mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-12-15 14:51:13 +00:00
5229a84047
# Conflicts: # wadsrc_extra/static/filter/harmony/decorate.txt
323 lines
6.6 KiB
Text
323 lines
6.6 KiB
Text
// High-Explosive Grenade Launcher ------------------------------------------
|
|
|
|
class StrifeGrenadeLauncher : StrifeWeapon
|
|
{
|
|
Default
|
|
{
|
|
+FLOORCLIP
|
|
Weapon.SelectionOrder 2400;
|
|
Weapon.AmmoUse1 1;
|
|
Weapon.AmmoGive1 12;
|
|
Weapon.AmmoType1 "HEGrenadeRounds";
|
|
Weapon.SisterWeapon "StrifeGrenadeLauncher2";
|
|
Inventory.Icon "GRNDA0";
|
|
Tag "$TAG_GLAUNCHER1";
|
|
Inventory.PickupMessage "$TXT_GLAUNCHER";
|
|
}
|
|
|
|
States
|
|
{
|
|
Spawn:
|
|
GRND A -1;
|
|
Stop;
|
|
Ready:
|
|
GREN A 1 A_WeaponReady;
|
|
Loop;
|
|
Deselect:
|
|
GREN A 1 A_Lower;
|
|
Loop;
|
|
Select:
|
|
GREN A 1 A_Raise;
|
|
Loop;
|
|
Fire:
|
|
GREN A 5 A_FireGrenade("HEGrenade", -90, "Flash");
|
|
GREN B 10;
|
|
GREN A 5 A_FireGrenade("HEGrenade", 90, "Flash2");
|
|
GREN C 10;
|
|
GREN A 0 A_ReFire;
|
|
Goto Ready;
|
|
Flash:
|
|
GREF A 5 Bright A_Light1;
|
|
Goto LightDone;
|
|
Flash2:
|
|
GREF B 5 Bright A_Light2;
|
|
Goto LightDone;
|
|
}
|
|
|
|
//============================================================================
|
|
//
|
|
// A_FireGrenade
|
|
//
|
|
//============================================================================
|
|
|
|
action void A_FireGrenade (class<Actor> grenadetype, double angleofs, statelabel flash)
|
|
{
|
|
if (player == null)
|
|
{
|
|
return;
|
|
}
|
|
|
|
Weapon weapon = player.ReadyWeapon;
|
|
if (weapon != null)
|
|
{
|
|
if (!weapon.DepleteAmmo (weapon.bAltFire))
|
|
return;
|
|
|
|
player.SetPsprite (PSP_FLASH, weapon.FindState(flash), true);
|
|
}
|
|
|
|
if (grenadetype != null)
|
|
{
|
|
AddZ(32);
|
|
Actor grenade = SpawnSubMissile (grenadetype, self);
|
|
AddZ(-32);
|
|
if (grenade == null)
|
|
return;
|
|
|
|
if (grenade.SeeSound != 0)
|
|
{
|
|
grenade.A_StartSound (grenade.SeeSound, CHAN_VOICE);
|
|
}
|
|
|
|
grenade.Vel.Z = (-clamp(tan(Pitch), -5, 5)) * grenade.Speed + 8;
|
|
|
|
Vector2 offset = AngleToVector(angle, radius + grenade.radius);
|
|
double an = Angle + angleofs;
|
|
offset += AngleToVector(an, 15);
|
|
grenade.SetOrigin(grenade.Vec3Offset(offset.X, offset.Y, 0.), false);
|
|
}
|
|
}
|
|
}
|
|
|
|
// White Phosphorous Grenade Launcher ---------------------------------------
|
|
|
|
class StrifeGrenadeLauncher2 : StrifeGrenadeLauncher
|
|
{
|
|
Default
|
|
{
|
|
Weapon.SelectionOrder 3200;
|
|
Weapon.AmmoUse1 1;
|
|
Weapon.AmmoGive1 0;
|
|
Weapon.AmmoType1 "PhosphorusGrenadeRounds";
|
|
Weapon.SisterWeapon "StrifeGrenadeLauncher";
|
|
Tag "$TAG_GLAUNCHER2";
|
|
}
|
|
States
|
|
{
|
|
Ready:
|
|
GREN D 1 A_WeaponReady;
|
|
Loop;
|
|
Deselect:
|
|
GREN D 1 A_Lower;
|
|
Loop;
|
|
Select:
|
|
GREN D 1 A_Raise;
|
|
Loop;
|
|
Fire:
|
|
GREN D 5 A_FireGrenade("PhosphorousGrenade", -90, "Flash");
|
|
GREN E 10;
|
|
GREN D 5 A_FireGrenade("PhosphorousGrenade", 90, "Flash2");
|
|
GREN F 10;
|
|
GREN A 0 A_ReFire;
|
|
Goto Ready;
|
|
Flash:
|
|
GREF C 5 Bright A_Light1;
|
|
Goto LightDone;
|
|
Flash2:
|
|
GREF D 5 Bright A_Light2;
|
|
Goto LightDone;
|
|
}
|
|
}
|
|
|
|
// High-Explosive Grenade ---------------------------------------------------
|
|
|
|
class HEGrenade : Actor
|
|
{
|
|
Default
|
|
{
|
|
Speed 15;
|
|
Radius 13;
|
|
Height 13;
|
|
Mass 20;
|
|
Damage 1;
|
|
Reactiontime 30;
|
|
Projectile;
|
|
-NOGRAVITY
|
|
+STRIFEDAMAGE
|
|
+BOUNCEONACTORS
|
|
+EXPLODEONWATER
|
|
MaxStepHeight 4;
|
|
BounceType "Doom";
|
|
BounceFactor 0.5;
|
|
BounceCount 2;
|
|
SeeSound "weapons/hegrenadeshoot";
|
|
DeathSound "weapons/hegrenadebang";
|
|
Obituary "$OB_MPSTRIFEGRENADE";
|
|
}
|
|
States
|
|
{
|
|
Spawn:
|
|
GRAP AB 3 A_Countdown;
|
|
Loop;
|
|
Death:
|
|
BNG4 A 0 Bright A_NoGravity;
|
|
BNG4 A 0 Bright A_SetRenderStyle(1, STYLE_Normal);
|
|
BNG4 A 2 Bright A_Explode(192, 192, alert:true);
|
|
BNG4 BCDEFGHIJKLMN 3 Bright;
|
|
Stop;
|
|
}
|
|
}
|
|
|
|
// White Phosphorous Grenade ------------------------------------------------
|
|
|
|
class PhosphorousGrenade : Actor
|
|
{
|
|
Default
|
|
{
|
|
Speed 15;
|
|
Radius 13;
|
|
Height 13;
|
|
Mass 20;
|
|
Damage 1;
|
|
Reactiontime 40;
|
|
Projectile;
|
|
-NOGRAVITY
|
|
+STRIFEDAMAGE
|
|
+BOUNCEONACTORS
|
|
+EXPLODEONWATER
|
|
BounceType "Doom";
|
|
MaxStepHeight 4;
|
|
BounceFactor 0.5;
|
|
BounceCount 2;
|
|
SeeSound "weapons/phgrenadeshoot";
|
|
DeathSound "weapons/phgrenadebang";
|
|
Obituary "$OB_MPPHOSPHOROUSGRENADE";
|
|
}
|
|
States
|
|
{
|
|
Spawn:
|
|
GRIN AB 3 A_Countdown;
|
|
Loop;
|
|
Death:
|
|
BNG3 A 2 A_SpawnItemEx("PhosphorousFire");
|
|
Stop;
|
|
}
|
|
}
|
|
|
|
// Fire from the Phosphorous Grenade ----------------------------------------
|
|
|
|
class PhosphorousFire : Actor
|
|
{
|
|
Default
|
|
{
|
|
Reactiontime 120;
|
|
DamageType "Fire";
|
|
+NOBLOCKMAP
|
|
+FLOORCLIP
|
|
+NOTELEPORT
|
|
+NODAMAGETHRUST
|
|
+DONTSPLASH
|
|
+ZDOOMTRANS
|
|
RenderStyle "Add";
|
|
Obituary "$OB_MPPHOSPHOROUSGRENADE";
|
|
}
|
|
|
|
States
|
|
{
|
|
Spawn:
|
|
BNG3 B 2 Bright A_Burnarea;
|
|
BNG3 C 2 Bright A_Countdown;
|
|
FLBE A 2 Bright A_Burnination;
|
|
FLBE B 2 Bright A_Countdown;
|
|
FLBE C 2 Bright A_Burnarea;
|
|
FLBE D 3 Bright A_Countdown;
|
|
FLBE E 3 Bright A_Burnarea;
|
|
FLBE F 3 Bright A_Countdown;
|
|
FLBE G 3 Bright A_Burnination;
|
|
Goto Spawn+5;
|
|
Death:
|
|
FLBE H 2 Bright;
|
|
FLBE I 2 Bright A_Burnination;
|
|
FLBE JK 2 Bright;
|
|
Stop;
|
|
}
|
|
|
|
override int DoSpecialDamage (Actor target, int damage, Name damagetype)
|
|
{
|
|
// This may look a bit weird but is the same as in SVE:
|
|
// For the bosses, only their regular 0.5 damage factor for fire applies.
|
|
let firedamage = target.ApplyDamageFactor('Fire', damage);
|
|
if (firedamage != damage) return damage; // if the target has a factor, do nothing here. The factor will be applied elsewhere.
|
|
|
|
// For everything else damage is halved, for robots quartered.
|
|
damage >>= 1;
|
|
if (target.bNoBlood)
|
|
{
|
|
damage >>= 1;
|
|
}
|
|
return damage;
|
|
}
|
|
|
|
// This function is mostly redundant and only kept in case some mod references it.
|
|
void A_Burnarea ()
|
|
{
|
|
A_Explode(128, 128);
|
|
}
|
|
|
|
void A_Burnination ()
|
|
{
|
|
Vel.Z -= 8;
|
|
Vel.X += (random2[PHBurn] (3));
|
|
Vel.Y += (random2[PHBurn] (3));
|
|
A_StartSound ("world/largefire", CHAN_VOICE);
|
|
|
|
// Only the main fire spawns more.
|
|
if (!bDropped)
|
|
{
|
|
// Original x and y offsets seemed to be like this:
|
|
// x + (((pr_phburn() + 12) & 31) << F.RACBITS);
|
|
//
|
|
// But that creates a lop-sided burn because it won't use negative offsets.
|
|
int xofs, xrand = random[PHBurn]();
|
|
int yofs, yrand = random[PHBurn]();
|
|
|
|
// Adding 12 is pointless if you're going to mask it afterward.
|
|
xofs = xrand & 31;
|
|
if (xrand & 128)
|
|
{
|
|
xofs = -xofs;
|
|
}
|
|
|
|
yofs = yrand & 31;
|
|
if (yrand & 128)
|
|
{
|
|
yofs = -yofs;
|
|
}
|
|
|
|
Vector2 newpos = Vec2Offset(xofs, yofs);
|
|
|
|
Sector sec = Sector.PointInSector(newpos);
|
|
// Consider portals and 3D floors instead of just using the current sector's z.
|
|
double floorh = sec.NextLowestFloorAt(newpos.x, newpos.y, pos.z+4, 0, MaxStepHeight);
|
|
|
|
// The sector's floor is too high so spawn the flame elsewhere.
|
|
if (floorh + MaxStepHeight)
|
|
{
|
|
newpos = Pos.xy;
|
|
}
|
|
|
|
Actor drop = Spawn("PhosphorousFire", (newpos, pos.z + 4.), ALLOW_REPLACE);
|
|
if (drop != NULL)
|
|
{
|
|
drop.Vel.X = Vel.X + random2[PHBurn] (7);
|
|
drop.Vel.Y = Vel.Y + random2[PHBurn] (7);
|
|
drop.Vel.Z = Vel.Z - 1;
|
|
drop.reactiontime = random[PHBurn](2, 5);
|
|
drop.bDropped = true;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
}
|
|
|