raze/wadsrc/static/zscript/games/duke/actors/redneckweapons/vixenatk.zs
2023-05-20 07:19:35 +02:00

105 lines
2.3 KiB
Text

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 : DukeProjectile
{
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;
}
}