// The Cleric's Flame Strike ------------------------------------------------ ACTOR CWeapFlame : ClericWeapon 8009 { Game Hexen +NOGRAVITY Weapon.SelectionOrder 1000 Weapon.AmmoUse 4 Weapon.AmmoGive 25 Weapon.KickBack 150 Weapon.YAdjust 10 Weapon.AmmoType1 "Mana2" Inventory.PickupMessage "$TXT_WEAPON_C3" Tag "$TAG_CWEAPFLAME" action native A_CFlameAttack(); States { Spawn: WCFM ABCDEFGH 4 Bright Loop Select: CFLM A 1 A_Raise Loop Deselect: CFLM A 1 A_Lower Loop Ready: CFLM AAAABBBBCCCC 1 A_WeaponReady Loop Fire: CFLM A 2 Offset (0, 40) CFLM D 2 Offset (0, 50) CFLM D 2 Offset (0, 36) CFLM E 4 Bright CFLM F 4 Bright A_CFlameAttack CFLM E 4 Bright CFLM G 2 Offset (0, 40) CFLM G 2 Goto Ready } } // Floor Flame -------------------------------------------------------------- ACTOR CFlameFloor { +NOBLOCKMAP +NOGRAVITY RenderStyle Add States { Spawn: CFFX N 5 Bright CFFX O 4 Bright CFFX P 3 Bright Stop } } // Flame Puff --------------------------------------------------------------- ACTOR FlamePuff { Radius 1 Height 1 +NOBLOCKMAP +NOGRAVITY RenderStyle Add SeeSound "ClericFlameExplode" AttackSound "ClericFlameExplode" States { Spawn: CFFX ABC 3 Bright CFFX D 4 Bright CFFX E 3 Bright CFFX F 4 Bright CFFX G 3 Bright CFFX H 4 Bright CFFX I 3 Bright CFFX J 4 Bright CFFX K 3 Bright CFFX L 4 Bright CFFX M 3 Bright Stop } } // Flame Puff 2 ------------------------------------------------------------- ACTOR FlamePuff2 : FlamePuff { States { Spawn: CFFX ABC 3 Bright CFFX D 4 Bright CFFX E 3 Bright CFFX F 4 Bright CFFX G 3 Bright CFFX H 4 Bright CFFX IC 3 Bright CFFX D 4 Bright CFFX E 3 Bright CFFX F 4 Bright CFFX G 3 Bright CFFX H 4 Bright CFFX I 3 Bright CFFX J 4 Bright CFFX K 3 Bright CFFX L 4 Bright CFFX M 3 Bright Stop } } // Circle Flame ------------------------------------------------------------- ACTOR CircleFlame { Radius 6 Damage 2 DamageType "Fire" Projectile -ACTIVATEIMPACT -ACTIVATEPCROSS RenderStyle Add DeathSound "ClericFlameCircle" Obituary "$OB_MPCWEAPFLAME" action native A_CFlameRotate(); States { Spawn: CFCF A 4 Bright CFCF B 2 Bright A_CFlameRotate CFCF C 2 Bright CFCF D 1 Bright CFCF E 2 Bright CFCF F 2 Bright A_CFlameRotate CFCF G 1 Bright CFCF HI 2 Bright CFCF J 1 Bright A_CFlameRotate CFCF K 2 Bright CFCF LM 3 Bright CFCF N 2 Bright A_CFlameRotate CFCF O 3 Bright CFCF P 2 Bright Stop Death: CFCF QR 3 Bright CFCF S 3 Bright A_Explode(20, 20, 0) CFCF TUVWXYZ 3 Bright Stop } } // Flame Missile ------------------------------------------------------------ ACTOR CFlameMissile : FastProjectile native { Speed 200 Radius 14 Height 8 Damage 8 DamageType "Fire" +INVISIBLE RenderStyle Add Obituary "$OB_MPCWEAPFLAME" action native A_CFlamePuff(); action native A_CFlameMissile(); States { Spawn: CFFX A 4 Bright CFFX A 1 A_CFlamePuff Goto Death + 1 Death: CFFX A 1 Bright A_CFlameMissile CFFX ABC 3 Bright CFFX D 4 Bright CFFX E 3 Bright CFFX F 4 Bright CFFX G 3 Bright CFFX H 4 Bright CFFX I 3 Bright CFFX J 4 Bright CFFX K 3 Bright CFFX L 4 Bright CFFX M 3 Bright Stop } }