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Carnage_Contest
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CC Original
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Paintgun.lua
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2010-08-31
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6KB
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179 lines
--------------------------------------------------------------------------------
-- Weapon Paintgun + Projectile Bullet
-- Original Carnage Contest Weapon
-- Script by DC, August 2009, www.UnrealSoftware.de
--------------------------------------------------------------------------------
-- Setup Tables
if cc==nil then cc={} end
cc.paintgun={}
cc.paintgun.bullet={}
-- Load & Prepare Ressources
cc.paintgun.gfx_wpn=loadgfx("weapons/paintgun.bmp") -- Weapon Image
setmidhandle(cc.paintgun.gfx_wpn)
cc.paintgun.gfx_pro=loadgfx("weapons/shot.bmp") -- Projectile Image
setmidhandle(cc.paintgun.gfx_pro)
cc.paintgun.sfx_attack=loadsfx("paintgun.ogg") -- Attack Sound
--------------------------------------------------------------------------------
-- Weapon: paintgun
--------------------------------------------------------------------------------
cc.paintgun.id=addweapon("cc.paintgun","Paintgun",cc.paintgun.gfx_wpn) -- Add Weapon
cc.paintgun.ammo=10 -- 10 Bullets
function cc.paintgun.draw() -- Draw
setblend(blend_alpha)
setalpha(1)
setcolor(255,255,255)
drawinhand(cc.paintgun.gfx_wpn,6,0)
-- HUD ammobar
if cc.paintgun.ammo-weapon_shots>0 then
hudammobar(cc.paintgun.ammo-weapon_shots,cc.paintgun.ammo)
end
-- HUD Crosshair
if cc.paintgun.ammo-weapon_shots>0 then
hudcrosshair(6,3)
end
end
function cc.paintgun.attack(attack) -- Attack
-- Decrement timer
if weapon_timer>0 then
weapon_timer=weapon_timer-1
end
-- Attack
if weapon_shots<cc.paintgun.ammo and weapon_timer<=0 and attack==1 then
-- No more weapon switching!
useweapon(0)
-- Reset Timer
weapon_timer=15
-- Attack
playsound(cc.paintgun.sfx_attack)
weapon_shots=weapon_shots+1
id=createprojectile(cc.paintgun.bullet.id)
projectiles[id]={}
-- Ignore collision with current player at beginning
projectiles[id].ignore=playercurrent()
-- Set initial position of projectile
projectiles[id].x=getplayerx(0)+(7*getplayerdirection(0))-math.sin(math.rad(getplayerrotation(0)))*5.0
projectiles[id].y=getplayery(0)+3+math.cos(math.rad(getplayerrotation(0)))*5.0
-- Set speed of projectile
projectiles[id].sx=math.sin(math.rad(getplayerrotation(0)))*15.0
projectiles[id].sy=-math.cos(math.rad(getplayerrotation(0)))*15.0
-- Initial movement
projectiles[id].x=projectiles[id].x-projectiles[id].sx*1.5
projectiles[id].y=projectiles[id].y-projectiles[id].sy*1.5
for i=1,3,1 do
if cc.paintgun.bullet.move(id)==1 then
break
end
end
-- Effects
recoil(2)
particle(p_smoke,getplayerx(0)+(getplayerdirection(0)*7)+math.sin(math.rad(getplayerrotation(0)))*16,getplayery(0)+3-math.cos(math.rad(getplayerrotation(0)))*16)
particlespeed(-0.2+math.random()*0.4+getwind()*10.0,-1.0+math.random()*0.6)
particlefadealpha(0.005)
-- End Turn
if (weapon_shots>=cc.paintgun.ammo) then
endturn()
end
end
end
--------------------------------------------------------------------------------
-- Projectile: Bullet
--------------------------------------------------------------------------------
cc.paintgun.bullet.id=addprojectile("cc.paintgun.bullet") -- Add Projectile
function cc.paintgun.bullet.draw(id) -- Draw
-- Setup draw mode
setblend(blend_light)
setalpha(1)
setcolor(255,255,0)
setscale(1,1)
-- Calculate projectile rotation
setrotation(math.deg(math.atan2(projectiles[id].sx,-projectiles[id].sy)))
-- Draw projectile
drawimage(cc.paintgun.gfx_pro,projectiles[id].x,projectiles[id].y)
-- Draw Arrow if out of Screen
outofscreenarrow(projectiles[id].x,projectiles[id].y)
end
function cc.paintgun.bullet.update(id) -- Update
-- Wind + Gravity influence on speed
projectiles[id].sx=projectiles[id].sx+getwind()*0.02
projectiles[id].sy=projectiles[id].sy+getgravity()
-- Move
cc.paintgun.bullet.move(id)
end
function cc.paintgun.bullet.move(id)
rot=math.deg(math.atan2(projectiles[id].sx,-projectiles[id].sy))
-- 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
projectiles[id].x=projectiles[id].x+msubx
projectiles[id].y=projectiles[id].y+msuby
-- Collision
if collision(col3x3,projectiles[id].x+math.sin(math.rad(rot))*20,projectiles[id].y-math.cos(math.rad(rot))*20)==1 then
if terraincollision()==1 or objectcollision()>0 or playercollision()~=projectiles[id].ignore then
-- Cause damage
if playercollision()~=0 and playercollision()~=projectiles[id].ignore then
playerdamage(playercollision(),1)
elseif objectcollision()>0 then
objectdamage(objectcollision(),1)
end
-- Effects
j=math.random(1,5)
if j==1 then
r=255; g=0; b=0
elseif j==2 then
r=0; g=255; b=0
elseif j==3 then
r=50; g=100; b=255
elseif j==4 then
r=200; g=0; b=255
else
r=255; g=255; b=0
end
j=math.random(1,3)
x=projectiles[id].x+math.sin(math.rad(rot))*20
y=projectiles[id].y-math.cos(math.rad(rot))*20
if j==1 then terrainalphaimage(gfx_blood25,x+math.random(-5,5),y+math.random(-5,5),math.random(7,10)*0.1,r,g,b); playsound(sfx_splatter4) end
if j==2 then terrainalphaimage(gfx_blood50,x+math.random(-7,7),y+math.random(-7,7),math.random(7,10)*0.1,r,g,b); playsound(sfx_splatter3) end
if j==3 then terrainalphaimage(gfx_blood75,x+math.random(-10,10),y+math.random(-10,10),math.random(7,10)*0.1,r,g,b); playsound(sfx_splatter2) end
for k=1,5 do
particle(p_smoke,x,y)
particlecolor(r,g,b)
particlefadealpha(0.005)
particle(p_blood,x,y)
particlecolor(r,g,b)
particlespeed(math.random(-10,10)*0.1,math.random(-10,10)*0.1)
end
-- Free projectile
freeprojectile(id)
return 1
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)
if math.random(1,2)==1 then
playsound(sfx_hitwater2)
else
playsound(sfx_hitwater3)
end
-- Free projectile
freeprojectile(id)
return 1
end
end
end