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