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