// 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"; } 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; } //============================================================================ // // A_FireFlamer // //============================================================================ action void A_FireFlamer () { if (player == null) { return; } Weapon weapon = player.ReadyWeapon; if (weapon != null) { if (!weapon.DepleteAmmo (weapon.bAltFire)) return; } player.mo.PlayAttacking2 (); Angle += Random2[Flamethrower]() * (5.625/256.); Actor mo = SpawnPlayerMissile ("FlameMissile"); if (mo != NULL) { mo.Vel.Z += 5; } } } // 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"; } 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; } //============================================================================ // // A_FlameDie // //============================================================================ void A_FlameDie () { bNoGravity = true; Vel.Z = random[FlameDie]() & 3; } }