class StrifeWeapon : Weapon { Default { Weapon.Kickback 100; } } // Same as the bullet puff for Doom ----------------------------------------- class StrifePuff : Actor { Default { +NOBLOCKMAP +NOGRAVITY +ALLOWPARTICLES RenderStyle "Translucent"; Alpha 0.25; } States { Spawn: POW3 ABCDEFGH 3; Stop; Crash: PUFY A 4 Bright; PUFY BCD 4; Stop; } } // A spark when you hit something that doesn't bleed ------------------------ // Only used by the dagger. class StrifeSpark : StrifePuff { Default { RenderStyle "Add"; } States { Crash: POW2 ABCD 4; Stop; } } // Assault Gun -------------------------------------------------------------- class AssaultGun : StrifeWeapon { Default { +FLOORCLIP Weapon.SelectionOrder 600; Weapon.AmmoUse1 1; Weapon.AmmoGive1 20; Weapon.AmmoType1 "ClipOfBullets"; Inventory.Icon "RIFLA0"; Tag "$TAG_ASSAULTGUN"; Inventory.PickupMessage "$TXT_ASSAULTGUN"; Obituary "$OB_MPASSAULTGUN"; } States { Spawn: RIFL A -1; Stop; Ready: RIFG A 1 A_WeaponReady; Loop; Deselect: RIFG B 1 A_Lower; Loop; Select: RIFG A 1 A_Raise; Loop; Fire: RIFF AB 3 A_FireAssaultGun; RIFG D 3 A_FireAssaultGun; RIFG C 0 A_ReFire; RIFG B 2 A_Light0; Goto Ready; } } // Standing variant of the assault gun -------------------------------------- class AssaultGunStanding : WeaponGiver { Default { DropItem "AssaultGun"; Inventory.PickupMessage "$TXT_ASSAULTGUN"; } States { Spawn: RIFL B -1; Stop; } } // Mini-Missile Launcher ---------------------------------------------------- class MiniMissileLauncher : StrifeWeapon { Default { +FLOORCLIP Weapon.SelectionOrder 1800; Weapon.AmmoUse1 1; Weapon.AmmoGive1 8; Weapon.AmmoType1 "MiniMissiles"; Inventory.Icon "MMSLA0"; Tag "$TAG_MMLAUNCHER"; Inventory.PickupMessage "$TXT_MMLAUNCHER"; } action native void A_FireMiniMissile (); States { Spawn: MMSL A -1; Stop; Ready: MMIS A 1 A_WeaponReady; Loop; Deselect: MMIS A 1 A_Lower; Loop; Select: MMIS A 1 A_Raise; Loop; Fire: MMIS A 4 A_FireMiniMissile; MMIS B 4 A_Light1; MMIS C 5 Bright; MMIS D 2 Bright A_Light2; MMIS E 2 Bright; MMIS F 2 Bright A_Light0; MMIS F 0 A_ReFire; Goto Ready; } } // Rocket Trail ------------------------------------------------------------- class RocketTrail : Actor { Default { +NOBLOCKMAP +NOGRAVITY RenderStyle "Translucent"; Alpha 0.25; SeeSound "misc/missileinflight"; } States { Spawn: PUFY BCBCD 4; Stop; } } // Rocket Puff -------------------------------------------------------------- class MiniMissilePuff : StrifePuff { Default { -ALLOWPARTICLES } States { Spawn: Goto Crash; } } // Mini Missile ------------------------------------------------------------- class MiniMissile : Actor { Default { Speed 20; Radius 10; Height 14; Damage 10; Projectile; +STRIFEDAMAGE MaxStepHeight 4; SeeSound "weapons/minimissile"; DeathSound "weapons/minimissilehit"; Obituary "$OB_MPMINIMISSILELAUNCHER"; } States { Spawn: MICR A 6 Bright A_RocketInFlight; Loop; Death: SMIS A 0 Bright A_SetRenderStyle(1, STYLE_Normal); SMIS A 5 Bright A_Explode(64, 64, alert:true); SMIS B 5 Bright; SMIS C 4 Bright; SMIS DEFG 2 Bright; Stop; } } // Flame Thrower ------------------------------------------------------------ class FlameThrower : StrifeWeapon { Default { +FLOORCLIP Weapon.SelectionOrder 2100; Weapon.Kickback 0; Weapon.AmmoUse1 1; Weapon.AmmoGive1 100; Weapon.UpSound "weapons/flameidle"; Weapon.ReadySound "weapons/flameidle"; Weapon.AmmoType1 "EnergyPod"; Inventory.Icon "FLAMA0"; Tag "$TAG_FLAMER"; Inventory.PickupMessage "$TXT_FLAMER"; } action native void A_FireFlamer (); States { Spawn: FLAM A -1; Stop; Ready: FLMT AB 3 A_WeaponReady; Loop; Deselect: FLMT A 1 A_Lower; Loop; Select: FLMT A 1 A_Raise; Loop; Fire: FLMF A 2 A_FireFlamer; FLMF B 3 A_ReFire; Goto Ready; } } // Flame Thrower Projectile ------------------------------------------------- class FlameMissile : Actor { Default { Speed 15; Height 11; Radius 8; Mass 10; Damage 4; DamageType "Fire"; ReactionTime 8; Projectile; -NOGRAVITY +STRIFEDAMAGE MaxStepHeight 4; RenderStyle "Add"; SeeSound "weapons/flamethrower"; Obituary "$OB_MPFLAMETHROWER"; } native void A_FlameDie (); States { Spawn: FRBL AB 3 Bright; FRBL C 3 Bright A_Countdown; Loop; Death: FRBL D 5 Bright A_FlameDie; FRBL EFGHI 5 Bright; Stop; } } // Mauler ------------------------------------------------------------------- // The scatter version class Mauler : StrifeWeapon { Default { +FLOORCLIP Weapon.SelectionOrder 300; Weapon.AmmoUse1 20; Weapon.AmmoGive1 40; Weapon.AmmoType1 "EnergyPod"; Weapon.SisterWeapon "Mauler2"; Inventory.Icon "TRPDA0"; Tag "$TAG_MAULER1"; Inventory.PickupMessage "$TXT_MAULER"; Obituary "$OB_MPMAULER1"; } action native void A_FireMauler1 (); States { Ready: MAUL FGHA 6 A_WeaponReady; Loop; Deselect: MAUL A 1 A_Lower; Loop; Select: MAUL A 1 A_Raise; Loop; Fire: BLSF A 5 Bright A_FireMauler1; MAUL B 3 Bright A_Light1; MAUL C 2 A_Light2; MAUL DE 2; MAUL A 7 A_Light0; MAUL H 7; MAUL G 7 A_CheckReload; Goto Ready; Spawn: TRPD A -1; Stop; } } // Mauler Torpedo version --------------------------------------------------- class Mauler2 : Mauler { Default { Weapon.SelectionOrder 3300; Weapon.AmmoUse1 30; Weapon.AmmoGive1 0; Weapon.AmmoType1 "EnergyPod"; Weapon.SisterWeapon "Mauler"; Tag "$TAG_MAULER2"; } action native void A_FireMauler2Pre (); action native void A_FireMauler2 (); States { Ready: MAUL IJKL 7 A_WeaponReady; Loop; Deselect: MAUL I 1 A_Lower; Loop; Select: MAUL I 1 A_Raise; Loop; Fire: MAUL I 20 A_FireMauler2Pre; MAUL J 10 A_Light1; BLSF A 10 Bright A_FireMauler2; MAUL B 10 Bright A_Light2; MAUL C 2; MAUL D 2 A_Light0; MAUL E 2 A_ReFire; Goto Ready; } } // Mauler "Bullet" Puff ----------------------------------------------------- class MaulerPuff : Actor { Default { +NOBLOCKMAP +NOGRAVITY +PUFFONACTORS RenderStyle "Add"; DamageType "Disintegrate"; } States { Spawn: MPUF AB 5; POW1 ABCDE 4; Stop; } } // The Mauler's Torpedo ----------------------------------------------------- class MaulerTorpedo : Actor { Default { Speed 20; Height 8; Radius 13; Damage 1; DamageType "Disintegrate"; Projectile; +STRIFEDAMAGE MaxStepHeight 4; RenderStyle "Add"; SeeSound "weapons/mauler2fire"; DeathSound "weapons/mauler2hit"; Obituary "$OB_MPMAULER"; } native void A_MaulerTorpedoWave (); States { Spawn: TORP ABCD 4 Bright; Loop; Death: THIT AB 8 Bright; THIT C 8 Bright A_MaulerTorpedoWave; THIT DE 8 Bright; Stop; } } // The mini torpedoes shot by the big torpedo -------------------------------- class MaulerTorpedoWave : Actor { Default { Speed 35; Radius 13; Height 13; Damage 10; DamageType "Disintegrate"; Projectile; +STRIFEDAMAGE MaxStepHeight 4; RenderStyle "Add"; Obituary "$OB_MPMAULER"; } States { Spawn: TWAV AB 9 Bright; Death: TWAV C 9 Bright; Stop; } } // High-Explosive Grenade --------------------------------------------------- class HEGrenade : Actor { Default { Speed 15; Radius 13; Height 13; Mass 20; Damage 1; Reactiontime 30; Projectile; -NOGRAVITY +STRIFEDAMAGE +BOUNCEONACTORS +EXPLODEONWATER MaxStepHeight 4; BounceType "Doom"; BounceFactor 0.5; BounceCount 2; SeeSound "weapons/hegrenadeshoot"; DeathSound "weapons/hegrenadebang"; Obituary "$OB_MPSTRIFEGRENADE"; } States { Spawn: GRAP AB 3 A_Countdown; Loop; Death: BNG4 A 0 Bright A_NoGravity; BNG4 A 0 Bright A_SetRenderStyle(1, STYLE_Normal); BNG4 A 2 Bright A_Explode(192, 192, alert:true); BNG4 BCDEFGHIJKLMN 3 Bright; Stop; } } // White Phosphorous Grenade ------------------------------------------------ class PhosphorousGrenade : Actor { Default { Speed 15; Radius 13; Height 13; Mass 20; Damage 1; Reactiontime 40; Projectile; -NOGRAVITY +STRIFEDAMAGE +BOUNCEONACTORS +EXPLODEONWATER BounceType "Doom"; MaxStepHeight 4; BounceFactor 0.5; BounceCount 2; SeeSound "weapons/phgrenadeshoot"; DeathSound "weapons/phgrenadebang"; Obituary "$OB_MPPHOSPHOROUSGRENADE"; } States { Spawn: GRIN AB 3 A_Countdown; Loop; Death: BNG3 A 2 A_SpawnItemEx("PhosphorousFire"); Stop; } } // Fire from the Phoshorous Grenade ----------------------------------------- class PhosphorousFire : Actor native { Default { Reactiontime 120; DamageType "Fire"; +NOBLOCKMAP +FLOORCLIP +NOTELEPORT +NODAMAGETHRUST +DONTSPLASH RenderStyle "Add"; Obituary "$OB_MPPHOSPHOROUSGRENADE"; } native void A_Burnarea (); native void A_Burnination (); States { Spawn: BNG3 B 2 Bright A_Burnarea; BNG3 C 2 Bright A_Countdown; FLBE A 2 Bright A_Burnination; FLBE B 2 Bright A_Countdown; FLBE C 2 Bright A_Burnarea; FLBE D 3 Bright A_Countdown; FLBE E 3 Bright A_Burnarea; FLBE F 3 Bright A_Countdown; FLBE G 3 Bright A_Burnination; Goto Spawn+5; Death: FLBE H 2 Bright; FLBE I 2 Bright A_Burnination; FLBE JK 2 Bright; Stop; } } // High-Explosive Grenade Launcher ------------------------------------------ class StrifeGrenadeLauncher : StrifeWeapon { Default { +FLOORCLIP Weapon.SelectionOrder 2400; Weapon.AmmoUse1 1; Weapon.AmmoGive1 12; Weapon.AmmoType1 "HEGrenadeRounds"; Weapon.SisterWeapon "StrifeGrenadeLauncher2"; Inventory.Icon "GRNDA0"; Tag "$TAG_GLAUNCHER1"; Inventory.PickupMessage "$TXT_GLAUNCHER"; } action native void A_FireGrenade (class grenadetype, double angleofs, statelabel flash); States { Spawn: GRND A -1; Stop; Ready: GREN A 1 A_WeaponReady; Loop; Deselect: GREN A 1 A_Lower; Loop; Select: GREN A 1 A_Raise; Loop; Fire: GREN A 5 A_FireGrenade("HEGrenade", -90, "Flash"); GREN B 10; GREN A 5 A_FireGrenade("HEGrenade", 90, "Flash2"); GREN C 10; GREN A 0 A_ReFire; Goto Ready; Flash: GREF A 5 Bright A_Light1; Goto LightDone; Flash2: GREF B 5 Bright A_Light2; Goto LightDone; } } // White Phosphorous Grenade Launcher --------------------------------------- class StrifeGrenadeLauncher2 : StrifeGrenadeLauncher { Default { Weapon.SelectionOrder 3200; Weapon.AmmoUse1 1; Weapon.AmmoGive1 0; Weapon.AmmoType1 "PhosphorusGrenadeRounds"; Weapon.SisterWeapon "StrifeGrenadeLauncher"; Tag "$TAG_GLAUNCHER2"; } States { Ready: GREN D 1 A_WeaponReady; Loop; Deselect: GREN D 1 A_Lower; Loop; Select: GREN D 1 A_Raise; Loop; Fire: GREN D 5 A_FireGrenade("PhosphorousGrenade", -90, "Flash"); GREN E 10; GREN D 5 A_FireGrenade("PhosphorousGrenade", 90, "Flash2"); GREN F 10; GREN A 0 A_ReFire; Goto Ready; Flash: GREF C 5 Bright A_Light1; Goto LightDone; Flash2: GREF D 5 Bright A_Light2; Goto LightDone; } }