2016-11-24 09:39:16 +00:00
|
|
|
// Gold wand ----------------------------------------------------------------
|
|
|
|
|
|
|
|
class GoldWand : HereticWeapon
|
|
|
|
{
|
|
|
|
Default
|
|
|
|
{
|
|
|
|
+BLOODSPLATTER
|
|
|
|
Weapon.SelectionOrder 2000;
|
|
|
|
Weapon.AmmoGive 25;
|
|
|
|
Weapon.AmmoUse 1;
|
|
|
|
Weapon.AmmoType "GoldWandAmmo";
|
|
|
|
Weapon.SisterWeapon "GoldWandPowered";
|
|
|
|
Weapon.YAdjust 5;
|
|
|
|
Inventory.PickupMessage "$TXT_WPNGOLDWAND";
|
|
|
|
Obituary "$OB_MPGOLDWAND";
|
|
|
|
Tag "$TAG_GOLDWAND";
|
|
|
|
}
|
|
|
|
|
|
|
|
States
|
|
|
|
{
|
|
|
|
Spawn:
|
|
|
|
GWAN A -1;
|
|
|
|
Stop;
|
|
|
|
Ready:
|
|
|
|
GWND A 1 A_WeaponReady;
|
|
|
|
Loop;
|
|
|
|
Deselect:
|
|
|
|
GWND A 1 A_Lower;
|
|
|
|
Loop;
|
|
|
|
Select:
|
|
|
|
GWND A 1 A_Raise;
|
|
|
|
Loop;
|
|
|
|
Fire:
|
|
|
|
GWND B 3;
|
|
|
|
GWND C 5 A_FireGoldWandPL1;
|
|
|
|
GWND D 3;
|
|
|
|
GWND D 0 A_ReFire;
|
|
|
|
Goto Ready;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
//----------------------------------------------------------------------------
|
|
|
|
//
|
|
|
|
// PROC A_FireGoldWandPL1
|
|
|
|
//
|
|
|
|
//----------------------------------------------------------------------------
|
|
|
|
|
|
|
|
action void A_FireGoldWandPL1 ()
|
|
|
|
{
|
|
|
|
if (player == null)
|
|
|
|
{
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
Weapon weapon = player.ReadyWeapon;
|
|
|
|
if (weapon != null)
|
|
|
|
{
|
|
|
|
if (!weapon.DepleteAmmo (weapon.bAltFire))
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
double pitch = BulletSlope();
|
2016-11-30 18:03:46 +00:00
|
|
|
int damage = 7 + (random[FireGoldWand]() & 7);
|
2016-11-24 09:39:16 +00:00
|
|
|
double ang = angle;
|
|
|
|
if (player.refire)
|
|
|
|
{
|
|
|
|
ang += Random2[FireGoldWand]() * (5.625 / 256);
|
|
|
|
}
|
|
|
|
LineAttack(ang, PLAYERMISSILERANGE, pitch, damage, 'Hitscan', "GoldWandPuff1");
|
|
|
|
A_PlaySound("weapons/wandhit", CHAN_WEAPON);
|
|
|
|
}
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
class GoldWandPowered : GoldWand
|
|
|
|
{
|
|
|
|
Default
|
|
|
|
{
|
|
|
|
+WEAPON.POWERED_UP
|
|
|
|
Weapon.AmmoGive 0;
|
|
|
|
Weapon.SisterWeapon "GoldWand";
|
|
|
|
Obituary "$OB_MPPGOLDWAND";
|
|
|
|
Tag "$TAG_GOLDWANDP";
|
|
|
|
}
|
|
|
|
|
|
|
|
States
|
|
|
|
{
|
|
|
|
Fire:
|
|
|
|
GWND B 3;
|
|
|
|
GWND C 4 A_FireGoldWandPL2;
|
|
|
|
GWND D 3;
|
|
|
|
GWND D 0 A_ReFire;
|
|
|
|
Goto Ready;
|
|
|
|
}
|
|
|
|
|
|
|
|
//----------------------------------------------------------------------------
|
|
|
|
//
|
|
|
|
// PROC A_FireGoldWandPL2
|
|
|
|
//
|
|
|
|
//----------------------------------------------------------------------------
|
|
|
|
|
|
|
|
action void A_FireGoldWandPL2 ()
|
|
|
|
{
|
|
|
|
if (player == null)
|
|
|
|
{
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
Weapon weapon = player.ReadyWeapon;
|
|
|
|
if (weapon != null)
|
|
|
|
{
|
|
|
|
if (!weapon.DepleteAmmo (weapon.bAltFire))
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
double pitch = BulletSlope();
|
|
|
|
|
|
|
|
double vz = -GetDefaultByType("GoldWandFX2").Speed * clamp(tan(pitch), -5, 5);
|
|
|
|
SpawnMissileAngle("GoldWandFX2", angle - (45. / 8), vz);
|
|
|
|
SpawnMissileAngle("GoldWandFX2", angle + (45. / 8), vz);
|
|
|
|
double ang = angle - (45. / 8);
|
|
|
|
for(int i = 0; i < 5; i++)
|
|
|
|
{
|
|
|
|
int damage = random[FireGoldWand](1, 8);
|
|
|
|
LineAttack (ang, PLAYERMISSILERANGE, pitch, damage, 'Hitscan', "GoldWandPuff2");
|
|
|
|
ang += ((45. / 8) * 2) / 4;
|
|
|
|
}
|
|
|
|
A_PlaySound("weapons/wandhit", CHAN_WEAPON);
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// Gold wand FX1 ------------------------------------------------------------
|
|
|
|
|
|
|
|
class GoldWandFX1 : Actor
|
|
|
|
{
|
|
|
|
Default
|
|
|
|
{
|
|
|
|
Radius 10;
|
|
|
|
Height 6;
|
|
|
|
Speed 22;
|
|
|
|
Damage 2;
|
|
|
|
Projectile;
|
|
|
|
RenderStyle "Add";
|
|
|
|
DeathSound "weapons/wandhit";
|
|
|
|
Obituary "$OB_MPPGOLDWAND";
|
|
|
|
}
|
|
|
|
|
|
|
|
States
|
|
|
|
{
|
|
|
|
Spawn:
|
|
|
|
FX01 AB 6 BRIGHT;
|
|
|
|
Loop;
|
|
|
|
Death:
|
|
|
|
FX01 EFGH 3 BRIGHT;
|
|
|
|
Stop;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// Gold wand FX2 ------------------------------------------------------------
|
|
|
|
|
|
|
|
class GoldWandFX2 : GoldWandFX1
|
|
|
|
{
|
|
|
|
Default
|
|
|
|
{
|
|
|
|
Speed 18;
|
|
|
|
Damage 1;
|
|
|
|
DeathSound "";
|
|
|
|
}
|
|
|
|
|
|
|
|
States
|
|
|
|
{
|
|
|
|
Spawn:
|
|
|
|
FX01 CD 6 BRIGHT;
|
|
|
|
Loop;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// Gold wand puff 1 ---------------------------------------------------------
|
|
|
|
|
|
|
|
class GoldWandPuff1 : Actor
|
|
|
|
{
|
|
|
|
Default
|
|
|
|
{
|
|
|
|
+NOBLOCKMAP
|
|
|
|
+NOGRAVITY
|
|
|
|
+PUFFONACTORS
|
|
|
|
RenderStyle "Add";
|
|
|
|
}
|
|
|
|
|
|
|
|
States
|
|
|
|
{
|
|
|
|
Spawn:
|
|
|
|
PUF2 ABCDE 3 BRIGHT;
|
|
|
|
Stop;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// Gold wand puff 2 ---------------------------------------------------------
|
|
|
|
|
|
|
|
class GoldWandPuff2 : GoldWandFX1
|
|
|
|
{
|
|
|
|
Default
|
|
|
|
{
|
|
|
|
Skip_Super;
|
|
|
|
+NOBLOCKMAP
|
|
|
|
+NOGRAVITY
|
|
|
|
+PUFFONACTORS
|
|
|
|
}
|
|
|
|
|
|
|
|
States
|
|
|
|
{
|
|
|
|
Spawn:
|
|
|
|
Goto Super::Death;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|