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Text File  |  2010-04-16  |  4KB  |  105 lines

  1. --------------------------------------------------------------------------------
  2. -- Weapon Sub Bomb + Projectile Sub Bomb
  3. -- Original Carnage Contest Weapon
  4. -- Script by DC, September 2009, www.UnrealSoftware.de
  5. --------------------------------------------------------------------------------
  6.  
  7. -- Setup Tables
  8. if cc==nil then cc={} end
  9. cc.subbomb={}
  10. cc.subbomb.subbomb={}
  11.  
  12. -- Load & Prepare Ressources
  13. cc.subbomb.gfx_wpn=loadgfx("weapons/rc.bmp")                            -- Weapon Image
  14. setmidhandle(cc.subbomb.gfx_wpn)
  15. cc.subbomb.gfx_pro=loadgfx("weapons/subbomb.bmp")                        -- Projectile Image
  16. setmidhandle(cc.subbomb.gfx_pro)
  17. cc.subbomb.sfx_attack=loadsfx("sonar.ogg")
  18.  
  19. --------------------------------------------------------------------------------
  20. -- Weapon: Sub Bomb
  21. --------------------------------------------------------------------------------
  22.  
  23. cc.subbomb.id=addweapon("cc.subbomb","Sub Bomb",cc.subbomb.gfx_pro,0)    -- Add Weapon (0 uses)
  24.  
  25. function cc.subbomb.draw()                                                -- Draw
  26.     setblend(blend_alpha)
  27.     setalpha(1)
  28.     setcolor(255,255,255)
  29.     drawinhand(cc.subbomb.gfx_wpn,7,0)
  30.     -- HUD Positioning
  31.     if weapon_shots==0 then
  32.         hudpositioning(pos_invisible)
  33.     end
  34. end
  35.  
  36. function cc.subbomb.attack(attack)                                        -- Attack
  37.     if (weapon_shots<=0) and (weapon_position==1) then
  38.         -- No more weapon switching!
  39.         useweapon(0)
  40.         playsound(cc.subbomb.sfx_attack)
  41.         weapon_shots=weapon_shots+1
  42.         -- Attack
  43.         pid=createprojectile(cc.subbomb.subbomb.id)
  44.         projectiles[pid]={}
  45.         projectiles[pid].x=weapon_x
  46.         projectiles[pid].y=getmapheight()+750
  47.         projectiles[pid].sx=0
  48.         projectiles[pid].sy=-5.0
  49.         -- End Turn
  50.         endturn()
  51.     end
  52. end
  53.  
  54. --------------------------------------------------------------------------------
  55. -- Projectile: Sub Bomb
  56. --------------------------------------------------------------------------------
  57.  
  58. cc.subbomb.subbomb.id=addprojectile("cc.subbomb.subbomb")        -- Add Projectile
  59.  
  60. function cc.subbomb.subbomb.draw(id)                            -- Draw
  61.     -- Setup draw mode
  62.     setblend(blend_alpha)
  63.     setalpha(0.5)
  64.     setcolor(255,255,255)
  65.     setscale(1,1)
  66.     setrotation(0)
  67.     -- Draw projectile
  68.     drawimage(cc.subbomb.gfx_pro,projectiles[id].x,projectiles[id].y)
  69. end
  70.  
  71. function cc.subbomb.subbomb.update(id)                            -- Update
  72.     -- Move (in substep loop for optimal collision precision)
  73.     msubt=math.ceil(math.max(math.abs(projectiles[id].sx),math.abs(projectiles[id].sy))/4)
  74.     msubx=projectiles[id].sx/msubt
  75.     msuby=projectiles[id].sy/msubt
  76.     explode=0
  77.     for i=1,msubt,1 do
  78.         projectiles[id].x=projectiles[id].x+msubx
  79.         projectiles[id].y=projectiles[id].y+msuby
  80.         -- Surface -> Explode
  81.         if projectiles[id].y<=(getwatery()-10) then
  82.             explode=1
  83.             break
  84.         end
  85.     end
  86.     -- Explode
  87.     if explode==1 then
  88.         -- Cause damage
  89.         arealdamage(projectiles[id].x,projectiles[id].y,175,65)
  90.         -- Destroy terrain
  91.         terrainexplosion(projectiles[id].x,projectiles[id].y,90,1)
  92.         -- Crater
  93.         grey=math.random(0,40)
  94.         terrainalphaimage(gfx_crater200,projectiles[id].x-50,projectiles[id].y,math.random(6,9)*0.1,grey,grey,grey)
  95.         terrainalphaimage(gfx_crater200,projectiles[id].x+50,projectiles[id].y,math.random(6,9)*0.1,grey,grey,grey)
  96.         terrainalphaimage(gfx_crater200,projectiles[id].x,projectiles[id].y-50,math.random(6,9)*0.1,grey,grey,grey)
  97.         -- Effects
  98.         particle(p_waterhit,projectiles[id].x,projectiles[id].y)
  99.         playsound(sfx_hitwater4)
  100.         -- Free projectile
  101.         freeprojectile(id)
  102.     end
  103.     -- Scroll to projectile
  104.     scroll(projectiles[id].x,projectiles[id].y)
  105. end