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gzdoom-gles/wadsrc/static/zscript/doom/weaponchainsaw.txt

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// --------------------------------------------------------------------------
//
// Chainsaw
//
// --------------------------------------------------------------------------
class Chainsaw : Weapon
{
Default
{
Weapon.Kickback 0;
Weapon.SelectionOrder 2200;
Weapon.UpSound "weapons/sawup";
Weapon.ReadySound "weapons/sawidle";
Inventory.PickupMessage "$GOTCHAINSAW";
Obituary "$OB_MPCHAINSAW";
Tag "$TAG_CHAINSAW";
+WEAPON.MELEEWEAPON
}
States
{
Ready:
SAWG CD 4 A_WeaponReady;
Loop;
Deselect:
SAWG C 1 A_Lower;
Loop;
Select:
SAWG C 1 A_Raise;
Loop;
Fire:
SAWG AB 4 A_Saw;
SAWG B 0 A_ReFire;
Goto Ready;
Spawn:
CSAW A -1;
Stop;
}
}
extend class StateProvider
{
action void A_Saw(sound fullsound = "weapons/sawfull", sound hitsound = "weapons/sawhit", int damage = 2, class<Actor> pufftype = "BulletPuff", int flags = 0, double range = 0, double spread_xy = 2.8125, double spread_z = 0, double lifesteal = 0, int lifestealmax = 0, class<BasicArmorBonus> armorbonustype = "ArmorBonus")
{
FTranslatedLineTarget t;
if (player == null)
{
return;
}
if (pufftype == null)
{
pufftype = 'BulletPuff';
}
if (damage == 0)
{
damage = 2;
}
if (!(flags & SF_NORANDOM))
{
damage *= random[Saw](1, 10);
}
if (range == 0)
{
range = SAWRANGE;
}
double ang = angle + spread_xy * (Random2[Saw]() / 255.);
double slope = AimLineAttack (ang, range, t) + spread_z * (Random2[Saw]() / 255.);
Weapon weap = player.ReadyWeapon;
if (weap != null && !(flags & SF_NOUSEAMMO) && !(!t.linetarget && (flags & SF_NOUSEAMMOMISS)) && !weap.bDehAmmo &&
invoker == weap && stateinfo != null && stateinfo.mStateType == STATE_Psprite)
{
if (!weap.DepleteAmmo (weap.bAltFire))
return;
}
Actor puff;
int actualdamage;
[puff, actualdamage] = LineAttack (ang, range, slope, damage, 'Melee', pufftype, false, t);
if (!t.linetarget)
{
if ((flags & SF_RANDOMLIGHTMISS) && (Random[Saw]() > 64))
{
player.extralight = !player.extralight;
}
A_PlaySound (fullsound, CHAN_WEAPON);
return;
}
if (flags & SF_RANDOMLIGHTHIT)
{
int randVal = Random[Saw]();
if (randVal < 64)
{
player.extralight = 0;
}
else if (randVal < 160)
{
player.extralight = 1;
}
else
{
player.extralight = 2;
}
}
if (lifesteal && !t.linetarget.bDontDrain)
{
if (flags & SF_STEALARMOR)
{
if (armorbonustype == null)
{
armorbonustype = "ArmorBonus";
}
if (armorbonustype != null)
{
BasicArmorBonus armorbonus = BasicArmorBonus(Spawn(armorbonustype));
armorbonus.SaveAmount = int(armorbonus.SaveAmount * actualdamage * lifesteal);
armorbonus.MaxSaveAmount = lifestealmax <= 0 ? armorbonus.MaxSaveAmount : lifestealmax;
armorbonus.bDropped = true;
armorbonus.ClearCounters();
if (!armorbonus.CallTryPickup (self))
{
armorbonus.Destroy ();
}
}
}
else
{
GiveBody (int(actualdamage * lifesteal), lifestealmax);
}
}
A_PlaySound (hitsound, CHAN_WEAPON);
// turn to face target
if (!(flags & SF_NOTURN))
{
double anglediff = deltaangle(angle, t.angleFromSource);
if (anglediff < 0.0)
{
if (anglediff < -4.5)
angle = t.angleFromSource + 90.0 / 21;
else
angle -= 4.5;
}
else
{
if (anglediff > 4.5)
angle = t.angleFromSource - 90.0 / 21;
else
angle += 4.5;
}
}
if (!(flags & SF_NOPULLIN))
bJustAttacked = true;
}
}