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CC Original
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Super Shotgun.lua
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2010-08-31
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165 lines
--------------------------------------------------------------------------------
-- Weapon Super Shotgun + Projectile Bullet
-- Original Carnage Contest Weapon
-- Script by DC, October 2009, www.UnrealSoftware.de
--------------------------------------------------------------------------------
-- Setup Tables
if cc==nil then cc={} end
cc.supershotgun={}
cc.supershotgun.bullet={}
-- Load & Prepare Ressources
cc.supershotgun.gfx_wpn=loadgfx("weapons/supershotgun.bmp") -- Weapon Image
setmidhandle(cc.supershotgun.gfx_wpn)
cc.supershotgun.gfx_pro=loadgfx("weapons/shot.bmp") -- Projectile Image
setmidhandle(cc.supershotgun.gfx_pro)
cc.supershotgun.sfx_attack=loadsfx("shotgun.wav") -- Attack Sound
--------------------------------------------------------------------------------
-- Weapon: Super Shotgun
--------------------------------------------------------------------------------
cc.supershotgun.id=addweapon("cc.supershotgun","Super Shotgun",cc.supershotgun.gfx_wpn,0) -- Add Weapon (0 uses)
cc.supershotgun.ammo=3 -- 3 Shots (each 7 bullets)
function cc.supershotgun.draw() -- Draw
setblend(blend_alpha)
setalpha(1)
setcolor(255,255,255)
drawinhand(cc.supershotgun.gfx_wpn,6,0)
-- HUD ammobar
if cc.supershotgun.ammo-weapon_shots>0 then
hudammobar(cc.supershotgun.ammo-weapon_shots,cc.supershotgun.ammo)
end
-- HUD Crosshair
if cc.supershotgun.ammo-weapon_shots>0 then
hudcrosshair(7,3)
end
end
function cc.supershotgun.attack(attack) -- Attack
-- Decrement timer
if weapon_timer>0 then
weapon_timer=weapon_timer-1
end
-- Attack
if weapon_shots<cc.supershotgun.ammo and weapon_timer<=0 and attack==1 then
-- No more weapon switching!
useweapon(0)
-- Reset Timer
weapon_timer=20
-- Attack
playsound(cc.supershotgun.sfx_attack)
weapon_shots=weapon_shots+1
for i=-3,3,1 do
id=createprojectile(cc.supershotgun.bullet.id)
projectiles[id]={}
rot=getplayerrotation(0)+(i*3)
-- 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(rot))*5.0
projectiles[id].y=getplayery(0)+3+math.cos(math.rad(rot))*5.0
-- Set speed of projectile
projectiles[id].sx=math.sin(math.rad(rot))*15.0
projectiles[id].sy=-math.cos(math.rad(rot))*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.supershotgun.bullet.move(id)==1 then
break
end
end
end
-- Effects
recoil(7)
particle(p_muzzle,getplayerx(0)+(getplayerdirection(0)*7)+math.sin(math.rad(getplayerrotation(0)))*16,getplayery(0)+3-math.cos(math.rad(getplayerrotation(0)))*16)
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.supershotgun.ammo) then
endturn()
end
end
end
--------------------------------------------------------------------------------
-- Projectile: Bullet
--------------------------------------------------------------------------------
cc.supershotgun.bullet.id=addprojectile("cc.supershotgun.bullet") -- Add Projectile
function cc.supershotgun.bullet.draw(id) -- Draw
-- Setup draw mode
setblend(blend_light)
setalpha(1)
setcolor(255,125,0)
setscale(1,1)
-- Calculate projectile rotation
setrotation(math.deg(math.atan2(projectiles[id].sx,-projectiles[id].sy)))
-- Draw projectile
drawimage(cc.supershotgun.gfx_pro,projectiles[id].x,projectiles[id].y)
-- Draw Arrow if out of Screen
outofscreenarrow(projectiles[id].x,projectiles[id].y)
end
function cc.supershotgun.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()*0.75
-- Move
cc.supershotgun.bullet.move(id)
end
function cc.supershotgun.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 Player damage
if playercollision()~=0 and playercollision()~=projectiles[id].ignore then
playerpush(playercollision(),projectiles[id].sx/10.0,projectiles[id].sy/10.0)
playerdamage(playercollision(),5)
blood(projectiles[id].x+math.sin(math.rad(rot))*20,projectiles[id].y-math.cos(math.rad(rot))*20)
elseif objectcollision()>0 then
objectdamage(objectcollision(),5)
end
-- Destroy terrain
terrainexplosion(projectiles[id].x+math.sin(math.rad(rot))*20,projectiles[id].y-math.cos(math.rad(rot))*20,12,0)
-- Effects
playsound(sfx_ricochet1)
particle(p_smoke,projectiles[id].x+math.sin(math.rad(rot))*21,projectiles[id].y-math.cos(math.rad(rot))*21)
particlefadealpha(0.004)
particle(p_muzzle,projectiles[id].x+math.sin(math.rad(rot))*21,projectiles[id].y-math.cos(math.rad(rot))*21)
-- 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