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40 changed files with 2 additions and 726 deletions

13
TODO.md
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@ -14,17 +14,4 @@
- ~~Caco plush sprite scaling~~
- ~~Frag counter in loadout starts with no battery~~
- ~~Organize source_data~~
- ~~Spraycan spawn CVars~~
- ~~Spraycan bulk~~
- ~~More spray patterns~~
- ~~NB~~
- ~~Ace~~
- ~~Progress~~
- ~~Demi~~
- ~~Switch~~
- ~~Pan~~
- ~~Bi~~
- ~~Gay (rainbow)~~
- ~~Make firemode switch spray patterns instead of altfire~~
- Loadout code descriptions (hdweapon.loadoutcodes)

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@ -1,2 +1 @@
server int snektech_spawnflags = 11;
user string snektech_spraypattern = "SnekSpray_TransPride";
server int snektech_spawnflags = 3;

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@ -1,88 +0,0 @@
fader KiriInstantFade
{
DecayStart 60.0
DecayTime 0.0
}
decal KiriTestDecal
{
pic KSPYA0
animator KiriInstantFade
randomflipx
}
decal SnekSpray_TransPride
{
pic KSPYA0
animator KiriInstantFade
randomflipx
translucent 0.8
}
decal SnekSpray_LesbianPride
{
pic KSPYB0
animator KiriInstantFade
randomflipx
translucent 0.8
}
decal SnekSpray_NBPride
{
pic KSPYC0
animator KiriInstantFade
randomflipx
translucent 0.8
}
decal SnekSpray_AcePride
{
pic KSPYD0
animator KiriInstantFade
randomflipx
translucent 0.8
}
decal SnekSpray_ProgressPride
{
pic KSPYE0
animator KiriInstantFade
translucent 0.8
}
decal SnekSpray_DemiPride
{
pic KSPYF0
animator KiriInstantFade
translucent 0.8
}
decal SnekSpray_PanPride
{
pic KSPYG0
animator KiriInstantFade
translucent 0.8
}
decal SnekSpray_SwitchPride
{
pic KSPYH0
animator KiriInstantFade
}
decal SnekSpray_BiPride
{
pic KSPYI0
animator KiriInstantFade
translucent 0.8
randomflipx
}
decal SnekSpray_GayPride
{
pic KSPYJ0
animator KiriInstantFade
translucent 0.8
randomflipx
}

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@ -10,6 +10,5 @@ OptionMenu "SnekTechMenu"
FlagOption "Gretchen Counter", "snektech_spawnflags", "YesNo", 0
FlagOption "Wiring Bypass Kit", "snektech_spawnflags", "YesNo", 1
FlagOption "Cacodemon Plushie", "snektech_spawnflags", "YesNo", 2
FlagOption "Spraypaint Can", "snektech_spawnflags", "YesNo", 3
}

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@ -1,9 +1,5 @@
kiri/gretchencounter_click "sounds/gretchencounter_click.ogg"
kiri/gretchencounter_blip "sounds/gretchencounter_blip.ogg"
kiri/gretchencounter_onoff "sounds/gretchencounter_onoff.ogg"
kiri/cacoplushie_throw "sounds/cacoplushie_throw.ogg"
kiri/cacoplushie_despawn "sounds/cacoplushie_despawn.ogg"
kiri/spraycan_rattle "sounds/spraycan_rattle.ogg"
kiri/spraycan_spray "sounds/spraycan_spray.ogg"

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@ -106,93 +106,3 @@ Sprite "KCPLG0", 130, 108
Patch "sprites/cacoplush/cacoplushie_glowing3.png", 0, 0
}
// ----------------------------------------------------------------------
// Spray can
Sprite "KSPRB0", 48, 48
{
Offset 24, 24
Patch KSPRB0,0,0 { }
}
Sprite "KSPYA0", 250, 150
{
XScale 2
YScale 2
Offset 125, 75
Patch KSPYA0,0,0 { }
}
Sprite "KSPYB0", 250, 150
{
XScale 2
YScale 2
Offset 125, 75
Patch KSPYB0,0,0 { }
}
Sprite "KSPYC0", 250, 150
{
XScale 2
YScale 2
Offset 125, 75
Patch KSPYC0,0,0 { }
}
Sprite "KSPYD0", 250, 150
{
XScale 2
YScale 2
Offset 125, 75
Patch KSPYD0,0,0 { }
}
Sprite "KSPYE0", 250, 150
{
XScale 2
YScale 2
Offset 125, 75
Patch KSPYE0,0,0 { }
}
Sprite "KSPYF0", 250, 150
{
XScale 2
YScale 2
Offset 125, 75
Patch KSPYF0,0,0 { }
}
Sprite "KSPYG0", 250, 150
{
XScale 2
YScale 2
Offset 125, 75
Patch KSPYG0,0,0 { }
}
Sprite "KSPYH0", 32, 32
{
XScale 1
YScale 1
Offset 16, 16
Patch SW1S0,0,0 { }
}
Sprite "KSPYI0", 250, 150
{
XScale 2
YScale 2
Offset 125, 75
Patch KSPYI0,0,0 { }
}
Sprite "KSPYJ0", 250, 150
{
XScale 2
YScale 2
Offset 125, 75
Patch KSPYJ0,0,0 { }
}

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@ -4,4 +4,3 @@ version "4.10"
#include "zscript/jumpercables.zs"
#include "zscript/gretchencounter.zs"
#include "zscript/cacoplushie.zs"
#include "zscript/spraycan.zs"

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@ -9,8 +9,7 @@ enum SnekTechSpawnFlags
{
SNEKTECH_GRETCHENCOUNTER = 0,
SNEKTECH_JUMPERCABLES = 1,
SNEKTECH_CACOPLUSHIE = 2,
SNEKTECH_SPRAYCAN = 3
SNEKTECH_CACOPLUSHIE = 2
}
class SnekTechEventHandler : EventHandler
@ -81,11 +80,6 @@ class SnekTechEventHandler : EventHandler
e.Thing,
SNEKTECH_CACOPLUSHIE,
"KiriCacodemonPlushie");
DoSnekTechBackpackSpawnCheck(
e.Thing,
SNEKTECH_SPRAYCAN,
"Sprayer");
}
override void CheckReplacement(ReplaceEvent e)
@ -112,8 +106,6 @@ class SnekTechEventHandler : EventHandler
SNEKTECH_CACOPLUSHIE,
"BlurSphere", "KiriCacodemonPlushie",
6, e);
// Note: No replacements for spray cans.
}
}

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@ -1,518 +0,0 @@
// FIXME: Make consts and enums consistent formatting.
// FIXME: Add bulk.
const KIRI_SPRAY_DISTANCE = 96;
const KIRI_SPRAY_SHAKEANIM_MAXANGLE = 20.0;
const KIRI_SPRAY_MAXPAINT = 50;
const KIRI_SPRAY_MAXPRESSURE = 100;
const KIRI_SPRAY_PRESSUREBUILDSCALE = 20;
const KIRI_SPRAY_PRESSURE_PER_USE = (KIRI_SPRAY_MAXPRESSURE / 2);
const KIRI_SPRAY_PRESSURE_DECAY_RATE = 0.1;
const HDLD_KIRI_SPRAYCAN = "ksp";
enum KiriSprayerStatus
{
KIRI_SPRAY_WS_PAINT = 1,
KIRI_SPRAY_WS_PRESSURE = 2
}
class Sprayer : HDWeapon
{
default
{
radius 2;
height 4;
+SpriteAngle;
Scale 0.4;
+hdweapon.fitsinbackpack;
+weapon.wimpy_weapon;
+INVENTORY.PERSISTENTPOWER;
+INVENTORY.INVBAR;
// inventory.icon "KSPRB0";
inventory.pickupsound "kiri/spraycan_rattle";
inventory.pickupmessage "Picked up some spraypaint cans.";
inventory.amount 1;
inventory.maxamount 100;
hdweapon.refid HDLD_KIRI_SPRAYCAN;
tag "Spraypaint Can";
}
states
{
spawn:
KSPR B -1;
stop;
ready:
KSPR A 1 {
A_WeaponReady(WRF_ALL);
A_WeaponBusy(false);
}
goto readyend;
altfire:
reload:
KSPR A 1 offset(0, 20) {
A_OverlayPivot(0, 0.5, 1.0);
A_OverlayRotate(0, 0);
A_StartSound(
"kiri/spraycan_rattle",
CHAN_WEAPON, CHANF_NOSTOP);
}
KSPR A 1 offset(0, 40) { A_OverlayRotate(0, sin(level.time * 5.0) * KIRI_SPRAY_SHAKEANIM_MAXANGLE * 1.0/3.0); }
KSPR A 1 offset(0, 60) { A_OverlayRotate(0, sin(level.time * 5.0) * KIRI_SPRAY_SHAKEANIM_MAXANGLE * 2.0/3.0); }
KSPR A 1 offset(0, 80) {
A_OverlayRotate(0, sin(level.time * 5.0) * KIRI_SPRAY_SHAKEANIM_MAXANGLE);
// Taper off pressure increase amount based on how much
// pressure is in there already.
float pressureIncreaseScale = 1.0 - (
float(invoker.GetPressure()) /
float(KIRI_SPRAY_MAXPRESSURE));
pressureIncreaseScale *= pressureIncreaseScale;
// Add pressure.
int pressure = invoker.GetPressure();
pressure +=
random(0,
KIRI_SPRAY_PRESSUREBUILDSCALE
* invoker.weaponstatus[KIRI_SPRAY_WS_PAINT]
/ KIRI_SPRAY_MAXPAINT);
// Cap pressure amount.
if(pressure > KIRI_SPRAY_MAXPRESSURE) {
pressure = KIRI_SPRAY_MAXPRESSURE;
}
invoker.SetPressure(pressure);
}
KSPR A 1 offset(0, 60) { A_OverlayRotate(0, sin(level.time * 5.0) * KIRI_SPRAY_SHAKEANIM_MAXANGLE * 2.0/3.0); }
KSPR A 1 offset(0, 40) { A_OverlayRotate(0, sin(level.time * 5.0) * KIRI_SPRAY_SHAKEANIM_MAXANGLE * 1.0/3.0); }
KSPR A 1 offset(0, 20) { A_OverlayRotate(0, 0); }
goto ready;
fire:
KSPR A 2 {
if(invoker.GetPressure() < KIRI_SPRAY_PRESSURE_PER_USE) {
invoker.owner.A_Log("Not enough pressure to spray.");
} else {
Actor spawnedThing;
bool success;
float zOffset = GunHeight() * 0.8;
FLineTraceData lineTraceData;
class<SprayerPattern> sprayerPatternClass = "SprayerPattern";
// Find the spray pattern class that matches the
// player's CVar for selected pattern.
String currentSprayCVar = CVar.GetCVar(
"snektech_spraypattern",
invoker.owner.player).GetString();
for(int i = 0; i < AllActorClasses.size(); i++) {
class<SprayerPattern> thisPatternClass = (class<SprayerPattern>)(AllActorClasses[i]);
if(thisPatternClass) {
if(thisPatternClass.GetClassName() == currentSprayCVar) {
sprayerPatternClass = (class<SprayerPattern>)(AllActorClasses[i]);
break;
}
}
}
// Get the actual decal name out of it.
let defaultSprayClass = GetDefaultByType(sprayerPatternClass);
String actualDecalName = defaultSprayClass.decalName;
// Find a wall to spray on.
bool traceHit = LineTrace(
angle,
KIRI_SPRAY_DISTANCE,
pitch,
flags : TRF_THRUACTORS,
offsetz : zOffset,
data : lineTraceData);
if(traceHit && lineTraceData.HitLine) {
A_StartSound(
"kiri/spraycan_spray",
CHAN_WEAPON);
[success, spawnedThing] = A_SpawnItemEx(
"SprayerDecalSpawner",
xofs : 0, yofs : 0, zofs : zOffset);
SprayerDecalSpawner spawner = SprayerDecalSpawner(spawnedThing);
if(success && spawner) {
spawner.A_SetPitch(pitch);
spawner.A_SetAngle(angle);
spawner.actualDecalName = actualDecalName;
spawner.master = invoker.owner;
invoker.SetPressure(invoker.GetPressure() - KIRI_SPRAY_PRESSURE_PER_USE);
invoker.weaponstatus[KIRI_SPRAY_WS_PAINT] -= 1;
}
} else {
invoker.owner.A_Log("Not close enough to a wall to spray.");
}
}
}
goto waiting;
firemode:
KSPR A 2 { invoker.CycleSprayPattern(); }
goto waiting;
waiting:
KSPR A 5;
KSPR A 0 A_Refire("waiting");
goto ready;
select0:
KSPR A 0 offset(0, 120);
---- A 1 A_Raise(12);
wait;
deselect0:
KSPR A 0;
---- A 1 A_Lower(12);
wait;
}
override bool AddSpareWeapon(actor newowner)
{
return AddSpareWeaponRegular(newowner);
}
override HDWeapon GetSpareWeapon(actor newowner, bool reverse, bool doselect)
{
return GetSpareWeaponRegular(newowner, reverse, doselect);
}
// Why do we store pressure as this weird equation?
//
// Pressure is stored as a time since the a hypothetical last
// "fully charged" time, based on the level time and pressure
// decay rate.
//
// This way we can decay pressure without ticking, important for
// spare weapons and stuff in backpacks.
int GetPressure() const
{
int time = level.TotalTime;
int lastChargedTime = weaponstatus[KIRI_SPRAY_WS_PRESSURE];
int pressure = int(
float(KIRI_SPRAY_MAXPRESSURE) -
float(time - lastChargedTime) * KIRI_SPRAY_PRESSURE_DECAY_RATE);
if(pressure > KIRI_SPRAY_MAXPRESSURE) {
pressure = KIRI_SPRAY_MAXPRESSURE;
}
if(pressure < 0) {
pressure = 0;
}
return pressure;
}
void SetPressure(int pressure)
{
if(pressure > KIRI_SPRAY_MAXPRESSURE) {
pressure = KIRI_SPRAY_MAXPRESSURE;
}
if(pressure < 0) {
pressure = 0;
}
int time = level.TotalTime;
int lastChargedTime = round(
float(pressure - KIRI_SPRAY_MAXPRESSURE) / float(KIRI_SPRAY_PRESSURE_DECAY_RATE) + time);
weaponstatus[KIRI_SPRAY_WS_PRESSURE] = lastChargedTime;
}
void ResetPressure()
{
int resetValue = -int(float(KIRI_SPRAY_MAXPRESSURE) / float(KIRI_SPRAY_PRESSURE_DECAY_RATE));
weaponstatus[KIRI_SPRAY_WS_PRESSURE] = resetValue;
}
override void Consolidate()
{
ResetPressure();
}
override void InitializeWepStats(bool idfa)
{
super.InitializeWepStats(idfa);
SetPressure(0);
// Add a little bit of randomness to the amount of paint in
// the can.
weaponstatus[KIRI_SPRAY_WS_PAINT] =
KIRI_SPRAY_MAXPAINT
- random(0, KIRI_SPRAY_MAXPAINT / 10);
}
override void DrawHUDStuff(
HDStatusBar statusBar, HDWeapon weapon,
HDPlayerPawn pawn)
{
// Current pressure (top bar).
statusBar.DrawWepNum(
GetPressure(),
KIRI_SPRAY_MAXPRESSURE, posy:-10);
// Total paint remaining (bottom bar).
statusBar.DrawWepNum(
weaponstatus[KIRI_SPRAY_WS_PAINT],
KIRI_SPRAY_MAXPAINT);
}
void GetSprayPatternList(Array<String> ret)
{
ret.clear();
for(int i = 0; i < AllActorClasses.Size(); i++) {
class<Actor> c = AllActorClasses[i];
if(c is "SprayerPattern" && c != "SprayerPattern") {
ret.push(c.GetClassName());
}
}
}
void CycleSprayPattern()
{
// Find the current entry in the list of patterns.
String currentPattern = CVar.GetCVar("snektech_spraypattern", owner.player).GetString();
Array<String> patternList;
GetSprayPatternList(patternList);
int currentIndex = patternList.find(currentPattern);
// Make sure we're actually in the list (CVar might not be in
// list, due to mods getting shuffled around and whatever).
if(currentIndex >= patternList.size()) {
currentIndex = -1;
}
// Increment the index.
int newIndex = (currentIndex + 1) % patternList.size();
// Set the new CVar.
CVar.GetCVar("snektech_spraypattern", owner.player).SetString(patternList[newIndex]);
currentPattern = CVar.GetCVar("snektech_spraypattern", owner.player).GetString();
owner.A_Log("Selected spray pattern: "..currentPattern);
// Current pattern is referenced in the help text, so reset
// it.
A_SetHelpText();
}
override double WeaponBulk()
{
return 10;
}
override String GetHelpText()
{
super.GetHelpText();
int messageIndex = level.time;
Array<String> messages = {
"Deface the tyrant's property.",
"Engage in civil disobedience.",
"Create a beautiful work of art.",
"Show the world that you still exist.",
"Defy the tyrant."
};
String currentPattern = CVar.GetCVar("snektech_spraypattern", owner.player).GetString();
return
WEPHELP_FIREMODE .. " Cycle pattern (current: "..currentPattern..").\n"..
WEPHELP_ALTFIRE .. " Shake the can.\n"..
WEPHELP_FIRE .. " "..messages[messageIndex % messages.Size()].."\n";
}
}
class SprayerDecalSpawner : Actor
{
default
{
+nogravity;
}
states
{
spawn:
TNT1 A -1;
stop;
}
int timeSinceLastSpray;
int thisSprayerId;
String actualDecalName;
override void PostBeginPlay()
{
Super.PostBeginPlay();
A_SprayDecal(actualDecalName, KIRI_SPRAY_DISTANCE);
// Figure out a new ID number.
ThinkerIterator iter = ThinkerIterator.Create("SprayerDecalSpawner");
SprayerDecalSpawner otherSpawner;
int maxId = 0;
while(otherSpawner = SprayerDecalSpawner(iter.Next())) {
if(otherSpawner == self) {
continue;
}
// Keep track of the highest ID.
if(otherSpawner.thisSprayerId > maxId) {
if(otherSpawner.master == master) {
maxId = otherSpawner.thisSprayerId;
}
}
}
thisSprayerId = maxId + 1;
// Clear old sprayers.
iter = ThinkerIterator.Create("SprayerDecalSpawner");
while(otherSpawner = SprayerDecalSpawner(iter.Next())) {
if(otherSpawner == self) {
continue;
}
if(otherSpawner.thisSprayerId < (thisSprayerId - 5)) {
if(otherSpawner.master == master) {
otherSpawner.Destroy();
}
}
}
}
override void Tick()
{
super.Tick();
timeSinceLastSpray++;
if(timeSinceLastSpray >= 35 * 60) {
A_SprayDecal(actualDecalName, KIRI_SPRAY_DISTANCE);
timeSinceLastSpray = 0;
}
}
}
class SprayerPattern : Actor
{
string decalName;
property decalName:decalName;
default {
SprayerPattern.decalName "KiriTestDecal";
}
}
class SnekSpray_TransPride : SprayerPattern
{
default
{
SprayerPattern.decalName "SnekSpray_TransPride";
}
}
class SnekSpray_LesbianPride : SprayerPattern
{
default
{
SprayerPattern.decalName "SnekSpray_LesbianPride";
}
}
class SnekSpray_NBPride : SprayerPattern
{
default
{
SprayerPattern.decalName "SnekSpray_NBPride";
}
}
class SnekSpray_AcePride : SprayerPattern
{
default
{
SprayerPattern.decalName "SnekSpray_AcePride";
}
}
class SnekSpray_ProgressPride : SprayerPattern
{
default
{
SprayerPattern.decalName "SnekSpray_ProgressPride";
}
}
class SnekSpray_DemiPride : SprayerPattern
{
default
{
SprayerPattern.decalName "SnekSpray_DemiPride";
}
}
class SnekSpray_PanPride : SprayerPattern
{
default
{
SprayerPattern.decalName "SnekSpray_PanPride";
}
}
class SnekSpray_SwitchPride : SprayerPattern
{
default
{
SprayerPattern.decalName "SnekSpray_SwitchPride";
}
}
class SnekSpray_BiPride : SprayerPattern
{
default
{
SprayerPattern.decalName "SnekSpray_BiPride";
}
}
class SnekSpray_GayPride : SprayerPattern
{
default
{
SprayerPattern.decalName "SnekSpray_GayPride";
}
}