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CC Original
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Ice Grenade.lua
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2010-08-31
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7KB
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191 lines
--------------------------------------------------------------------------------
-- Weapon Ice Grenade + Projectile Ice Grenade
-- Original Carnage Contest Weapon
-- Script by DC, August 2009, www.UnrealSoftware.de
--------------------------------------------------------------------------------
-- Setup Tables
if cc==nil then cc={} end
cc.icegrenade={}
cc.icegrenade.icegrenade={}
-- Load & Prepare Ressources
cc.icegrenade.gfx_wpn=loadgfx("weapons/icegrenade.bmp") -- Weapon Image
setmidhandle(cc.icegrenade.gfx_wpn)
cc.icegrenade.gfx_ice=loadgfx("weapons/ice.bmp") -- Impact Ice
cc.icegrenade.sfx_attack=loadsfx("throw.ogg") -- Attack Sound
cc.icegrenade.sfx_bounce=loadsfx("bounce.wav") -- Bounce Sound
cc.icegrenade.sfx_freeze=loadsfx("freeze.wav") -- Freeze Sound
--------------------------------------------------------------------------------
-- Weapon: Ice Grenade
--------------------------------------------------------------------------------
cc.icegrenade.id=addweapon("cc.icegrenade","Ice Grenade",cc.icegrenade.gfx_wpn,1,2) -- Add Weapon (1 use, first in round 2)
function cc.icegrenade.draw() -- Draw
if weapon_shots<=0 then
setblend(blend_alpha)
setalpha(1)
setcolor(255,255,255)
drawinhand(cc.icegrenade.gfx_wpn,6,0)
end
-- HUD chargebar
if weapon_charge>0 and weapon_shots==0 then
hudchargebar(weapon_charge,100)
end
-- HUD Crosshair / HUD Timer
if weapon_shots==0 then
hudcrosshair(4,3)
hudtimer(3,1,10)
end
end
function cc.icegrenade.attack(attack) -- Attack
if (weapon_shots<=0) then
-- Charge
if (attack==1) then
weapon_charge=weapon_charge+1 -- Increase charge
end
-- Fire a projectile (on release/full charge)
if (attack==0 and weapon_charge>0) or (weapon_charge>=100) then
-- No more weapon switching!
useweapon(0)
playsound(cc.icegrenade.sfx_attack)
weapon_shots=weapon_shots+1
id=createprojectile(cc.icegrenade.icegrenade.id)
projectiles[id]={}
-- Ignore collision with current player at beginning
projectiles[id].ignore=playercurrent()
-- Set initial position of projectile
projectiles[id].x=getplayerx(0)+(4*getplayerdirection(0))
projectiles[id].y=getplayery(0)+3
-- Initial collision check (avoid throwing into other objects)
for i=0,10,1 do
if collision(col5x5,projectiles[id].x+math.sin(math.rad(getplayerrotation(0)))*i,projectiles[id].y-math.cos(math.rad(getplayerrotation(0)))*i)==1 then
if terraincollision()==1 or objectcollision()>0 or playercollision()~=projectiles[id].ignore then
if (i==0) then
projectiles[id].x=getplayerx(0)
projectiles[id].y=getplayery(0)+3
break
else
projectiles[id].x=getplayerx(0)+(4*getplayerdirection(0))+math.sin(math.rad(getplayerrotation(0)))*(i-1)
projectiles[id].y=getplayery(0)+3-math.cos(math.rad(getplayerrotation(0)))*(i-1)
break
end
end
end
end
-- Set speed of projectile
projectiles[id].sx=math.sin(math.rad(getplayerrotation(0)))*(weapon_charge/100.0)*10.0
projectiles[id].sy=-math.cos(math.rad(getplayerrotation(0)))*(weapon_charge/100.0)*10.0
-- Set timer
projectiles[id].timer=weapon_timer*50
-- Effects
recoil(2)
-- End Turn
endturn()
end
end
end
--------------------------------------------------------------------------------
-- Projectile: Ice Grenade
--------------------------------------------------------------------------------
cc.icegrenade.icegrenade.id=addprojectile("cc.icegrenade.icegrenade") -- Add Projectile
function cc.icegrenade.icegrenade.draw(id) -- Draw
-- Setup draw mode
setblend(blend_alpha)
setalpha(1)
setcolor(255,255,255)
setscale(1,1)
-- Calculate projectile rotation
setrotation(math.deg(math.atan2(projectiles[id].sx,-projectiles[id].sy)))
-- Draw projectile
drawimage(cc.icegrenade.gfx_wpn,projectiles[id].x,projectiles[id].y)
-- Draw Arrow if out of Screen
outofscreenarrow(projectiles[id].x,projectiles[id].y)
end
function cc.icegrenade.icegrenade.update(id) -- Update
-- Particle Tail
particle(p_smoke,projectiles[id].x,projectiles[id].y)
particlespeed(math.random(-2,2)*0.1,math.random(-2,2)*0.1)
particlecolor(255,255,255)
-- Gravity influence on speed
projectiles[id].sy=projectiles[id].sy+getgravity()
-- Move (in substep loop for optimal collision precision)
msubt=math.ceil(math.max(math.abs(projectiles[id].sx),math.abs(projectiles[id].sy))/3)
msubx=projectiles[id].sx/msubt
msuby=projectiles[id].sy/msubt
for i=1,msubt,1 do
-- Move X
projectiles[id].x=projectiles[id].x+msubx
if collision(col5x5,projectiles[id].x,projectiles[id].y)==1 then
if terraincollision()==1 or objectcollision()>0 or playercollision()~=projectiles[id].ignore then
if (math.abs(projectiles[id].sx)>0.5) then playsound(cc.icegrenade.sfx_bounce) end
projectiles[id].x=projectiles[id].x-msubx
projectiles[id].sx=-projectiles[id].sx*0.3
msubx=-msubx*0.3
end
else
projectiles[id].ignore=0
end
-- Move Y
projectiles[id].y=projectiles[id].y+msuby
if collision(col5x5,projectiles[id].x,projectiles[id].y)==1 then
if terraincollision()==1 or objectcollision()>0 or playercollision()~=projectiles[id].ignore then
if (math.abs(projectiles[id].sy)>0.5) then playsound(cc.icegrenade.sfx_bounce) end
projectiles[id].y=projectiles[id].y-msuby
projectiles[id].sy=-projectiles[id].sy*0.3
msuby=-msuby*0.3
projectiles[id].sx=projectiles[id].sx*0.9
msubx=msubx*0.9
end
else
projectiles[id].ignore=0
end
-- Water
if (projectiles[id].y)>getwatery()-45 then
projectiles[id].timer=0
break
end
end
-- Timer -> Explode
projectiles[id].timer=projectiles[id].timer-1
if projectiles[id].timer<=0 then
playsound(cc.icegrenade.sfx_freeze)
-- Crater
blue=math.random(200,255)
if math.random(0,1)==1 then
terrainalphaimage(gfx_crater100,projectiles[id].x,projectiles[id].y,math.random(6,9)*0.1,blue,blue,255)
else
terrainalphaimage(gfx_crater125,projectiles[id].x,projectiles[id].y,math.random(6,9)*0.1,blue,blue,255)
end
-- Ice
terrainimage(cc.icegrenade.gfx_ice,projectiles[id].x,projectiles[id].y)
-- Freeze Players
players=playertable()
for i=1,#players,1 do
if getplayerhealth(players[i])>0 then
if math.sqrt((getplayerx(players[i])-projectiles[id].x)^2+(getplayery(players[i])-projectiles[id].y)^2)<=45 then
playerstate(players[i],state_frozen,1)
end
end
end
-- Particles
particle(p_muzzle,projectiles[id].x,projectiles[id].y)
particlecolor(255,255,255)
for angle=0,350,10 do
particle(p_smoke,projectiles[id].x,projectiles[id].y)
particlespeed(math.sin(math.rad(angle))*2,-math.cos(math.rad(angle))*2)
particlecolor(255,255,255)
end
-- Free projectile
freeprojectile(id)
end
-- Scroll to projectile
scroll(projectiles[id].x,projectiles[id].y)
end