class RedneckUWhip : DukeProjectile { default { pic "UWHIP"; +FULLBRIGHT; +INFLAME; Strength ALIENGISMO_WEAPON_STRENGTH; } void shootwhip(DukeActor actor, DukePlayer p, Vector3 pos, double ang) const { let sect = actor.sector; double zvel; double vel = 300 / 16; if (actor.extra >= 0) actor.shade = -96; if (p != null) { let aimed = actor.aim(self); if (aimed) { double dal = ((aimed.scale.X * aimed.spriteHeight()) * 0.5); double dist = (p.actor.pos.XY - aimed.pos.XY).Length(); zvel = ((aimed.pos.Z - pos.Z - dal) * vel) / dist; ang = (aimed.pos.XY - pos.XY).Angle(); } else [vel, zvel] = Raze.setFreeAimVelocity(vel, zvel, p.getPitchWithView(), 49.); } else { let j = actor.findplayer(); if (actor.projectilespread < 0) ang += frandom(self.projectilespread, 0); else ang += frandom(-self.projectilespread / 2, self.projectilespread / 2); double dist = (j.actor.pos.XY - actor.pos.XY).Length(); zvel = ((j.actor.opos.Z + j.actor.oviewzoffset - pos.Z + 3) * vel) / dist; } double oldzvel = zvel; double scale = p? 0.109375 : 0.125; let spawned = dlevel.SpawnActor(sect, pos, self.GetClass(), -127, (scale,scale), ang, vel, zvel, actor, STAT_PROJECTILE); if (!spawned) return; spawned.extra += random(0, 7); spawned.cstat = CSTAT_SPRITE_YCENTER; spawned.clipdist = 1; ang = actor.Angle + frandom(-22.5 / 4, 22.5 / 4); zvel = oldzvel + frandom(-2, 2); } override bool ShootThis(DukeActor actor, DukePlayer p, Vector3 pos, double ang) { pos.Z += 4; shootwhip(actor, p, pos, ang); return true; } } class RedneckOWhip : RedneckUWhip { default { pic "OWHIP"; } override bool ShootThis(DukeActor actor, DukePlayer p, Vector3 pos, double ang) { pos.Z -= 15; shootwhip(actor, p, pos, ang); return true; } } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- class RedneckVixenShot : DukeActor { default { pic "VIXENSHOT"; +INFLAME; +FULLBRIGHT; Strength PLASMATHROWER_WEAPON_STRENGTH; } 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; } }