// Blaster ------------------------------------------------------------------ class Blaster : HereticWeapon { Default { +BLOODSPLATTER Weapon.SelectionOrder 500; Weapon.AmmoUse 1; Weapon.AmmoGive 30; Weapon.YAdjust 15; Weapon.AmmoType "BlasterAmmo"; Weapon.SisterWeapon "BlasterPowered"; Inventory.PickupMessage "$TXT_WPNBLASTER"; Tag "$TAG_BLASTER"; Obituary "$OB_MPBLASTER"; } States { Spawn: WBLS A -1; Stop; Ready: BLSR A 1 A_WeaponReady; Loop; Deselect: BLSR A 1 A_Lower; Loop; Select: BLSR A 1 A_Raise; Loop; Fire: BLSR BC 3; Hold: BLSR D 2 A_FireBlasterPL1; BLSR CB 2; BLSR A 0 A_ReFire; Goto Ready; } //---------------------------------------------------------------------------- // // PROC A_FireBlasterPL1 // //---------------------------------------------------------------------------- action void A_FireBlasterPL1() { if (player == null) { return; } Weapon weapon = player.ReadyWeapon; if (weapon != null) { if (!weapon.DepleteAmmo (weapon.bAltFire)) return; } double pitch = BulletSlope(); int damage = random[FireBlaster](1, 8) * 4; double ang = angle; if (player.refire) { ang += Random2[FireBlaster]() * (5.625 / 256); } LineAttack (ang, PLAYERMISSILERANGE, pitch, damage, 'Hitscan', "BlasterPuff"); A_PlaySound ("weapons/blastershoot", CHAN_WEAPON); } } class BlasterPowered : Blaster { Default { +WEAPON.POWERED_UP Weapon.AmmoUse 5; Weapon.AmmoGive 0; Weapon.SisterWeapon "Blaster"; Tag "$TAG_BLASTERP"; } States { Fire: BLSR BC 0; Hold: BLSR D 3 A_FireProjectile("BlasterFX1"); BLSR CB 4; BLSR A 0 A_ReFire; Goto Ready; } } // Blaster FX 1 ------------------------------------------------------------- class BlasterFX1 : FastProjectile { Default { Radius 12; Height 8; Speed 184; Damage 2; SeeSound "weapons/blastershoot"; DeathSound "weapons/blasterhit"; +SPAWNSOUNDSOURCE Obituary "$OB_MPPBLASTER"; } States { Spawn: ACLO E 200; Loop; Death: FX18 A 3 BRIGHT A_SpawnRippers; FX18 B 3 BRIGHT; FX18 CDEFG 4 BRIGHT; Stop; } //---------------------------------------------------------------------------- // // // //---------------------------------------------------------------------------- override int DoSpecialDamage (Actor target, int damage, Name damagetype) { if (target is "Ironlich") { // Less damage to Ironlich bosses damage = random[BlasterFX]() & 1; if (!damage) { return -1; } } return damage; } override void Effect () { if (random[BlasterFX]() < 64) { Spawn("BlasterSmoke", (pos.xy, max(pos.z - 8, floorz)), ALLOW_REPLACE); } } //---------------------------------------------------------------------------- // // PROC A_SpawnRippers // //---------------------------------------------------------------------------- void A_SpawnRippers() { for(int i = 0; i < 8; i++) { Actor ripper = Spawn("Ripper", pos, ALLOW_REPLACE); ripper.target = target; ripper.angle = i*45; ripper.VelFromAngle(); ripper.CheckMissileSpawn (radius); } } } // Blaster smoke ------------------------------------------------------------ class BlasterSmoke : Actor { Default { +NOBLOCKMAP +NOGRAVITY +NOTELEPORT +CANNOTPUSH RenderStyle "Translucent"; Alpha 0.4; } States { Spawn: FX18 HIJKL 4; Stop; } } // Ripper ------------------------------------------------------------------- class Ripper : Actor { Default { Radius 8; Height 6; Speed 14; Damage 1; Projectile; +RIPPER DeathSound "weapons/blasterpowhit"; Obituary "$OB_MPPBLASTER"; } States { Spawn: FX18 M 4; FX18 N 5; Loop; Death: FX18 OPQRS 4 BRIGHT; Stop; } int DoSpecialDamage (Actor target, int damage, Name damagetype) { if (target is "Ironlich") { // Less damage to Ironlich bosses damage = random[Ripper]() & 1; if (!damage) { return -1; } } return damage; } } // Blaster Puff ------------------------------------------------------------- class BlasterPuff : Actor { Default { +NOBLOCKMAP +NOGRAVITY +PUFFONACTORS RenderStyle "Add"; SeeSound "weapons/blasterhit"; } States { Crash: FX17 ABCDE 4 BRIGHT; Stop; Spawn: FX17 FG 3 BRIGHT; FX17 HIJKL 4 BRIGHT; Stop; } }