gzdoom-gles/wadsrc/static/actors/hexen/fighterhammer.txt

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2016-03-01 15:47:10 +00:00
// The Fighter's Hammer -----------------------------------------------------
ACTOR FWeapHammer : FighterWeapon
{
+BLOODSPLATTER
Weapon.SelectionOrder 900
+WEAPON.AMMO_OPTIONAL +WEAPON.MELEEWEAPON
Weapon.AmmoUse1 3
Weapon.AmmoGive1 25
Weapon.KickBack 150
Weapon.YAdjust -10
Weapon.AmmoType1 "Mana2"
Inventory.PickupMessage "$TXT_WEAPON_F3"
Obituary "$OB_MPFWEAPHAMMERM"
Tag "$TAG_FWEAPHAMMER"
action native A_FHammerAttack();
action native A_FHammerThrow();
States
{
Spawn:
WFHM A -1
Stop
Select:
FHMR A 1 A_Raise
Loop
Deselect:
FHMR A 1 A_Lower
Loop
Ready:
FHMR A 1 A_WeaponReady
Loop
Fire:
FHMR B 6 Offset (5, 0)
FHMR C 3 Offset (5, 0) A_FHammerAttack
FHMR D 3 Offset (5, 0)
FHMR E 2 Offset (5, 0)
FHMR E 10 Offset (5, 150) A_FHammerThrow
FHMR A 1 Offset (0, 60)
FHMR A 1 Offset (0, 55)
FHMR A 1 Offset (0, 50)
FHMR A 1 Offset (0, 45)
FHMR A 1 Offset (0, 40)
FHMR A 1 Offset (0, 35)
FHMR A 1
Goto Ready
}
}
// Hammer Missile -----------------------------------------------------------
ACTOR HammerMissile
{
Speed 25
Radius 14
Height 20
Damage 10
DamageType "Fire"
Projectile
DeathSound "FighterHammerExplode"
Obituary "$OB_MPFWEAPHAMMERR"
States
{
Spawn:
FHFX A 2 Bright
FHFX B 2 Bright A_PlaySound ("FighterHammerContinuous")
FHFX CDEFGH 2 Bright
Loop
Death:
FHFX I 3 Bright A_SetTranslucent(1,1)
FHFX J 3 Bright
FHFX K 3 Bright A_Explode (128, 128, 0)
FHFX LM 3 Bright
FHFX N 3
FHFX OPQR 3 Bright
Stop
}
}
// Hammer Puff (also used by fist) ------------------------------------------
ACTOR HammerPuff
{
+NOBLOCKMAP +NOGRAVITY
+PUFFONACTORS
RenderStyle "Translucent"
Alpha 0.6
VSpeed 0.8
SeeSound "FighterHammerHitThing"
AttackSound "FighterHammerHitWall"
ActiveSound "FighterHammerMiss"
States
{
Spawn:
FHFX STUVW 4
Stop
}
}