raze/wadsrc/static/zscript/games/duke/actors/dukeweapons/freezer.zs

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//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
class DukeFreezeBlast : DukeProjectile
{
default
{
pic "FREEZEBLAST";
+FULLBRIGHT;
+FREEZEDAMAGE;
+REFLECTIVE;
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+NOHITJIBS;
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}
override bool postmoveeffect(CollisionData coll)
{
return false;
}
override bool weaponhitsprite_pre(DukeActor targ)
{
if (targ.pal == 1) // is target already frozen?
{
if (targ.badguy() || targ.isPlayer())
{
let spawned = targ.spawn('DukeTransporterStar');
if (spawned)
{
spawned.pal = 1;
spawned.scale = (0.5, 0.5);
}
self.Destroy();
return true;
}
}
return super.weaponhitsprite_pre(targ);
}
override void Tick()
{
if (self.yint < 1 || self.extra < 2 || (self.vel.X == 0 && self.vel.Z == 0))
{
let star = self.spawn("DukeTransporterStar");
if (star)
{
star.pal = 1;
star.scale = (0.5, 0.5);
}
self.Destroy();
}
else
Super.Tick();
}
override bool weaponhitsector()
{
self.bounce();
self.doMove(CLIPMASK1);
self.extra >>= 1;
if (self.scale.X > 0.125 )
self.scale.X -= 0.03125;
if (self.scale.Y > 0.125 )
self.scale.Y -= 0.03125;
self.yint--;
return true;
}
override bool ShootThis(DukeActor actor, DukePlayer p, Vector3 pos, double ang) const
{
let sect = actor.sector;
double vel, zvel;
int scount;
pos.Z += 3;
if (actor.extra >= 0 && !self.bDONTLIGHTSHOOTER) actor.shade = -96;
scount = 1;
vel = 40.25;
if (p != null)
{
let aimed = actor.aim(self);
if (aimed)
{
double dal = ((aimed.scale.X * aimed.spriteHeight()) * 0.5) + 8;
double dist = (p.actor.pos.XY - aimed.pos.XY).Length();
zvel = ((aimed.pos.Z - pos.Z - dal) * vel) / dist;
if (!(aimed.bSPECIALAUTOAIM))
ang = (aimed.pos.XY - pos.XY).Angle();
}
else
[vel, zvel] = Raze.setFreeAimVelocity(vel, zvel, p.getPitchWithView(), 40.5);
}
else
{
let j = actor.findplayer();
ang = (j.actor.opos.XY - pos.XY).Angle();
double dist = (j.actor.pos.XY - actor.pos.XY).Length();
zvel = ((j.actor.opos.Z + j.actor.viewzoffset - pos.Z) * vel) / dist;
if (actor.bBADGUY && (actor.hitag & face_player_smart))
ang = actor.Angle + frandom(-22.5 / 8, 22.5 / 8);
}
let offset = (ang + 61.171875).ToVector() * (1024. / 448.);
let spawned = dlevel.SpawnActor(sect, pos.plusZ(-1) + offset, self.GetClass(), 0, (0.109375, 0.109375), ang, vel, zvel, actor, STAT_PROJECTILE);
if (!spawned) return true;
if (p != null)
{
let snd = self.spawnsound;
if (snd > 0) spawned.PlayActorSound(snd);
}
spawned.extra += random(0, 7);
spawned.yint = gs.numfreezebounces;
spawned.vel.Z -= 0.25;
spawned.cstat = CSTAT_SPRITE_YCENTER;
spawned.clipdist = 10;
return true;
}
}