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https://github.com/ZDoom/gzdoom-gles.git
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961a6fe211
# Conflicts: # wadsrc/static/zscript.txt
148 lines
2.4 KiB
Text
148 lines
2.4 KiB
Text
// Staff --------------------------------------------------------------------
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class Staff : HereticWeapon
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{
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Default
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{
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Weapon.SelectionOrder 3800;
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+THRUGHOST
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+WEAPON.WIMPY_WEAPON
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+WEAPON.MELEEWEAPON
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Weapon.sisterweapon "StaffPowered";
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Obituary "$OB_MPSTAFF";
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Tag "$TAG_STAFF";
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}
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States
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{
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Ready:
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STFF A 1 A_WeaponReady;
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Loop;
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Deselect:
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STFF A 1 A_Lower;
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Loop;
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Select:
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STFF A 1 A_Raise;
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Loop;
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Fire:
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STFF B 6;
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STFF C 8 A_StaffAttack(random[StaffAttack](5, 20), "StaffPuff");
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STFF B 8 A_ReFire;
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Goto Ready;
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}
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//----------------------------------------------------------------------------
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//
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// PROC A_StaffAttackPL1
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//
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//----------------------------------------------------------------------------
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action void A_StaffAttack (int damage, class<Actor> puff)
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{
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FTranslatedLineTarget t;
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if (player == null)
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{
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return;
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}
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Weapon weapon = player.ReadyWeapon;
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if (weapon != null)
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{
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if (!weapon.DepleteAmmo (weapon.bAltFire))
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return;
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}
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double ang = angle + Random2[StaffAtk]() * (5.625 / 256);
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double slope = AimLineAttack (ang, DEFMELEERANGE);
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LineAttack (ang, DEFMELEERANGE, slope, damage, 'Melee', puff, true, t);
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if (t.linetarget)
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{
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//S_StartSound(player.mo, sfx_stfhit);
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// turn to face target
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angle = t.angleFromSource;
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}
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}
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}
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class StaffPowered : Staff
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{
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Default
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{
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Weapon.sisterweapon "Staff";
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Weapon.ReadySound "weapons/staffcrackle";
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+WEAPON.POWERED_UP
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+WEAPON.READYSNDHALF
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+WEAPON.STAFF2_KICKBACK
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Obituary "$OB_MPPSTAFF";
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Tag "$TAG_STAFFP";
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}
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States
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{
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Ready:
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STFF DEF 4 A_WeaponReady;
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Loop;
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Deselect:
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STFF D 1 A_Lower;
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Loop;
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Select:
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STFF D 1 A_Raise;
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Loop;
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Fire:
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STFF G 6;
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STFF H 8 A_StaffAttack(random[StaffAttack](18, 81), "StaffPuff2");
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STFF G 8 A_ReFire;
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Goto Ready;
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}
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}
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// Staff puff ---------------------------------------------------------------
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class StaffPuff : Actor
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{
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Default
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{
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RenderStyle "Translucent";
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Alpha 0.4;
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VSpeed 1;
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+NOBLOCKMAP
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+NOGRAVITY
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+PUFFONACTORS
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AttackSound "weapons/staffhit";
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}
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States
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{
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Spawn:
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PUF3 A 4 BRIGHT;
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PUF3 BCD 4;
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Stop;
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}
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}
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// Staff puff 2 -------------------------------------------------------------
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class StaffPuff2 : Actor
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{
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Default
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{
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RenderStyle "Add";
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+NOBLOCKMAP
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+NOGRAVITY
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+PUFFONACTORS
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+ZDOOMTRANS
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AttackSound "weapons/staffpowerhit";
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}
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States
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{
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Spawn:
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PUF4 ABCDEF 4 BRIGHT;
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Stop;
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}
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}
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