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- --------------------------------------------------------------------------------
- -- Weapon Chainsaw Launcher + Projectile Chainsaw
- -- Original Carnage Contest Weapon
- -- Script by DC, August 2009, www.UnrealSoftware.de
- --------------------------------------------------------------------------------
-
- -- Setup Tables
- if cc==nil then cc={} end
- cc.chainsawlauncher={}
- cc.chainsawlauncher.chainsaw={}
-
- -- Load & Prepare Ressources
- cc.chainsawlauncher.gfx_wpn=loadgfx("weapons/launcher.bmp") -- Weapon Image
- setmidhandle(cc.chainsawlauncher.gfx_wpn)
- cc.chainsawlauncher.gfx_pro0=loadgfx("weapons/chainsaw0.bmp") -- Projectile Image
- setmidhandle(cc.chainsawlauncher.gfx_pro0)
- cc.chainsawlauncher.gfx_pro1=loadgfx("weapons/chainsaw1.bmp") -- Projectile Image
- setmidhandle(cc.chainsawlauncher.gfx_pro1)
- cc.chainsawlauncher.sfx_attack=loadsfx("chainsawlaunch.wav") -- Attack Sound
- cc.chainsawlauncher.sfx_cut=loadsfx("sawcut.ogg") -- Cut Sound
-
- --------------------------------------------------------------------------------
- -- Weapon: Chainsaw Launcher
- --------------------------------------------------------------------------------
-
- cc.chainsawlauncher.id=addweapon("cc.chainsawlauncher","Chainsaw Launcher",cc.chainsawlauncher.gfx_pro0,0,2) -- Add Weapon (0 uses, first in round 2)
- cc.chainsawlauncher.ammo=3 -- 3 Shots
-
- function cc.chainsawlauncher.draw() -- Draw
- setblend(blend_alpha)
- setalpha(1)
- setcolor(255,90,100)
- drawinhand(cc.chainsawlauncher.gfx_wpn,6,0)
- -- HUD ammobar
- if cc.chainsawlauncher.ammo-weapon_shots>0 then
- hudammobar(cc.chainsawlauncher.ammo-weapon_shots,cc.chainsawlauncher.ammo)
- end
- -- HUD Crosshair
- if cc.chainsawlauncher.ammo-weapon_shots>0 then
- hudcrosshair(6,3)
- end
- end
-
- function cc.chainsawlauncher.attack(attack) -- Attack
- -- Decrement timer
- if weapon_timer>0 then
- weapon_timer=weapon_timer-1
- end
- -- Attack
- if weapon_shots<cc.chainsawlauncher.ammo and weapon_timer<=0 and attack==1 then
- -- No more weapon switching!
- useweapon(0)
- weapon_timer=25
- playsound(cc.chainsawlauncher.sfx_attack)
- weapon_shots=weapon_shots+1
- id=createprojectile(cc.chainsawlauncher.chainsaw.id)
- projectiles[id]={}
- -- Ignore collision with current player at beginning
- projectiles[id].ignore=playercurrent()
- -- Set initial position of projectile
- projectiles[id].x=getplayerx(0)+(6*getplayerdirection(0))+math.sin(math.rad(getplayerrotation(0)))*10.0
- projectiles[id].y=getplayery(0)+3-math.cos(math.rad(getplayerrotation(0)))*10.0
- -- Animation
- projectiles[id].frame=0
- projectiles[id].frametimer=0
- -- Timer
- projectiles[id].timer=0
- -- Initial movement
- projectiles[id].sx=math.sin(math.rad(getplayerrotation(0)))*20
- projectiles[id].sy=-math.cos(math.rad(getplayerrotation(0)))*20
- projectiles[id].x=projectiles[id].x-projectiles[id].sx
- projectiles[id].y=projectiles[id].y-projectiles[id].sy
- cc.chainsawlauncher.chainsaw.move(id,0)
- -- Set speed of projectile
- projectiles[id].sx=math.sin(math.rad(getplayerrotation(0)))*7.0
- projectiles[id].sy=-math.cos(math.rad(getplayerrotation(0)))*7.0
- -- Effects
- recoil(5)
- -- End Turn
- if (weapon_shots>=cc.chainsawlauncher.ammo) then
- endturn()
- end
- end
- end
-
- --------------------------------------------------------------------------------
- -- Projectile: Chainsaw
- --------------------------------------------------------------------------------
-
- cc.chainsawlauncher.chainsaw.id=addprojectile("cc.chainsawlauncher.chainsaw") -- Add Projectile
-
- function cc.chainsawlauncher.chainsaw.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(projectiles[id].sx,-projectiles[id].sy)))
- -- Draw projectile
- projectiles[id].frametimer=projectiles[id].frametimer+1
- if projectiles[id].frametimer>5 then
- projectiles[id].frametimer=0
- projectiles[id].frame=1-projectiles[id].frame
- end
- if projectiles[id].frame==0 then
- drawimage(cc.chainsawlauncher.gfx_pro0,projectiles[id].x,projectiles[id].y)
- else
- drawimage(cc.chainsawlauncher.gfx_pro1,projectiles[id].x,projectiles[id].y)
- end
- -- Draw Arrow if out of Screen
- outofscreenarrow(projectiles[id].x,projectiles[id].y)
- end
-
- function cc.chainsawlauncher.chainsaw.update(id) -- Update
- -- Move
- cc.chainsawlauncher.chainsaw.move(id,1)
- end
-
- function cc.chainsawlauncher.chainsaw.move(id,fx)
- rot=math.deg(math.atan2(projectiles[id].sx,-projectiles[id].sy))
- -- Particle Tail
- if (fx==1) then
- particle(p_smoke,projectiles[id].x-math.sin(math.rad(rot))*7,projectiles[id].y+math.cos(math.rad(rot))*7)
- particlespeed(math.random(-2,2)*0.1,math.random(-2,2)*0.1)
- particlefadealpha(0.01)
- end
- -- Wind + Gravity influence on speed
- projectiles[id].sx=projectiles[id].sx+getwind()*0.3
- projectiles[id].sy=projectiles[id].sy+getgravity()*1.5
- -- Move (in substep loop for optimal collision precision)
- msubt=math.ceil(math.max(math.abs(projectiles[id].sx),math.abs(projectiles[id].sy))/5)
- 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(col5x5,projectiles[id].x+math.sin(math.rad(rot))*3,projectiles[id].y-math.cos(math.rad(rot))*3)==1 then
- if terraincollision()==1 or objectcollision()>0 or playercollision()~=projectiles[id].ignore then
- playsound(cc.chainsawlauncher.sfx_cut)
- -- Cause Player damage
- if playercollision()~=0 and fx==1 then
- playerdamage(playercollision(),10)
- blood(getplayerx(playercollision()),getplayery(playercollision()))
- end
- -- Cause Object damage
- if objectcollision()>0 and fx==1 then
- objectdamage(objectcollision(),10)
- projectiles[id].timer=25
- end
- -- Destroy terrain
- terrainexplosion(projectiles[id].x,projectiles[id].y,12,2)
- -- Timer / Free
- projectiles[id].timer=projectiles[id].timer+1
- if projectiles[id].timer>=25 then
- -- Explode
- arealdamage(projectiles[id].x,projectiles[id].y,30,15)
- terrainexplosion(projectiles[id].x,projectiles[id].y,20,1)
- -- 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
- -- Free
- freeprojectile(id)
- break
- end
- end
- elseif (fx==1) then
- 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
- end