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CC Original
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Sub Bomb.lua
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2010-04-16
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105 lines
--------------------------------------------------------------------------------
-- Weapon Sub Bomb + Projectile Sub Bomb
-- Original Carnage Contest Weapon
-- Script by DC, September 2009, www.UnrealSoftware.de
--------------------------------------------------------------------------------
-- Setup Tables
if cc==nil then cc={} end
cc.subbomb={}
cc.subbomb.subbomb={}
-- Load & Prepare Ressources
cc.subbomb.gfx_wpn=loadgfx("weapons/rc.bmp") -- Weapon Image
setmidhandle(cc.subbomb.gfx_wpn)
cc.subbomb.gfx_pro=loadgfx("weapons/subbomb.bmp") -- Projectile Image
setmidhandle(cc.subbomb.gfx_pro)
cc.subbomb.sfx_attack=loadsfx("sonar.ogg")
--------------------------------------------------------------------------------
-- Weapon: Sub Bomb
--------------------------------------------------------------------------------
cc.subbomb.id=addweapon("cc.subbomb","Sub Bomb",cc.subbomb.gfx_pro,0) -- Add Weapon (0 uses)
function cc.subbomb.draw() -- Draw
setblend(blend_alpha)
setalpha(1)
setcolor(255,255,255)
drawinhand(cc.subbomb.gfx_wpn,7,0)
-- HUD Positioning
if weapon_shots==0 then
hudpositioning(pos_invisible)
end
end
function cc.subbomb.attack(attack) -- Attack
if (weapon_shots<=0) and (weapon_position==1) then
-- No more weapon switching!
useweapon(0)
playsound(cc.subbomb.sfx_attack)
weapon_shots=weapon_shots+1
-- Attack
pid=createprojectile(cc.subbomb.subbomb.id)
projectiles[pid]={}
projectiles[pid].x=weapon_x
projectiles[pid].y=getmapheight()+750
projectiles[pid].sx=0
projectiles[pid].sy=-5.0
-- End Turn
endturn()
end
end
--------------------------------------------------------------------------------
-- Projectile: Sub Bomb
--------------------------------------------------------------------------------
cc.subbomb.subbomb.id=addprojectile("cc.subbomb.subbomb") -- Add Projectile
function cc.subbomb.subbomb.draw(id) -- Draw
-- Setup draw mode
setblend(blend_alpha)
setalpha(0.5)
setcolor(255,255,255)
setscale(1,1)
setrotation(0)
-- Draw projectile
drawimage(cc.subbomb.gfx_pro,projectiles[id].x,projectiles[id].y)
end
function cc.subbomb.subbomb.update(id) -- Update
-- Move (in substep loop for optimal collision precision)
msubt=math.ceil(math.max(math.abs(projectiles[id].sx),math.abs(projectiles[id].sy))/4)
msubx=projectiles[id].sx/msubt
msuby=projectiles[id].sy/msubt
explode=0
for i=1,msubt,1 do
projectiles[id].x=projectiles[id].x+msubx
projectiles[id].y=projectiles[id].y+msuby
-- Surface -> Explode
if projectiles[id].y<=(getwatery()-10) then
explode=1
break
end
end
-- Explode
if explode==1 then
-- Cause damage
arealdamage(projectiles[id].x,projectiles[id].y,175,65)
-- Destroy terrain
terrainexplosion(projectiles[id].x,projectiles[id].y,90,1)
-- Crater
grey=math.random(0,40)
terrainalphaimage(gfx_crater200,projectiles[id].x-50,projectiles[id].y,math.random(6,9)*0.1,grey,grey,grey)
terrainalphaimage(gfx_crater200,projectiles[id].x+50,projectiles[id].y,math.random(6,9)*0.1,grey,grey,grey)
terrainalphaimage(gfx_crater200,projectiles[id].x,projectiles[id].y-50,math.random(6,9)*0.1,grey,grey,grey)
-- Effects
particle(p_waterhit,projectiles[id].x,projectiles[id].y)
playsound(sfx_hitwater4)
-- Free projectile
freeprojectile(id)
end
-- Scroll to projectile
scroll(projectiles[id].x,projectiles[id].y)
end