//--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- class DukeFreezeBlast : DukeProjectile { default { pic "FREEZEBLAST"; Strength FREEZETHROWER_WEAPON_STRENGTH; +FULLBRIGHT; +FREEZEDAMAGE; +REFLECTIVE; +NOHITJIBS; } 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; } }