2016-11-20 00:11:01 +00:00
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// --------------------------------------------------------------------------
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//
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// Rocket launcher
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//
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// --------------------------------------------------------------------------
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class RocketLauncher : DoomWeapon
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{
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Default
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{
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Weapon.SelectionOrder 2500;
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Weapon.AmmoUse 1;
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Weapon.AmmoGive 2;
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Weapon.AmmoType "RocketAmmo";
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+WEAPON.NOAUTOFIRE
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Inventory.PickupMessage "$GOTLAUNCHER";
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Tag "$TAG_ROCKETLAUNCHER";
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}
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States
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{
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Ready:
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MISG A 1 A_WeaponReady;
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Loop;
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Deselect:
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MISG A 1 A_Lower;
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Loop;
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Select:
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MISG A 1 A_Raise;
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Loop;
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Fire:
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MISG B 8 A_GunFlash;
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MISG B 12 A_FireMissile;
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MISG B 0 A_ReFire;
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Goto Ready;
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Flash:
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MISF A 3 Bright A_Light1;
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MISF B 4 Bright;
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MISF CD 4 Bright A_Light2;
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Goto LightDone;
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Spawn:
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LAUN A -1;
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Stop;
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}
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}
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class Rocket : Actor
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{
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Default
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{
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Radius 11;
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Height 8;
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Speed 20;
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Damage 20;
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Projectile;
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+RANDOMIZE
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+DEHEXPLOSION
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+ROCKETTRAIL
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2017-06-01 16:05:43 +00:00
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+ZDOOMTRANS
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2016-11-20 00:11:01 +00:00
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SeeSound "weapons/rocklf";
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DeathSound "weapons/rocklx";
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Obituary "$OB_MPROCKET";
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}
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States
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{
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Spawn:
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MISL A 1 Bright;
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Loop;
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Death:
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MISL B 8 Bright A_Explode;
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MISL C 6 Bright;
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MISL D 4 Bright;
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Stop;
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BrainExplode:
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MISL BC 10 Bright;
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MISL D 10 A_BrainExplode;
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Stop;
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}
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}
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// --------------------------------------------------------------------------
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//
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// Grenade -- Taken and adapted from Skulltag, with MBF stuff added to it
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//
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// --------------------------------------------------------------------------
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class Grenade : Actor
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{
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Default
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{
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Radius 8;
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Height 8;
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Speed 25;
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Damage 20;
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Projectile;
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-NOGRAVITY
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+RANDOMIZE
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+DEHEXPLOSION
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+GRENADETRAIL
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BounceType "Doom";
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Gravity 0.25;
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SeeSound "weapons/grenlf";
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DeathSound "weapons/grenlx";
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BounceSound "weapons/grbnce";
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Obituary "$OB_GRENADE";
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DamageType "Grenade";
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}
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States
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{
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Spawn:
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SGRN A 1 Bright;
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Loop;
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Death:
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MISL B 8 Bright A_Explode;
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MISL C 6 Bright;
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MISL D 4 Bright;
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Stop;
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Grenade:
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MISL A 1000 A_Die;
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Wait;
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Detonate:
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MISL B 4 A_Scream;
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MISL C 6 A_Detonate;
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MISL D 10;
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Stop;
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Mushroom:
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MISL B 8 A_Mushroom;
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Goto Death+1;
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}
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}
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//===========================================================================
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//
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// Code (must be attached to StateProvider)
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//
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//===========================================================================
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extend class StateProvider
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{
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//===========================================================================
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//
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// A_FireMissile
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//
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//===========================================================================
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action void A_FireMissile()
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{
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if (player == null)
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{
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return;
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}
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Weapon weap = player.ReadyWeapon;
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if (weap != null && invoker == weap && stateinfo != null && stateinfo.mStateType == STATE_Psprite)
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{
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if (!weap.DepleteAmmo (weap.bAltFire, true, 1))
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return;
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}
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SpawnPlayerMissile ("Rocket");
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}
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//===========================================================================
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//
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// A_FireSTGrenade: not exactly backported from ST, but should work the same
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//
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//===========================================================================
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action void A_FireSTGrenade(class<Actor> grenadetype = "Grenade")
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{
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if (grenadetype == null)
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return;
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if (player == null)
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{
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return;
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}
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Weapon weap = player.ReadyWeapon;
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if (weap != null && invoker == weap && stateinfo != null && stateinfo.mStateType == STATE_Psprite)
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{
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if (!weap.DepleteAmmo (weap.bAltFire, true, 1))
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return;
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}
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// Temporarily raise the pitch to send the grenadetype slightly upwards
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double savedpitch = pitch;
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pitch -= 6.328125;
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SpawnPlayerMissile(grenadetype);
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pitch = SavedPitch;
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}
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}
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