raze/polymer/eduke32/source/lunatic/test/weaponvars.con
helixhorned 7c861cac42 Rework how the z velocity is passed from *zshoot to A_Shoot().
Previously, actor[].shootzvel (implementation detail, not available to CON)
was checked, and if it was !=0, that was the overridden velocity. The value
0 meant "hardcoded, projectile-dependent velocity". But that neccesiated a
hack where if zvel 0 was passed and really meant, it needed to be set to
1 instead.  Now we have A_ShootWithZvel() taking an additional last argument
plus a macro SHOOT_HARDCODED_ZVEL permissible for that argument.

git-svn-id: https://svn.eduke32.com/eduke32@3465 1a8010ca-5511-0410-912e-c29ae57300e0
2013-02-07 21:01:12 +00:00

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gamevar snd 351 0 // thunder sound
gamevar tmp 0 0
gamevar tmp2 0 0
gamevar shoots 2605 2 // RPG
gamevar WEAPON1_SHOOTS 2605 0
define MORTER2 1653
defineprojectile MORTER2 PROJ_WORKSLIKE 6150
defineprojectile MORTER2 PROJ_SPAWNS EXPLOSION2
defineprojectile MORTER2 PROJ_SOUND RPG_SHOOT
defineprojectile MORTER2 PROJ_VEL 600
defineprojectile MORTER2 PROJ_EXTRA 165
defineprojectile MORTER2 PROJ_EXTRA_RAND 10
defineprojectile MORTER2 PROJ_DROP -200 // tested in test.elua
defineprojectile MORTER2 PROJ_ISOUND PIPEBOMB_EXPLODE
defineprojectile MORTER2 PROJ_HITRADIUS 2800
defineprojectile MORTER2 PROJ_BOUNCES 4
defineprojectile MORTER2 PROJ_OFFSET 128
defineprojectile MORTER2 PROJ_CLIPDIST 24
defineprojectile MORTER2 PROJ_TRAIL SMALLSMOKE
defineprojectile MORTER2 PROJ_TNUM 6
onevent EVENT_GAME
setvarvar WEAPON1_FIRESOUND snd
// setvarvar WEAPON1_SHOOTS shoots
endevent
useractor notenemy 909 // tree trunk
ifcount 120
{
ezshoot -4096 MORTER2
getthisprojectile[RETURN].vel tmp
randvar tmp2 500
subvarvar tmp tmp2
setthisprojectile[RETURN].vel tmp
resetcount
}
enda