// Fighter Weapon Piece ----------------------------------------------------- ACTOR FighterWeaponPiece : WeaponPiece { Inventory.PickupSound "misc/w_pkup" Inventory.PickupMessage "$TXT_QUIETUS_PIECE" Inventory.ForbiddenTo ClericPlayer, MagePlayer WeaponPiece.Weapon FWeapQuietus +FLOATBOB } // Fighter Weapon Piece 1 --------------------------------------------------- ACTOR FWeaponPiece1 : FighterWeaponPiece 12 { Game Hexen SpawnID 29 WeaponPiece.Number 1 States { Spawn: WFR1 A -1 Bright Stop } } // Fighter Weapon Piece 2 --------------------------------------------------- ACTOR FWeaponPiece2 : FighterWeaponPiece 13 { Game Hexen SpawnID 30 WeaponPiece.Number 2 States { Spawn: WFR2 A -1 Bright Stop } } // Fighter Weapon Piece 3 --------------------------------------------------- ACTOR FWeaponPiece3 : FighterWeaponPiece 16 { Game Hexen SpawnID 31 WeaponPiece.Number 3 States { Spawn: WFR3 A -1 Bright Stop } } // Quietus Drop ------------------------------------------------------------- ACTOR QuietusDrop { States { Spawn: TNT1 A 1 TNT1 A 1 A_DropWeaponPieces("FWeaponPiece1", "FWeaponPiece2", "FWeaponPiece3") Stop } } // The Fighter's Sword (Quietus) -------------------------------------------- ACTOR FWeapQuietus : FighterWeapon { Game Hexen Health 3 Weapon.SelectionOrder 2900 +WEAPON.PRIMARY_USES_BOTH +Inventory.NoAttenPickupSound Weapon.AmmoUse1 14 Weapon.AmmoUse2 14 Weapon.AmmoGive1 20 Weapon.AmmoGive2 20 Weapon.KickBack 150 Weapon.YAdjust 10 Weapon.AmmoType1 "Mana1" Weapon.AmmoType2 "Mana2" Inventory.PickupMessage "$TXT_WEAPON_F4" Inventory.PickupSound "WeaponBuild" Tag "$TAG_FWEAPQUIETUS" action native A_FSwordAttack(); States { Spawn: TNT1 A -1 Stop Select: FSRD A 1 Bright A_Raise Loop Deselect: FSRD A 1 Bright A_Lower Loop Ready: FSRD AAAABBBBCCCC 1 Bright A_WeaponReady Loop Fire: FSRD DE 3 Bright Offset (5, 36) FSRD F 2 Bright Offset (5, 36) FSRD G 3 Bright Offset (5, 36) A_FSwordAttack FSRD H 2 Bright Offset (5, 36) FSRD I 2 Bright Offset (5, 36) FSRD I 10 Bright Offset (5, 150) FSRD A 1 Bright Offset (5, 60) FSRD B 1 Bright Offset (5, 55) FSRD C 1 Bright Offset (5, 50) FSRD A 1 Bright Offset (5, 45) FSRD B 1 Bright Offset (5, 40) Goto Ready } } // Fighter Sword Missile ---------------------------------------------------- ACTOR FSwordMissile native { Speed 30 Radius 16 Height 8 Damage 8 Projectile +EXTREMEDEATH RenderStyle Add DeathSound "FighterSwordExplode" Obituary "$OB_MPFWEAPQUIETUS" action native A_FSwordFlames(); 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 } } // Fighter Sword Flame ------------------------------------------------------ ACTOR FSwordFlame { +NOBLOCKMAP +NOGRAVITY RenderStyle Translucent Alpha 0.6 States { Spawn: FSFX NOPQRSTUVW 3 Bright Stop } }