G");
return ResolveState("PreLoad_1");
}
Wait;
PreLoad_2:
XZW6 V 10 A_StartSound("hellblazer/preload",CHAN_WEAPON,CHANF_OVERLAP);
XZW6 V 2
{
invoker.magpos = (invoker.magpos+1)%3;
invoker.preload++;
A_GlassOverlay("Cycle_G2");
}
XZW7 Z 2;
XZW8 ABCDEFG 2;
XZW8 G 0;
XZW8 A 2;
XZW7 Z 2;
XZW6 V 1
{
if ( !(player.cmd.buttons&BT_ATTACK) )
return A_JumpByAmmoType("Fire_1","Fire_2","Fire_3","Fire_4","Fire_G");
if ( (player.cmd.buttons&BT_ALTATTACK) || (invoker.preload >= min(invoker.clipcount-1,2)) )
return A_JumpByAmmoType("PreFire_1","PreFire_2","PreFire_3","PreFire_4","Ready_G");
return ResolveState("PreLoad_2");
}
Wait;
PreAltLoad_1:
XZW2 A 10 A_StartSound("hellblazer/preload",CHAN_WEAPON,CHANF_OVERLAP);
XZW2 A 2
{
invoker.magpos = (invoker.magpos+1)%6;
invoker.preload++;
A_GlassOverlay("Cycle_G1");
}
XZW3 E 2;
XZW3 FGHI 2;
XZW3 I 0;
XZW3 FE 2;
XZW2 A 1
{
if ( !(player.cmd.buttons&BT_ALTATTACK) )
return A_JumpByAmmoType("AltFire_1","AltFire_2","AltFire_3","AltFire_4","AltFire_G");
if ( (player.cmd.buttons&BT_ATTACK) || (invoker.preload >= min(invoker.clipcount-1,2)) )
return A_JumpByAmmoType("PreAltFire_1","PreAltFire_2","PreAltFire_3","PreAltFire_4","Ready_G");
return ResolveState("PreAltLoad_1");
}
Wait;
PreAltLoad_2:
XZW6 V 10 A_StartSound("hellblazer/preload",CHAN_WEAPON,CHANF_OVERLAP);
XZW6 V 2
{
invoker.magpos = (invoker.magpos+1)%3;
invoker.preload++;
A_GlassOverlay("Cycle_G2");
}
XZW7 Z 2;
XZW8 ABCDEFG 2;
XZW8 G 0;
XZW8 A 2;
XZW7 Z 2;
XZW6 V 1
{
if ( !(player.cmd.buttons&BT_ALTATTACK) )
return A_JumpByAmmoType("AltFire_1","AltFire_2","AltFire_3","AltFire_4","AltFire_G");
if ( (player.cmd.buttons&BT_ATTACK) || (invoker.preload >= min(invoker.clipcount-1,2)) )
return A_JumpByAmmoType("PreAltFire_1","PreAltFire_2","PreAltFire_3","PreAltFire_4","Ready_G");
return ResolveState("PreAltLoad_2");
}
Wait;
PreFire_1:
XZW2 A 0
{
invoker.seekcnt = 0;
A_StartSound("hellblazer/hold",CHAN_WEAPON,CHANF_OVERLAP);
}
XZW2 A 1
{
if ( !(player.cmd.buttons&BT_ATTACK) )
return A_JumpByAmmoType("Fire_1","Fire_2","Fire_3","Fire_4","Fire_G");
A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH);
if ( (player.cmd.buttons&BT_ZOOM) && !(player.oldbuttons&BT_ZOOM) )
A_CheckLockOn();
if ( (player.cmd.buttons&BT_RELOAD) && !(player.oldbuttons&BT_RELOAD) )
{
for ( int i=0; i<3; i++ ) invoker.seektarget[i] = null;
if ( invoker.seekcnt > 0 ) A_StartSound("hellblazer/clear",CHAN_WEAPON,CHANF_OVERLAP);
invoker.seekcnt = 0;
}
return ResolveState(null);
}
Wait;
PreFire_2:
XZW6 V 0
{
invoker.seekcnt = 0;
A_StartSound("hellblazer/hold",CHAN_WEAPON,CHANF_OVERLAP);
}
XZW6 V 1
{
if ( !(player.cmd.buttons&BT_ATTACK) )
return A_JumpByAmmoType("Fire_1","Fire_2","Fire_3","Fire_4","Fire_G");
A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH);
if ( (player.cmd.buttons&BT_ZOOM) && !(player.oldbuttons&BT_ZOOM) )
A_CheckLockOn();
if ( (player.cmd.buttons&BT_RELOAD) && !(player.oldbuttons&BT_RELOAD) )
{
for ( int i=0; i<3; i++ ) invoker.seektarget[i] = null;
if ( invoker.seekcnt > 0 ) A_StartSound("hellblazer/clear",CHAN_WEAPON,CHANF_OVERLAP);
invoker.seekcnt = 0;
}
return ResolveState(null);
}
Wait;
PreFire_3:
XZWB T 0
{
invoker.seekcnt = 0;
A_StartSound("hellblazer/hold",CHAN_WEAPON,CHANF_OVERLAP);
}
XZWB T 1
{
if ( !(player.cmd.buttons&BT_ATTACK) )
return A_JumpByAmmoType("Fire_1","Fire_2","Fire_3","Fire_4","Fire_G");
A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH);
if ( (player.cmd.buttons&BT_ZOOM) && !(player.oldbuttons&BT_ZOOM) )
A_CheckLockOn();
if ( (player.cmd.buttons&BT_RELOAD) && !(player.oldbuttons&BT_RELOAD) )
{
for ( int i=0; i<3; i++ ) invoker.seektarget[i] = null;
if ( invoker.seekcnt > 0 ) A_StartSound("hellblazer/clear",CHAN_WEAPON,CHANF_OVERLAP);
invoker.seekcnt = 0;
}
return ResolveState(null);
}
Wait;
PreFire_4:
XZWG R 0
{
invoker.seekcnt = 0;
A_StartSound("hellblazer/hold",CHAN_WEAPON,CHANF_OVERLAP);
}
XZWG R 1
{
if ( !(player.cmd.buttons&BT_ATTACK) )
return A_JumpByAmmoType("Fire_1","Fire_2","Fire_3","Fire_4","Fire_G");
A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH);
if ( (player.cmd.buttons&BT_ZOOM) && !(player.oldbuttons&BT_ZOOM) )
A_CheckLockOn();
if ( (player.cmd.buttons&BT_RELOAD) && !(player.oldbuttons&BT_RELOAD) )
{
for ( int i=0; i<3; i++ ) invoker.seektarget[i] = null;
if ( invoker.seekcnt > 0 ) A_StartSound("hellblazer/clear",CHAN_WEAPON,CHANF_OVERLAP);
invoker.seekcnt = 0;
}
return ResolveState(null);
}
Wait;
PreAltFire_1:
XZW2 A 0
{
invoker.seekcnt = 0;
A_StartSound("hellblazer/hold",CHAN_WEAPON,CHANF_OVERLAP);
}
XZW2 A 1
{
if ( !(player.cmd.buttons&BT_ALTATTACK) )
return A_JumpByAmmoType("AltFire_1","AltFire_2","AltFire_3","AltFire_4","AltFire_G");
A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH);
if ( (player.cmd.buttons&BT_ZOOM) && !(player.oldbuttons&BT_ZOOM) )
A_CheckLockOn();
if ( (player.cmd.buttons&BT_RELOAD) && !(player.oldbuttons&BT_RELOAD) )
{
for ( int i=0; i<3; i++ ) invoker.seektarget[i] = null;
if ( invoker.seekcnt > 0 ) A_StartSound("hellblazer/clear",CHAN_WEAPON,CHANF_OVERLAP);
invoker.seekcnt = 0;
}
return ResolveState(null);
}
Wait;
PreAltFire_2:
XZW6 V 0
{
invoker.seekcnt = 0;
A_StartSound("hellblazer/hold",CHAN_WEAPON,CHANF_OVERLAP);
}
XZW6 V 1
{
if ( !(player.cmd.buttons&BT_ALTATTACK) )
return A_JumpByAmmoType("AltFire_1","AltFire_2","AltFire_3","AltFire_4","AltFire_G");
A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH);
if ( (player.cmd.buttons&BT_ZOOM) && !(player.oldbuttons&BT_ZOOM) )
A_CheckLockOn();
if ( (player.cmd.buttons&BT_RELOAD) && !(player.oldbuttons&BT_RELOAD) )
{
for ( int i=0; i<3; i++ ) invoker.seektarget[i] = null;
if ( invoker.seekcnt > 0 ) A_StartSound("hellblazer/clear",CHAN_WEAPON,CHANF_OVERLAP);
invoker.seekcnt = 0;
}
return ResolveState(null);
}
Wait;
PreAltFire_3:
XZWB T 0
{
invoker.seekcnt = 0;
A_StartSound("hellblazer/hold",CHAN_WEAPON,CHANF_OVERLAP);
}
XZWB T 1
{
if ( !(player.cmd.buttons&BT_ALTATTACK) )
return A_JumpByAmmoType("AltFire_1","AltFire_2","AltFire_3","AltFire_4","AltFire_G");
A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH);
if ( (player.cmd.buttons&BT_ZOOM) && !(player.oldbuttons&BT_ZOOM) )
A_CheckLockOn();
if ( (player.cmd.buttons&BT_RELOAD) && !(player.oldbuttons&BT_RELOAD) )
{
for ( int i=0; i<3; i++ ) invoker.seektarget[i] = null;
if ( invoker.seekcnt > 0 ) A_StartSound("hellblazer/clear",CHAN_WEAPON,CHANF_OVERLAP);
invoker.seekcnt = 0;
}
return ResolveState(null);
}
Wait;
PreAltFire_4:
XZWG R 0
{
invoker.seekcnt = 0;
A_StartSound("hellblazer/hold",CHAN_WEAPON,CHANF_OVERLAP);
}
XZWG R 1
{
if ( !(player.cmd.buttons&BT_ALTATTACK) )
return A_JumpByAmmoType("AltFire_1","AltFire_2","AltFire_3","AltFire_4","AltFire_G");
A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH);
if ( (player.cmd.buttons&BT_ZOOM) && !(player.oldbuttons&BT_ZOOM) )
A_CheckLockOn();
if ( (player.cmd.buttons&BT_RELOAD) && !(player.oldbuttons&BT_RELOAD) )
{
for ( int i=0; i<3; i++ ) invoker.seektarget[i] = null;
if ( invoker.seekcnt > 0 ) A_StartSound("hellblazer/clear",CHAN_WEAPON,CHANF_OVERLAP);
invoker.seekcnt = 0;
}
return ResolveState(null);
}
Wait;
Cycle_1:
XZW2 A 2
{
invoker.spinskipped--;
invoker.magpos = (invoker.magpos+1)%6;
A_GlassOverlay("Cycle_G1");
}
XZW3 E 2;
XZW3 FGHI 2;
XZW3 I 0;
XZW3 FE 2;
Goto Ready_1;
Cycle_2:
XZW6 V 2
{
invoker.spinskipped--;
invoker.magpos = (invoker.magpos+1)%3;
A_GlassOverlay("Cycle_G2");
}
XZW7 Z 2;
XZW8 ABCDEFG 2;
XZW8 G 0;
XZW8 A 2;
XZW7 Z 2;
Goto Ready_2;
Cycle_3:
XZWB T 2
{
invoker.spinskipped--;
invoker.magpos = (invoker.magpos+1)%3;
A_GlassOverlay("Cycle_G2");
}
XZWC X 2;
XZWC YZ 2;
XZWD ABCDE 2;
XZWD E 0;
XZWC YX 2;
Goto Ready_3;
Cycle_4:
XZWG R 2
{
invoker.spinskipped--;
invoker.magpos = (invoker.magpos+1)%2;
A_GlassOverlay("Cycle_G3");
}
XZWH V 2;
XZWH WXYZ 2;
XZWI ABCDEF 2;
XZWI F 0;
XZWH WV 2;
Goto Ready_4;
Cycle_G1:
XZWL S 2 A_StartSound("hellblazer/shift",CHAN_WEAPON,CHANF_OVERLAP);
XZWM W 2;
XZWM X 2 A_StartSound("hellblazer/spin",CHAN_WEAPON,CHANF_OVERLAP);
XZWM YZ 2;
XZWN A 2;
XZWN A 0 A_StartSound("hellblazer/shift",CHAN_WEAPON,CHANF_OVERLAP);
XZWM XW 2;
Goto Ready_G;
Cycle_G2:
XZWL S 2 A_StartSound("hellblazer/shift",CHAN_WEAPON,CHANF_OVERLAP);
XZWM W 2;
XZWN B 2 A_StartSound("hellblazer/spin",CHAN_WEAPON,CHANF_OVERLAP);
XZWN CD 2;
XZWN E 2 A_StartSound("hellblazer/spin",CHAN_WEAPON,CHANF_OVERLAP);
XZWN FGH 2;
XZWN H 0 A_StartSound("hellblazer/shift",CHAN_WEAPON,CHANF_OVERLAP);
XZWN B 2;
XZWM W 2;
Goto Ready_G;
Cycle_G3:
XZWL S 2 A_StartSound("hellblazer/shift",CHAN_WEAPON,CHANF_OVERLAP);
XZWM W 2;
XZWN I 2 A_StartSound("hellblazer/spin",CHAN_WEAPON,CHANF_OVERLAP);
XZWN JK 2;
XZWN L 2 A_StartSound("hellblazer/spin",CHAN_WEAPON,CHANF_OVERLAP);
XZWN MN 2;
XZWN O 2 A_StartSound("hellblazer/spin",CHAN_WEAPON,CHANF_OVERLAP);
XZWN PQR 2;
XZWN R 0 A_StartSound("hellblazer/shift",CHAN_WEAPON,CHANF_OVERLAP);
XZWN I 2;
XZWM W 2;
Goto Ready_G;
Reload:
XZW2 A 2
{
if ( (invoker.clipcount <= 0) && (CountInv(invoker.nextammo) <= 0) ) A_PickNextAmmo();
if ( (invoker.clipcount >= invoker.LoadedCapacity()) && (invoker.loadammo == invoker.nextammo) )
return A_JumpByAmmoType("Idle_1","Idle_2","Idle_3","Idle_4","Idle_G");
return A_JumpByAmmoType("Unload_1","Unload_2","Unload_3","Unload_4","Unload_G");
}
Goto Ready;
Unload_1:
XZW2 A 2;
XZW3 JKLMNOPQRSTUVWXYZ 2;
XZW4 ABCDEFGHIJ 2;
XZWR JKLMN 3;
XZW4 J 2
{
A_SwapAmmo();
return A_JumpByAmmoType("Load_1","Load_2","Load_3","Load_4","Load_G");
}
Goto Load_1;
Unload_2:
XZW6 V 2;
XZW8 HIJKLMNOPQRSTUVWXYZ 2;
XZW9 ABCDEFGH 2;
XZWR JKLMN 3;
XZW9 H 2
{
A_SwapAmmo();
return A_JumpByAmmoType("Load_1","Load_2","Load_3","Load_4","Load_G");
}
Goto Load_2;
Unload_3:
XZWB T 2;
XZWD FGHIJKLMNOPQRSTUVWXYZ 2;
XZWE ABCDEF 2;
XZWR JKLMN 3;
XZWE F 2
{
A_SwapAmmo();
return A_JumpByAmmoType("Load_1","Load_2","Load_3","Load_4","Load_G");
}
Goto Load_3;
Unload_4:
XZWG R 2;
XZWI GHIJKLMNOPQRSTUVWXYZ 2;
XZWJ ABCDEFG 2;
XZWR JKLMN 3;
XZWJ G 2
{
A_SwapAmmo();
return A_JumpByAmmoType("Load_1","Load_2","Load_3","Load_4","Load_G");
}
Goto Load_4;
Unload_G:
XZWL S 2 A_StartSound("hellblazer/meleestart",CHAN_WEAPON,CHANF_OVERLAP);
XZWN STU 2;
XZWN V 2 A_StartSound("hellblazer/open",CHAN_WEAPON,CHANF_OVERLAP);
XZWN WXYZ 2;
XZWO ABCDEFGH 2;
XZWO I 2 A_StartSound("hellblazer/magout",CHAN_WEAPON,CHANF_OVERLAP);
XZWO JKLMNOPQRS 2;
XZWR EFGHI 3;
Goto Load_G;
Load_1:
XZW4 JKLMNOPQRSTUVWXYZ 2;
XZW5 ABCDEFGHIJ 2;
Goto Ready_1;
Load_2:
XZW9 HIJKLMNOPQRSTUVWXYZ 2;
XZWA ABCDEFGH 2;
Goto Ready_2;
Load_3:
XZWE FGHIJKLMNOPQRSTUVWXYZ 2;
XZWF ABCDEF 2;
Goto Ready_3;
Load_4:
XZWJ GHIJKLMNOPQRSTUVWXYZ 2;
XZWK ABCDEFG 2;
Goto Ready_4;
Load_G:
XZWO S 2 A_PlayerReload();
XZWO TUVWXY 2;
XZWO Z 2 A_StartSound("hellblazer/magin",CHAN_WEAPON,CHANF_OVERLAP);
XZWP ABCDEFG 2;
XZWP H 2 A_StartSound("hellblazer/close",CHAN_WEAPON,CHANF_OVERLAP);
XZWP IJKL 2;
XZWP M 2 A_StartSound("hellblazer/meleestop",CHAN_WEAPON,CHANF_OVERLAP);
XZWP NOPQRS 2;
Goto Ready_G;
Idle_1:
XZW2 A 2;
XZW5 KLMNOPQRSTUVWXYZ 2;
XZW6 A 2;
Goto Ready_1;
Idle_2:
XZW6 V 2;
XZWA IJKLMNOPQRSTUVWXY 2;
Goto Ready_2;
Idle_3:
XZWB T 2;
XZWF GHIJKLMNOPQRSTUVW 2;
Goto Ready_3;
Idle_4:
XZWG R 2;
XZWK HIJKLMNOPQRSTUVWX 2;
Goto Ready_4;
Idle_G:
XZWL S 2
{
A_StartSound("hellblazer/idle",CHAN_WEAPON,CHANF_OVERLAP);
A_PlayerCheckGun();
}
XZWP TUVWX 2;
XZWP Y 2 A_StartSound("hellblazer/dustoff",CHAN_WEAPON,CHANF_OVERLAP);
XZWP Z 2;
XZWQ ABCDEFGHIJ 2;
Goto Ready_G;
Zoom:
#### # 1
{
A_PickNextAmmo();
A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH);
}
#### # 1 A_ZoomHold();
Wait;
User1:
XZW2 A 0 A_JumpByAmmoType("User1_1","User1_2","User1_3","User1_4","User1_G");
User1_1:
XZW2 A 2;
XZW6 BCDE 2;
XZW6 FGH 1;
XZW6 IJK 2;
XZW6 LMNOPQRSTU 2;
Goto Ready_1;
User1_2:
XZW6 V 2;
XZWA Z 2;
XZWB ABC 2;
XZWB DEF 1;
XZWB GHI 2;
XZWB JKLMNOPQRS 2;
Goto Ready_2;
User1_3:
XZWB T 2;
XZWF XYZ 2;
XZWG A 2;
XZWG BCD 1;
XZWG EFG 2;
XZWG HIJKLMNOPQ 2;
Goto Ready_3;
User1_4:
XZWG R 2;
XZWK YZ 2;
XZWL AB 2;
XZWL CDE 1;
XZWL FGH 2;
XZWL IJKLMNOPQR 2;
Goto Ready_4;
User1_G:
XZWL S 2
{
A_StartSound("hellblazer/meleestart",CHAN_WEAPON,CHANF_OVERLAP);
A_StartSound("demolitionist/wswing",CHAN_WEAPON,CHANF_OVERLAP);
A_PlayerMelee();
}
XZWQ KLM 2;
XZWQ N 2 A_Parry(9);
XZWQ OP 1;
XZWQ Q 1 A_Melee(75,"demolitionist/whitl",1.05,1.2,1.2);
XZWQ RSTUV 2;
XZWQ W 2 A_StartSound("hellblazer/meleeend",CHAN_WEAPON,CHANF_OVERLAP);
XZWQ XYZ 2;
XZWR ABCD 2;
Goto Ready_G;
}
}