- moved all of Duke's weapons to the subfolder.

This commit is contained in:
Christoph Oelckers 2022-12-31 11:27:40 +01:00
parent 84b372f35a
commit d1b44d1900
14 changed files with 536 additions and 473 deletions

View file

@ -61,10 +61,8 @@ version "4.10"
#include "zscript/games/duke/actors/_placeholders.zs"
#include "zscript/games/duke/actors/projectiles.zs"
#include "zscript/games/duke/actors/mortar.zs"
#include "zscript/games/duke/actors/recon.zs"
#include "zscript/games/duke/actors/greenslime.zs"
#include "zscript/games/duke/actors/heavyhbomb.zs"
#include "zscript/games/duke/actors/burning.zs"
#include "zscript/games/duke/actors/dukedecos.zs"
@ -161,6 +159,18 @@ version "4.10"
#include "zscript/games/duke/actors/dukestuff/rubbercan.zs"
#include "zscript/games/duke/actors/dukestuff/stuff.zs"
#include "zscript/games/duke/actors/dukeweapons/projectilebase.zs"
#include "zscript/games/duke/actors/dukeweapons/freezer.zs"
#include "zscript/games/duke/actors/dukeweapons/grower.zs"
#include "zscript/games/duke/actors/dukeweapons/heavyhbomb.zs"
#include "zscript/games/duke/actors/dukeweapons/hitscan.zs"
#include "zscript/games/duke/actors/dukeweapons/melee.zs"
#include "zscript/games/duke/actors/dukeweapons/mortar.zs"
#include "zscript/games/duke/actors/dukeweapons/projectiles.zs"
#include "zscript/games/duke/actors/dukeweapons/rpg.zs"
#include "zscript/games/duke/actors/dukeweapons/shrinker.zs"
#include "zscript/games/duke/actors/dukeweapons/tripbomb.zs"
#include "zscript/games/duke/actors/redneckcstuff/airplane.zs"
#include "zscript/games/duke/actors/redneckcstuff/balloons.zs"
#include "zscript/games/duke/actors/redneckcstuff/bowling.zs"
@ -174,14 +184,6 @@ version "4.10"
#include "zscript/games/duke/actors/redneckcstuff/rrcactus.zs"
#include "zscript/games/duke/actors/redneckcstuff/rrteleport.zs"
#include "zscript/games/duke/actors/dukeweapons/melee.zs"
#include "zscript/games/duke/actors/dukeweapons/hitscan.zs"
#include "zscript/games/duke/actors/dukeweapons/projectiles.zs"
#include "zscript/games/duke/actors/dukeweapons/shrinker.zs"
#include "zscript/games/duke/actors/dukeweapons/grower.zs"
#include "zscript/games/duke/actors/dukeweapons/tripbomb.zs"
#include "zscript/games/duke/actors/dukeweapons/freezer.zs"
#include "zscript/games/duke/actors/dukeweapons/rpg.zs"
#include "zscript/games/duke/actors/redneckweapons/crossbow.zs"
#include "zscript/games/duke/actors/redneckweapons/boatcannon.zs"

View file

@ -1,16 +1,3 @@
class DukeRadiusExplosion : DukeActor
{
default
{
pic "RADIUSEXPLOSION";
+INFLAME;
+DIENOW;
+EXPLOSIVE;
+DOUBLEDMGTHRUST;
+BREAKMIRRORS;
}
}
class DukeSectorEffector : DukeActor
{
//This never gets ticked, the handler goes directly to the native implementations.

View file

@ -9,6 +9,7 @@ class DukeFreezeBlast : DukeProjectile
default
{
pic "FREEZEBLAST";
Strength FREEZETHROWER_WEAPON_STRENGTH;
+FULLBRIGHT;
+FREEZEDAMAGE;
+REFLECTIVE;

View file

@ -4,6 +4,7 @@ class DukeGrowSpark : DukeActor
default
{
spriteset "GROWSPARK", "GROWSPARK1", "GROWSPARK2", "GROWSPARK3";
Strength GROWSPARK_WEAPON_STRENGTH;
+FULLBRIGHT;
+NOFLOORPAL;
}
@ -85,4 +86,3 @@ class DukeGrowSpark : DukeActor
return true;
}
}

View file

@ -4,6 +4,7 @@ class DukePipeBomb : DukeActor
default
{
pic "HEAVYHBOMB";
Strength HANDBOMB_WEAPON_STRENGTH;
+INFLAME;
+EXPLOSIVE;
+DOUBLEDMGTHRUST;

View file

@ -284,12 +284,14 @@ class DukeShotSpark : DukeActor
+FORCERUNCON;
+LIGHTDAMAGE;
statnum STAT_MISC;
Strength PISTOL_WEAPON_STRENGTH;
}
override bool ShootThis(DukeActor actor, DukePlayer p, Vector3 pos, double ang)
{
return HitscanAttack(actor, p, pos, ang, 5.625, 4, 11.25, false);
}
}
class DukeShotgunShot : DukeActor
@ -297,6 +299,7 @@ class DukeShotgunShot : DukeActor
default
{
pic "SHOTGUN";
Strength SHOTGUN_WEAPON_STRENGTH;
}
override bool ShootThis(DukeActor actor, DukePlayer p, Vector3 pos, double ang)
@ -310,6 +313,7 @@ class DukeChaingunShot : DukeActor
default
{
pic "CHAINGUN";
Strength CHAINGUN_WEAPON_STRENGTH;
}
override bool ShootThis(DukeActor actor, DukePlayer p, Vector3 pos, double ang)
@ -321,6 +325,11 @@ class DukeChaingunShot : DukeActor
// RR' damage properties are a bit different.
class RedneckShotSpark : DukeShotSpark
{
default
{
Strength CASUL_WEAPON_STRENGTH;
}
override bool ShootThis(DukeActor actor, DukePlayer p, Vector3 pos, double ang)
{
return HitscanAttack(actor, p, pos, ang, 5.625, 4, 11.25, false);
@ -339,6 +348,10 @@ class RedneckShotgunShot : DukeShotgunShot
class RedneckChaingunShot : DukeChaingunShot
{
default
{
Strength RIFLE_WEAPON_STRENGTH;
}
override bool ShootThis(DukeActor actor, DukePlayer p, Vector3 pos, double ang)
{
return HitscanAttack(actor, p, pos, ang, 5.625, 4, 11.25, true);

View file

@ -10,6 +10,7 @@ class DukeMeleeAttack : DukeActor
pic "KNEE";
+DIENOW;
DukeMeleeAttack.extradamage 0;
Strength KNEE_WEAPON_STRENGTH;
DukeMeleeAttack.attacksound "KICK_HIT";
}
@ -131,6 +132,7 @@ class RedneckBuzzSaw : DukeMeleeAttack
default
{
pic "BUZSAW";
Strength BUZSAW_WEAPON_STRENGTH;
}
}
@ -141,6 +143,7 @@ class RedneckSlingbladeAttack : DukeMeleeAttack
pic "SLINGBLADE";
DukeMeleeAttack.extradamage 50; // extra attack power.
DukeMeleeAttack.attacksound "SLINGHIT";
Strength SLINGBLADE_WEAPON_STRENGTH;
}
}

View file

@ -3,6 +3,8 @@ class DukeMortar : DukeActor
default
{
pic "MORTER";
Strength MORTER_WEAPON_STRENGTH;
DukeMortar.ceilingdist 3;
DukeMortar.spawnscale 0.5;
+HITRADIUS_DONTHURTSHOOTER;
@ -184,6 +186,7 @@ class DukeBounceMine : DukeMortar
default
{
pic "BOUNCEMINE";
Strength BOUNCEMINE_WEAPON_STRENGTH;
}
override void Initialize()

View file

@ -0,0 +1,454 @@
// Note: Duke's handling is dumb enough to make it impossible for other actors than the predefined projectile type to be used as projectile -
// even if it is given the right statnum the projectile code won't get called for it.
// So even in the future any projectile needs to inherit from this to gain the needed feature support.
extend class DukeActor
{
// placed in DukeActor so it remains reusable.
void bounce()
{
Vector3 vect = (self.angle.ToVector() * self.vel.X, self.vel.Z);
let sectp = self.sector;
double daang = sectp.walls[0].delta().Angle();
double k;
if (self.pos.Z < (self.floorz + self.ceilingz) * 0.5)
k = sectp.ceilingheinum;
else
k = sectp.floorheinum;
Vector3 davec = (sin(daang) * k, -cos(daang) * k, 4096);
double dotp = vect dot davec;
double l = davec.LengthSquared();
vect -= davec * (2 * dotp / l);
self.vel.Z = vect.Z;
self.vel.X = vect.XY.Length();
self.angle = vect.Angle();
}
}
class DukeProjectile : DukeActor
{
default
{
statnum STAT_PROJECTILE;
}
Vector3 oldpos; // holds the position before the current move
meta Sound SpawnSound;
property SpawnSound: SpawnSound;
override void Initialize()
{
// do not call the parent's function here.
}
// this large batch of subsequently called virtuals is owed to the spaghetti-like implementation of the orignal moveprojectiles function.
virtual bool premoveeffect()
{
return false;
}
virtual bool postmoveeffect(CollisionData coll)
{
if (coll.type != kHitSprite)
{
if (self.pos.Z < self.ceilingz)
{
coll.setSector(self.sector);
self.vel.Z -= 1/256.;
}
else if ((self.pos.Z > self.floorz && self.sector.lotag != ST_1_ABOVE_WATER) ||
(self.pos.Z > self.floorz + 16 && self.sector.lotag == ST_1_ABOVE_WATER))
{
coll.setSector(self.sector);
if (self.sector.lotag != ST_1_ABOVE_WATER)
self.vel.Z += 1/256.;
}
}
return false;
}
virtual bool weaponhitsprite_pre(DukeActor targ)
{
targ.OnHit(self);
return false;
}
virtual bool weaponhitplayer(DukeActor targ)
{
targ.PlayActorSound("PISTOL_BODYHIT");
return false;
}
protected bool weaponhitsprite(DukeActor targ)
{
if (self.weaponhitsprite_pre(targ)) return true;
if (!targ.isPlayer()) return false;
return self.weaponhitplayer(targ);
}
virtual bool weaponhitwall(walltype wal)
{
if (self.bMIRRORREFLECT && dlevel.isMirror(wal))
{
let k = wal.delta().Angle();
self.angle = k * 2 - self.angle;
self.ownerActor = self;
self.spawn("DukeTransporterStar");
return true;
}
else
{
self.SetPosition(oldpos);
dlevel.checkhitwall(wal, self, self.pos);
if (self.bREFLECTIVE)
{
if (!dlevel.isMirror(wal))
{
self.extra >>= 1;
self.yint--;
}
let k = wal.delta().Angle();
self.angle = k * 2 - self.angle;
return true;
}
}
return false;
}
virtual bool weaponhitsector()
{
self.SetPosition(oldpos);
if (self.vel.Z < 0)
{
if ((self.sector.ceilingstat & CSTAT_SECTOR_SKY) && (self.sector.ceilingpal == 0))
{
self.Destroy();
return true;
}
dlevel.checkhitceiling(self.sector, self);
}
return false;
}
virtual void posthiteffect(CollisionData coll)
{
self.Destroy();
}
override void Tick()
{
double vel = self.vel.X;
double velz = self.vel.Z;
oldpos = self.pos;
int p = -1;
if (self.bUNDERWATERSLOWDOWN && self.sector.lotag == ST_2_UNDERWATER)
{
vel *= 0.5;
velz *= 0.5;
}
self.getglobalz();
if (self.premoveeffect()) return;
CollisionData coll;
self.movesprite_ex((self.angle.ToVector() * vel, velz), CLIPMASK1, coll);
if (!self.sector)
{
self.Destroy();
return;
}
if (self.postmoveeffect(coll)) return;
if (coll.type != 0)
{
if (coll.type == kHitSprite)
{
if (self.weaponhitsprite(DukeActor(coll.hitactor()))) return;
}
else if (coll.type == kHitWall)
{
if (weaponhitwall(coll.hitWall())) return;
}
else if (coll.type == kHitSector)
{
if (weaponhitsector()) return;
}
posthiteffect(coll);
}
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
class DukeFirelaser : DukeProjectile // Liztrooper shot
{
default
{
spriteset "FIRELASER", "FIRELASER2", "FIRELASER3", "FIRELASER4", "FIRELASER5", "FIRELASER6";
Strength FIRELASER_WEAPON_STRENGTH;
+INFLAME;
+FULLBRIGHT;
+MIRRORREFLECT;
}
override bool postmoveeffect(CollisionData coll)
{
if (Super.postmoveeffect(coll)) return true;
for (int k = -3; k < 2; k++)
{
double zAdd = k * self.vel.Z / 24;
let spawned = dlevel.SpawnActor(self.sector, self.pos.plusZ(zAdd) + self.angle.ToVector() * k * 2., 'DukeFireLaserTrail', -40 + (k << 2), self.scale, 0, 0., 0., self.ownerActor, STAT_MISC);
if (spawned)
{
spawned.opos = self.opos - self.pos + spawned.pos;
spawned.cstat = CSTAT_SPRITE_YCENTER;
spawned.pal = self.pal;
}
}
return false;
}
override bool ShootThis(DukeActor actor, DukePlayer p, Vector3 pos, double ang) const
{
pos.Z -= 2;
shootprojectile1(actor, p, pos, ang, 52.5, 0);
return true;
}
}
class DukeFirelaserTrail : DukeActor
{
default
{
spriteset "FIRELASER", "FIRELASER2", "FIRELASER3", "FIRELASER4", "FIRELASER5", "FIRELASER6";
+FULLBRIGHT;
}
override void Tick()
{
if (self.extra == 999)
{
self.Destroy();
}
}
override bool animate(tspritetype tspr)
{
self.extra = 999;
if (Raze.isRR()) tspr.setSpritePic(self, ((PlayClock >> 2) % 6));
return true;
}
}
class RedneckFirelaser : DukeFirelaser
{
default
{
spriteset "FIRELASER", "FIRELASER2", "FIRELASER3", "FIRELASER4", "FIRELASER5", "FIRELASER6";
Strength FIRELASER_RR_WEAPON_STRENGTH;
}
override bool animate(tspritetype tspr)
{
tspr.setSpritePic(self, ((PlayClock >> 2) % 6));
return true;
}
override bool ShootThis(DukeActor actor, DukePlayer p, Vector3 pos, double ang) const
{
pos.Z -= 4;
shootprojectile1(actor, p, pos, ang, 52.5, 0, 0.125);
return true;
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
class DukeSpit : DukeProjectile
{
default
{
pic "SPIT";
Strength SPIT_WEAPON_STRENGTH;
}
override bool postmoveeffect(CollisionData coll)
{
Super.postmoveeffect(coll);
if (self.vel.Z < 24)
self.vel.Z += gs.gravity - 112 / 256.;
return false;
}
override bool weaponhitplayer(DukeActor targ)
{
if (Super.weaponhitplayer(targ)) return true;
let p = targ.GetPlayer();
p.addPitch(-14.04);
p.centerview();
if (p.loogcnt == 0)
{
if (!p.actor.CheckSoundPlaying("PLAYER_LONGTERM_PAIN"))
p.actor.PlayActorSound("PLAYER_LONGTERM_PAIN");
int j = random(3, 7);
p.numloogs = j;
p.loogcnt = 24 * 4;
for (int x = 0; x < j; x++)
{
p.loogie[x].X = random(0, 319);
p.loogie[x].Y = random(0, 199);
}
}
return false;
}
override bool ShootThis(DukeActor actor, DukePlayer p, Vector3 pos, double ang) const
{
pos.Z -= 10;
shootprojectile1(actor, p, pos, ang, 292/16., 0);
return true;
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
class DukeCoolExplosion1 : DukeProjectile // octabrain shot.
{
default
{
spriteset "COOLEXPLOSION1", "COOLEXPLOSION2", "COOLEXPLOSION3", "COOLEXPLOSION4", "COOLEXPLOSION5",
"COOLEXPLOSION6", "COOLEXPLOSION7", "COOLEXPLOSION8", "COOLEXPLOSION9", "COOLEXPLOSION10",
"COOLEXPLOSION11", "COOLEXPLOSION12", "COOLEXPLOSION13", "COOLEXPLOSION14", "COOLEXPLOSION15",
"COOLEXPLOSION16", "COOLEXPLOSION17", "COOLEXPLOSION18", "COOLEXPLOSION19", "COOLEXPLOSION20";
+FULLBRIGHT;
+MIRRORREFLECT;
+SPECIALINIT;
Strength COOL_EXPLOSION_STRENGTH;
}
override void Initialize()
{
if (!bSIMPLEINIT)
{
// looks like this case is never used anywhere.
self.cstat = CSTAT_SPRITE_YCENTER | self.randomXFlip();
self.angle = self.ownerActor.angle;
self.shade = -64;
double c, f;
[c, f] = self.sector.getSlopes(self.pos.XY);
if (self.pos.Z > f - 12)
self.pos.Z = f - 12;
}
}
override bool premoveeffect()
{
if (!self.CheckSoundPlaying("WIERDSHOT_FLY"))
self.PlayActorSound("WIERDSHOT_FLY");
return false;
}
override bool weaponhitsprite_pre(DukeActor targ)
{
if (!targ.isPlayer())
{
return true;
}
self.vel.X = self.vel.Z = 0;
return super.weaponhitsprite_pre(targ);
}
override bool weaponhitwall(walltype wal)
{
self.vel.X = self.vel.Z = 0;
return super.weaponhitwall(wal);
}
override bool weaponhitsector()
{
self.vel.X = self.vel.Z = 0;
return super.weaponhitsector();
}
override void posthiteffect(CollisionData coll)
{
// don't destroy.
}
override void Tick()
{
Super.Tick();
if (++self.shade >= 40)
{
self.Destroy();
}
}
override bool animate(tspritetype tspr)
{
tspr.setSpritePic(self, clamp((self.shade >> 1), 0, 19));
return true;
}
override bool ShootThis(DukeActor actor, DukePlayer p, Vector3 pos, double ang) const
{
pos.Z -= 10;
let spawned = shootprojectile1(actor, p, pos, ang, 292/16., 0);
if (spawned)
{
spawned.shade = 0;
// special hack case.
if (actor.bSPECIALINIT)
{
let ovel = spawned.vel.X;
spawned.vel.X = 64;
spawned.DoMove(CLIPMASK0);
spawned.vel.X = ovel;
spawned.Angle += frandom(-22.5, 22.5);
}
}
return true;
}
}

View file

@ -1,5 +1,36 @@
extend class DukeActor
{
const KNEE_WEAPON_STRENGTH = 10;
const PISTOL_WEAPON_STRENGTH = 6;
const HANDBOMB_WEAPON_STRENGTH = 140;
const RPG_WEAPON_STRENGTH = 140;
const SHRINKER_WEAPON_STRENGTH = 0;
const GROWSPARK_WEAPON_STRENGTH = 15;
const SHOTGUN_WEAPON_STRENGTH = 10;
const CHAINGUN_WEAPON_STRENGTH = 9;
const FREEZETHROWER_WEAPON_STRENGTH = 20;
const COOL_EXPLOSION_STRENGTH = 38;
const TRIPBOMB_STRENGTH = 100;
const FIRELASER_WEAPON_STRENGTH = 7;
const MORTER_WEAPON_STRENGTH = 50;
const BOUNCEMINE_WEAPON_STRENGTH = 150;
const SPIT_WEAPON_STRENGTH = 8;
const BULLET_WEAPON_STRENGTH = 30;
const SLINGBLADE_WEAPON_STRENGTH = 50;
const CASUL_WEAPON_STRENGTH = 20;
const ALIENGISMO_WEAPON_STRENGTH = 15;
const RIFLE_WEAPON_STRENGTH = 20;
const PLASMATHROWER_WEAPON_STRENGTH = 10;
const POWDERKEG_STRENGTH = 100;
const FIRELASER_RR_WEAPON_STRENGTH = 25;
const SHITBALL_WEAPON_STRENGTH = 8;
const BOWLINGBALL_WEAPON_STRENGTH = 5;
const THROWSAW_WEAPON_STRENGTH = 100;
const BUZSAW_WEAPON_STRENGTH = 20;
DukeActor shootprojectile1(DukeActor actor, DukePlayer p, Vector3 pos, double ang, double vel, double zofs_post = 0, double scale = 0) const
{
sectortype sect = actor.sector;
@ -58,3 +89,17 @@ extend class DukeActor
return (0, 0, 0);
}
}
class DukeRadiusExplosion : DukeActor
{
default
{
pic "RADIUSEXPLOSION";
+INFLAME;
+DIENOW;
+EXPLOSIVE;
+DOUBLEDMGTHRUST;
+BREAKMIRRORS;
}
}

View file

@ -9,6 +9,7 @@ class DukeRPG : DukeProjectile
default
{
pic "RPG";
Strength RPG_WEAPON_STRENGTH;
+FULLBRIGHT;
+INFLAME;
+UNDERWATERSLOWDOWN;

View file

@ -64,6 +64,7 @@ class DukeShrinkSpark : DukeProjectile
default
{
spriteset "SHRINKSPARK", "SHRINKSPARK1", "SHRINKSPARK2", "SHRINKSPARK3";
Strength SHRINKER_WEAPON_STRENGTH;
+FULLBRIGHT;
+MIRRORREFLECT;
+NOFLOORPAL;

View file

@ -12,7 +12,7 @@ class DukeTripBomb : DukeActor
default
{
pic "TRIPBOMB";
// Note: The trip bomb has its health defined through CON! Value is 100. Con-based definitions will take precendence.
Strength TRIPBOMB_STRENGTH;
strength 100;
+CHECKSLEEP;
+HITRADIUS_FORCEEFFECT;

View file

@ -1,451 +1,3 @@
// Note: Duke's handling is dumb enough to make it impossible for other actors than the predefined projectile type to be used as projectile -
// even if it is given the right statnum the projectile code won't get called for it.
// So even in the future any projectile needs to inherit from this to gain the needed feature support.
extend class DukeActor
{
// placed in DukeActor so it remains reusable.
void bounce()
{
Vector3 vect = (self.angle.ToVector() * self.vel.X, self.vel.Z);
let sectp = self.sector;
double daang = sectp.walls[0].delta().Angle();
double k;
if (self.pos.Z < (self.floorz + self.ceilingz) * 0.5)
k = sectp.ceilingheinum;
else
k = sectp.floorheinum;
Vector3 davec = (sin(daang) * k, -cos(daang) * k, 4096);
double dotp = vect dot davec;
double l = davec.LengthSquared();
vect -= davec * (2 * dotp / l);
self.vel.Z = vect.Z;
self.vel.X = vect.XY.Length();
self.angle = vect.Angle();
}
}
class DukeProjectile : DukeActor
{
default
{
statnum STAT_PROJECTILE;
}
Vector3 oldpos; // holds the position before the current move
meta Sound SpawnSound;
property SpawnSound: SpawnSound;
override void Initialize()
{
// do not call the parent's function here.
}
// this large batch of subsequently called virtuals is owed to the spaghetti-like implementation of the orignal moveprojectiles function.
virtual bool premoveeffect()
{
return false;
}
virtual bool postmoveeffect(CollisionData coll)
{
if (coll.type != kHitSprite)
{
if (self.pos.Z < self.ceilingz)
{
coll.setSector(self.sector);
self.vel.Z -= 1/256.;
}
else if ((self.pos.Z > self.floorz && self.sector.lotag != ST_1_ABOVE_WATER) ||
(self.pos.Z > self.floorz + 16 && self.sector.lotag == ST_1_ABOVE_WATER))
{
coll.setSector(self.sector);
if (self.sector.lotag != ST_1_ABOVE_WATER)
self.vel.Z += 1/256.;
}
}
return false;
}
virtual bool weaponhitsprite_pre(DukeActor targ)
{
targ.OnHit(self);
return false;
}
virtual bool weaponhitplayer(DukeActor targ)
{
targ.PlayActorSound("PISTOL_BODYHIT");
return false;
}
protected bool weaponhitsprite(DukeActor targ)
{
if (self.weaponhitsprite_pre(targ)) return true;
if (!targ.isPlayer()) return false;
return self.weaponhitplayer(targ);
}
virtual bool weaponhitwall(walltype wal)
{
if (self.bMIRRORREFLECT && dlevel.isMirror(wal))
{
let k = wal.delta().Angle();
self.angle = k * 2 - self.angle;
self.ownerActor = self;
self.spawn("DukeTransporterStar");
return true;
}
else
{
self.SetPosition(oldpos);
dlevel.checkhitwall(wal, self, self.pos);
if (self.bREFLECTIVE)
{
if (!dlevel.isMirror(wal))
{
self.extra >>= 1;
self.yint--;
}
let k = wal.delta().Angle();
self.angle = k * 2 - self.angle;
return true;
}
}
return false;
}
virtual bool weaponhitsector()
{
self.SetPosition(oldpos);
if (self.vel.Z < 0)
{
if ((self.sector.ceilingstat & CSTAT_SECTOR_SKY) && (self.sector.ceilingpal == 0))
{
self.Destroy();
return true;
}
dlevel.checkhitceiling(self.sector, self);
}
return false;
}
virtual void posthiteffect(CollisionData coll)
{
self.Destroy();
}
override void Tick()
{
double vel = self.vel.X;
double velz = self.vel.Z;
oldpos = self.pos;
int p = -1;
if (self.bUNDERWATERSLOWDOWN && self.sector.lotag == ST_2_UNDERWATER)
{
vel *= 0.5;
velz *= 0.5;
}
self.getglobalz();
if (self.premoveeffect()) return;
CollisionData coll;
self.movesprite_ex((self.angle.ToVector() * vel, velz), CLIPMASK1, coll);
if (!self.sector)
{
self.Destroy();
return;
}
if (self.postmoveeffect(coll)) return;
if (coll.type != 0)
{
if (coll.type == kHitSprite)
{
if (self.weaponhitsprite(DukeActor(coll.hitactor()))) return;
}
else if (coll.type == kHitWall)
{
if (weaponhitwall(coll.hitWall())) return;
}
else if (coll.type == kHitSector)
{
if (weaponhitsector()) return;
}
posthiteffect(coll);
}
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
class DukeFirelaser : DukeProjectile // Liztrooper shot
{
default
{
spriteset "FIRELASER", "FIRELASER2", "FIRELASER3", "FIRELASER4", "FIRELASER5", "FIRELASER6";
+INFLAME;
+FULLBRIGHT;
+MIRRORREFLECT;
}
override bool postmoveeffect(CollisionData coll)
{
if (Super.postmoveeffect(coll)) return true;
for (int k = -3; k < 2; k++)
{
double zAdd = k * self.vel.Z / 24;
let spawned = dlevel.SpawnActor(self.sector, self.pos.plusZ(zAdd) + self.angle.ToVector() * k * 2., 'DukeFireLaserTrail', -40 + (k << 2), self.scale, 0, 0., 0., self.ownerActor, STAT_MISC);
if (spawned)
{
spawned.opos = self.opos - self.pos + spawned.pos;
spawned.cstat = CSTAT_SPRITE_YCENTER;
spawned.pal = self.pal;
}
}
return false;
}
override bool ShootThis(DukeActor actor, DukePlayer p, Vector3 pos, double ang) const
{
pos.Z -= 2;
shootprojectile1(actor, p, pos, ang, 52.5, 0);
return true;
}
}
class DukeFirelaserTrail : DukeActor
{
default
{
spriteset "FIRELASER", "FIRELASER2", "FIRELASER3", "FIRELASER4", "FIRELASER5", "FIRELASER6";
+FULLBRIGHT;
}
override void Tick()
{
if (self.extra == 999)
{
self.Destroy();
}
}
override bool animate(tspritetype tspr)
{
self.extra = 999;
if (Raze.isRR()) tspr.setSpritePic(self, ((PlayClock >> 2) % 6));
return true;
}
}
class RedneckFirelaser : DukeFirelaser
{
default
{
spriteset "FIRELASER", "FIRELASER2", "FIRELASER3", "FIRELASER4", "FIRELASER5", "FIRELASER6";
}
override bool animate(tspritetype tspr)
{
tspr.setSpritePic(self, ((PlayClock >> 2) % 6));
return true;
}
override bool ShootThis(DukeActor actor, DukePlayer p, Vector3 pos, double ang) const
{
pos.Z -= 4;
shootprojectile1(actor, p, pos, ang, 52.5, 0, 0.125);
return true;
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
class DukeSpit : DukeProjectile
{
default
{
pic "SPIT";
}
override bool postmoveeffect(CollisionData coll)
{
Super.postmoveeffect(coll);
if (self.vel.Z < 24)
self.vel.Z += gs.gravity - 112 / 256.;
return false;
}
override bool weaponhitplayer(DukeActor targ)
{
if (Super.weaponhitplayer(targ)) return true;
let p = targ.GetPlayer();
p.addPitch(-14.04);
p.centerview();
if (p.loogcnt == 0)
{
if (!p.actor.CheckSoundPlaying("PLAYER_LONGTERM_PAIN"))
p.actor.PlayActorSound("PLAYER_LONGTERM_PAIN");
int j = random(3, 7);
p.numloogs = j;
p.loogcnt = 24 * 4;
for (int x = 0; x < j; x++)
{
p.loogie[x].X = random(0, 319);
p.loogie[x].Y = random(0, 199);
}
}
return false;
}
override bool ShootThis(DukeActor actor, DukePlayer p, Vector3 pos, double ang) const
{
pos.Z -= 10;
shootprojectile1(actor, p, pos, ang, 292/16., 0);
return true;
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
class DukeCoolExplosion1 : DukeProjectile // octabrain shot.
{
default
{
spriteset "COOLEXPLOSION1", "COOLEXPLOSION2", "COOLEXPLOSION3", "COOLEXPLOSION4", "COOLEXPLOSION5",
"COOLEXPLOSION6", "COOLEXPLOSION7", "COOLEXPLOSION8", "COOLEXPLOSION9", "COOLEXPLOSION10",
"COOLEXPLOSION11", "COOLEXPLOSION12", "COOLEXPLOSION13", "COOLEXPLOSION14", "COOLEXPLOSION15",
"COOLEXPLOSION16", "COOLEXPLOSION17", "COOLEXPLOSION18", "COOLEXPLOSION19", "COOLEXPLOSION20";
+FULLBRIGHT;
+MIRRORREFLECT;
+SPECIALINIT;
}
override void Initialize()
{
if (!bSIMPLEINIT)
{
// looks like this case is never used anywhere.
self.cstat = CSTAT_SPRITE_YCENTER | self.randomXFlip();
self.angle = self.ownerActor.angle;
self.shade = -64;
double c, f;
[c, f] = self.sector.getSlopes(self.pos.XY);
if (self.pos.Z > f - 12)
self.pos.Z = f - 12;
}
}
override bool premoveeffect()
{
if (!self.CheckSoundPlaying("WIERDSHOT_FLY"))
self.PlayActorSound("WIERDSHOT_FLY");
return false;
}
override bool weaponhitsprite_pre(DukeActor targ)
{
if (!targ.isPlayer())
{
return true;
}
self.vel.X = self.vel.Z = 0;
return super.weaponhitsprite_pre(targ);
}
override bool weaponhitwall(walltype wal)
{
self.vel.X = self.vel.Z = 0;
return super.weaponhitwall(wal);
}
override bool weaponhitsector()
{
self.vel.X = self.vel.Z = 0;
return super.weaponhitsector();
}
override void posthiteffect(CollisionData coll)
{
// don't destroy.
}
override void Tick()
{
Super.Tick();
if (++self.shade >= 40)
{
self.Destroy();
}
}
override bool animate(tspritetype tspr)
{
tspr.setSpritePic(self, clamp((self.shade >> 1), 0, 19));
return true;
}
override bool ShootThis(DukeActor actor, DukePlayer p, Vector3 pos, double ang) const
{
pos.Z -= 10;
let spawned = shootprojectile1(actor, p, pos, ang, 292/16., 0);
if (spawned)
{
spawned.shade = 0;
// special hack case.
if (actor.bSPECIALINIT)
{
let ovel = spawned.vel.X;
spawned.vel.X = 64;
spawned.DoMove(CLIPMASK0);
spawned.vel.X = ovel;
spawned.Angle += frandom(-22.5, 22.5);
}
}
return true;
}
}
//---------------------------------------------------------------------------
//