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