mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-11 15:22:15 +00:00
140 lines
2.5 KiB
Text
140 lines
2.5 KiB
Text
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// Mage Weapon Piece --------------------------------------------------------
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ACTOR MageWeaponPiece : FourthWeaponPiece native
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{
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Inventory.PickupMessage "$TXT_BLOODSCOURGE_PIECE"
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}
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// Mage Weapon Piece 1 ------------------------------------------------------
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ACTOR MWeaponPiece1 : MageWeaponPiece 21 native
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{
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Game Hexen
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SpawnID 37
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+FLOATBOB
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States
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{
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Spawn:
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WMS1 A -1 Bright
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Stop
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}
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}
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// Mage Weapon Piece 2 ------------------------------------------------------
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ACTOR MWeaponPiece2 : MageWeaponPiece 22 native
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{
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Game Hexen
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SpawnID 38
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+FLOATBOB
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States
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{
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Spawn:
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WMS2 A -1 Bright
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Stop
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}
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}
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// Mage Weapon Piece 3 ------------------------------------------------------
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ACTOR MWeaponPiece3 : MageWeaponPiece 23 native
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{
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Game Hexen
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SpawnID 39
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+FLOATBOB
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States
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{
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Spawn:
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WMS3 A -1 Bright
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Stop
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}
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}
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// Bloodscourge Drop --------------------------------------------------------
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ACTOR BloodscourgeDrop
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{
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action native A_DropBloodscourgePieces();
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States
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{
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Spawn:
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TNT1 A 1
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TNT1 A 1 A_DropBloodscourgePieces
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Stop
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}
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}
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// The Mages's Staff (Bloodscourge) -----------------------------------------
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ACTOR MWeapBloodscourge : MageWeapon native
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{
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Weapon.SelectionOrder 3100
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Weapon.AmmoUse1 15
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Weapon.AmmoUse2 15
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Weapon.KickBack 150
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Weapon.YAdjust 20
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Weapon.AmmoType1 "Mana1"
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Weapon.AmmoType2 "Mana2"
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+WEAPON.PRIMARY_USES_BOTH
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Inventory.PickupMessage "$TXT_WEAPON_M4"
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action native A_MStaffAttack();
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action native A_MStaffPalette();
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States
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{
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Spawn:
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TNT1 A -1
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Stop
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Select:
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MSTF A 1 A_Raise
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Loop
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Deselect:
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MSTF A 1 A_Lower
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Loop
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Ready:
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MSTF AAAAAABBBBBBCCCCCCDDDDDDEEEEEEFFFFF 1 A_WeaponReady
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Loop
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Fire:
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MSTF G 4 Offset (0, 40)
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MSTF H 4 Bright Offset (0, 48) A_MStaffAttack
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MSTF H 2 Bright Offset (0, 48) A_MStaffPalette
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MSTF II 2 Offset (0, 48) A_MStaffPalette
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MSTF I 1 Offset (0, 40)
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MSTF J 5 Offset (0, 36)
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Goto Ready
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}
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}
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// Mage Staff FX2 (Bloodscourge) --------------------------------------------
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ACTOR MageStaffFX2 native
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{
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Speed 18
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Height 8
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Damage 4
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DamageType "Fire"
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Projectile
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+SEEKERMISSILE
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+EXTREMEDEATH
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DeathSound "MageStaffExplode"
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action native A_MStaffTrack();
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action native A_BeAdditive();
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States
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{
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Spawn:
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MSP2 ABCD 2 Bright A_MStaffTrack
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Loop
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Death:
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MSP2 E 4 Bright A_BeAdditive
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MSP2 F 5 Bright A_Explode (80, 192, 0)
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MSP2 GH 5 Bright
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MSP2 I 4 Bright
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Stop
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}
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}
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