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CC Original
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Molotov Cocktail.lua
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2010-09-12
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--------------------------------------------------------------------------------
-- Weapon Molotov Cocktail + Projectile Molotov Cocktail
-- Original Carnage Contest Weapon
-- Script by DC, August 2009, www.UnrealSoftware.de
--------------------------------------------------------------------------------
-- Setup Tables
if cc==nil then cc={} end
cc.cocktail={}
cc.cocktail.cocktail={}
-- Load & Prepare Ressources
cc.cocktail.gfx_wpn=loadgfx("weapons/molotovcocktail.png") -- Weapon Image
setmidhandle(cc.cocktail.gfx_wpn)
cc.cocktail.sfx_attack=loadsfx("throw.ogg") -- Attack Sound
--------------------------------------------------------------------------------
-- Weapon: Molotov Cocktail
--------------------------------------------------------------------------------
cc.cocktail.id=addweapon("cc.cocktail","Molotov Cocktail",cc.cocktail.gfx_wpn,1,2) -- Add Weapon (1 use, first in round 2)
function cc.cocktail.draw() -- Draw
if weapon_shots<=0 then
setblend(blend_alpha)
setalpha(1)
setcolor(255,255,255)
drawinhand(cc.cocktail.gfx_wpn,6,0)
end
-- HUD chargebar
if weapon_charge>0 and weapon_shots==0 then
hudchargebar(weapon_charge,100)
end
-- HUD Crosshair
if weapon_shots==0 then
hudcrosshair(4,3)
end
end
function cc.cocktail.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.cocktail.sfx_attack)
weapon_shots=weapon_shots+1
id=createprojectile(cc.cocktail.cocktail.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))+math.sin(math.rad(getplayerrotation(0)))*10.0
projectiles[id].y=getplayery(0)+3-math.cos(math.rad(getplayerrotation(0)))*10.0
-- 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=1
-- Effects
recoil(2)
-- End Turn
endturn()
end
end
end
--------------------------------------------------------------------------------
-- Projectile: Molotov Cocktail
--------------------------------------------------------------------------------
cc.cocktail.cocktail.id=addprojectile("cc.cocktail.cocktail") -- Add Projectile
function cc.cocktail.cocktail.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(math.abs(projectiles[id].sx),-projectiles[id].sy)))
-- Draw projectile
drawimage(cc.cocktail.gfx_wpn,projectiles[id].x,projectiles[id].y)
-- Draw Arrow if out of Screen
outofscreenarrow(projectiles[id].x,projectiles[id].y)
end
function cc.cocktail.cocktail.update(id) -- Update
rot=math.deg(math.atan2(projectiles[id].sx,-projectiles[id].sy))
-- Particle Tail
particle(p_smoke,projectiles[id].x,projectiles[id].y)
particlespeed(math.random(-2,2)*0.1,math.random(-2,2)*0.1)
particlefadealpha(0.01)
particle(p_lightpuff,projectiles[id].x,projectiles[id].y)
particlefadealpha(0.04)
if getframe()%3==1 then
particle(p_spark,projectiles[id].x,projectiles[id].y)
end
-- 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
projectiles[id].timer=0
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
projectiles[id].timer=0
end
else
projectiles[id].ignore=0
end
-- Water
if (projectiles[id].y)>getwatery()+5 then
-- Effects
particle(p_waterhit,projectiles[id].x,projectiles[id].y)
playsound(sfx_hitwater1)
-- Free projectile
freeprojectile(id)
break
end
end
-- Explode
if projectiles[id].timer<=0 then
-- Cause damage
arealdamage(projectiles[id].x,projectiles[id].y,100,15)
-- Destroy terrain
terrainexplosion(projectiles[id].x,projectiles[id].y,15,1)
-- Crater
grey=math.random(0,40)
if math.random(0,1)==1 then
terrainalphaimage(gfx_crater100,projectiles[id].x,projectiles[id].y,math.random(6,9)*0.1,grey,grey,grey)
else
terrainalphaimage(gfx_crater125,projectiles[id].x,projectiles[id].y,math.random(6,9)*0.1,grey,grey,grey)
end
-- Fire
createobject(o_fire,projectiles[id].x,projectiles[id].y)
for a=45,360,45 do
createobject(o_fire,projectiles[id].x+math.sin(math.rad(a))*35,projectiles[id].y-math.cos(math.rad(a))*35)
end
-- Free projectile
freeprojectile(id)
end
-- Scroll to projectile
scroll(projectiles[id].x,projectiles[id].y)
end