// Fighter Weapon Piece ----------------------------------------------------- class FighterWeaponPiece : WeaponPiece { Default { Inventory.PickupSound "misc/w_pkup"; Inventory.PickupMessage "$TXT_QUIETUS_PIECE"; Inventory.ForbiddenTo "ClericPlayer", "MagePlayer"; WeaponPiece.Weapon "FWeapQuietus"; +FLOATBOB } } // Fighter Weapon Piece 1 --------------------------------------------------- class FWeaponPiece1 : FighterWeaponPiece { Default { WeaponPiece.Number 1; } States { Spawn: WFR1 A -1 Bright; Stop; } } // Fighter Weapon Piece 2 --------------------------------------------------- class FWeaponPiece2 : FighterWeaponPiece { Default { WeaponPiece.Number 2; } States { Spawn: WFR2 A -1 Bright; Stop; } } // Fighter Weapon Piece 3 --------------------------------------------------- class FWeaponPiece3 : FighterWeaponPiece { Default { WeaponPiece.Number 3; } States { Spawn: WFR3 A -1 Bright; Stop; } } // Quietus Drop ------------------------------------------------------------- class QuietusDrop : Actor { States { Spawn: TNT1 A 1; TNT1 A 1 A_DropWeaponPieces("FWeaponPiece1", "FWeaponPiece2", "FWeaponPiece3"); Stop; } } // The Fighter's Sword (Quietus) -------------------------------------------- class FWeapQuietus : FighterWeapon { Default { Health 3; Weapon.SelectionOrder 2900; +WEAPON.PRIMARY_USES_BOTH; +Inventory.NoAttenPickupSound Weapon.AmmoUse1 14; Weapon.AmmoUse2 14; Weapon.AmmoGive1 20; Weapon.AmmoGive2 20; Weapon.KickBack 150; Weapon.YAdjust 10; Weapon.AmmoType1 "Mana1"; Weapon.AmmoType2 "Mana2"; Inventory.PickupMessage "$TXT_WEAPON_F4"; Inventory.PickupSound "WeaponBuild"; Tag "$TAG_FWEAPQUIETUS"; } States { Spawn: TNT1 A -1; Stop; Select: FSRD A 1 Bright A_Raise; Loop; Deselect: FSRD A 1 Bright A_Lower; Loop; Ready: FSRD AAAABBBBCCCC 1 Bright A_WeaponReady; Loop; Fire: FSRD DE 3 Bright Offset (5, 36); FSRD F 2 Bright Offset (5, 36); FSRD G 3 Bright Offset (5, 36) A_FSwordAttack; FSRD H 2 Bright Offset (5, 36); FSRD I 2 Bright Offset (5, 36); FSRD I 10 Bright Offset (5, 150); FSRD A 1 Bright Offset (5, 60); FSRD B 1 Bright Offset (5, 55); FSRD C 1 Bright Offset (5, 50); FSRD A 1 Bright Offset (5, 45); FSRD B 1 Bright Offset (5, 40); Goto Ready; } //============================================================================ // // A_FSwordAttack // //============================================================================ action void A_FSwordAttack() { if (player == null) { return; } Weapon weapon = player.ReadyWeapon; if (weapon != null) { if (!weapon.DepleteAmmo (weapon.bAltFire)) return; } SpawnPlayerMissile ("FSwordMissile", Angle + (45./4),0, 0, -10); SpawnPlayerMissile ("FSwordMissile", Angle + (45./8),0, 0, -5); SpawnPlayerMissile ("FSwordMissile", Angle ,0, 0, 0); SpawnPlayerMissile ("FSwordMissile", Angle - (45./8),0, 0, 5); SpawnPlayerMissile ("FSwordMissile", Angle - (45./4),0, 0, 10); A_PlaySound ("FighterSwordFire", CHAN_WEAPON); } } // Fighter Sword Missile ---------------------------------------------------- class FSwordMissile : Actor { Default { Speed 30; Radius 16; Height 8; Damage 8; Projectile; +EXTREMEDEATH RenderStyle "Add"; DeathSound "FighterSwordExplode"; Obituary "$OB_MPFWEAPQUIETUS"; } States { Spawn: FSFX ABC 3 Bright; Loop; Death: FSFX D 4 Bright; FSFX E 3 Bright A_FSwordFlames; FSFX F 4 Bright A_Explode (64, 128, 0); FSFX G 3 Bright; FSFX H 4 Bright; FSFX I 3 Bright; FSFX J 4 Bright; FSFX KLM 3 Bright; Stop; } override int DoSpecialDamage(Actor victim, int damage, Name damagetype) { if (victim.player) { damage -= damage >> 2; } return damage; } //============================================================================ // // A_FSwordFlames // //============================================================================ void A_FSwordFlames() { for (int i = 1+(random[FSwordFlame]()&3); i; i--) { double xo = (random[FSwordFlame]() - 128) / 16.; double yo = (random[FSwordFlame]() - 128) / 16.; double zo = (random[FSwordFlame]() - 128) / 8.; Spawn ("FSwordFlame", Vec3Offset(xo, yo, zo), ALLOW_REPLACE); } } } // Fighter Sword Flame ------------------------------------------------------ class FSwordFlame : Actor { Default { +NOBLOCKMAP +NOGRAVITY RenderStyle "Translucent"; Alpha 0.6; } States { Spawn: FSFX NOPQRSTUVW 3 Bright; Stop; } }