swwmgz_m/zscript/handler/swwm_handler_iwantdie.zsc
Marisa the Magician f78b747ff7 Add secret difficulty for a dragon.
Remove 2x speed mult from hardest skill(s) (causes glitches).
Allow moths to still attack while following the lamp.
(Still do not know what causes moths to print "asin domain error" to terminal).
2023-10-16 14:00:46 +02:00

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2.5 KiB
Text

// I WANT DIE
// tokens
Class DontDuplicate : Inventory {}
Class DontDuplicate2 : Inventory {}
extend Class SWWMHandler
{
double smult;
int dmult;
private void IWantDieSpawn( WorldEvent e )
{
if ( iwantdie == -1 )
{
int acsre = G_SkillPropertyInt(SKILLP_ACSReturn);
iwantdie = (acsre >= 5);
smult = 2.-(acsre-5)*.5; // reduced in Kynikoss skill because it'd stack with FastMonsters
dmult = acsre-3;
}
if ( iwantdie <= 0 ) return;
if ( SWWMUtility.ValidProjectile(e.Thing) && !e.Thing.FindInventory("DontDuplicate") && (e.Thing.target && e.Thing.target.bISMONSTER && !e.Thing.target.player) )
{
e.Thing.speed *= smult;
e.Thing.vel *= smult;
double ang = e.Thing.target.target?e.Thing.AngleTo(e.Thing.target.target):e.Thing.angle;
double pt = e.Thing.target.target?e.Thing.PitchTo(e.Thing.target.target,e.Thing.target.missileheight,e.Thing.target.target.Height/2.):e.Thing.pitch;
let [x, y, z] = SWWMUtility.GetAxes(ang,pt,e.Thing.roll);
int numpt = Random[ExtraMissiles](1,dmult);
for ( int i=0; i<numpt; i++ )
{
double a = FRandom[ExtraMissiles](0,360);
double s = FRandom[ExtraMissiles](0,.1);
Vector3 dir = SWWMUtility.ConeSpread(x,y,z,a,s);
let p = Actor.Spawn(e.Thing.GetClass(),e.Thing.pos);
p.GiveInventory("DontDuplicate",1);
p.target = e.Thing.target;
p.tracer = e.Thing.tracer;
p.master = e.Thing.master;
p.speed *= FRandom[ExtraMissiles](1.,3.);
p.vel = dir*p.speed;
p.angle = atan2(dir.y,dir.x);
p.pitch = asin(-dir.z);
p.roll = e.Thing.roll;
}
}
if ( !e.Thing.bISMONSTER || (e.Thing is 'PlayerPawn') ) return;
// avoid if it has some sort of special handling
if ( e.Thing.special || e.Thing.tid || e.Thing.bDORMANT ) return;
// random chance to spawn doubles
if ( e.Thing.FindInventory("DontDuplicate") || Random[ExtraMissiles](0,2) ) return;
int numpt = Random[ExtraMissiles](1,dmult);
for ( int i=0; i<numpt; i++ )
{
// three attempts for each
for ( int j=0; j<3; j++ )
{
let x = Actor.Spawn(e.Thing.GetClass(),e.Thing.Vec3Angle(e.Thing.Radius*FRandom[ExtraMissiles](1.5,4.),FRandom[ExtraMissiles](0,360)));
if ( x.pos.z+x.height > x.ceilingz ) x.SetZ(x.ceilingz-x.height);
if ( x.pos.z < x.floorz ) x.SetZ(x.floorz);
if ( !x.TestMobjLocation() || !x.TestMobjZ() || !level.IsPointInLevel(x.pos) )
{
x.ClearCounters();
x.Destroy();
}
else
{
x.angle = e.Thing.angle;
x.bAMBUSH = e.Thing.bAMBUSH;
x.GiveInventory("DontDuplicate",1);
break;
}
}
}
}
}