mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-19 19:01:24 +00:00
f4c07c45ec
internal actor classes which no longer exist. - Changed the state structure so that the Tics value doesn't need to be hacked into misc1 with SF_BIGTIC anymore. - Changed sprite processing so that sprite names are converted to indices during parsing so that an additional postprocessing step is no longer needed. - Fixed: Sprite names in DECORATE were case sensitive. - Exported AActor's defaults to DECORATE and removed all code for the internal property parser which is no longer needed. SVN r1146 (trunk)
147 lines
2.7 KiB
Text
147 lines
2.7 KiB
Text
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// The Mage's Lightning Arc of Death ----------------------------------------
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ACTOR MWeapLightning : MageWeapon 8040
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{
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Game Hexen
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+NOGRAVITY
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Weapon.SelectionOrder 1100
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Weapon.AmmoUse1 5
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Weapon.AmmoGive1 25
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Weapon.KickBack 0
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Weapon.YAdjust 20
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Weapon.AmmoType1 "Mana2"
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Inventory.PickupMessage "$TXT_WEAPON_M3"
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action native A_LightningReady();
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action native A_MLightningAttack();
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States
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{
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Spawn:
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WMLG ABCDEFGH 4 Bright
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Loop
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Select:
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MLNG A 1 Bright A_Raise
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Loop
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Deselect:
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MLNG A 1 Bright A_Lower
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Loop
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Ready:
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MLNG AAAAA 1 Bright A_WeaponReady
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MLNG A 1 Bright A_LightningReady
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MLNG BBBBBB 1 Bright A_WeaponReady
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MLNG CCCCC 1 Bright A_WeaponReady
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MLNG C 1 Bright A_LightningReady
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MLNG BBBBBB 1 Bright A_WeaponReady
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Loop
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Fire:
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MLNG DE 3 Bright
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MLNG F 4 Bright A_MLightningAttack
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MLNG G 4 Bright
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MLNG HI 3 Bright
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MLNG I 6 Bright Offset (0, 199)
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MLNG C 2 Bright Offset (0, 55)
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MLNG B 2 Bright Offset (0, 50)
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MLNG B 2 Bright Offset (0, 45)
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MLNG B 2 Bright Offset (0, 40)
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Goto Ready
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}
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}
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// Ceiling Lightning --------------------------------------------------------
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ACTOR Lightning native
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{
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}
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ACTOR LightningCeiling : Lightning
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{
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Health 144
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Speed 25
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Radius 16
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Height 40
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Damage 8
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Projectile
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+CEILINGHUGGER
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RenderStyle Add
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action native A_LightningZap();
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action native A_LightningClip();
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action native A_LightningRemove();
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States
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{
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Spawn:
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MLFX A 2 Bright A_LightningZap
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MLFX BCD 2 Bright A_LightningClip
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Loop
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Death:
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MLF2 A 2 Bright A_LightningRemove
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MLF2 BCDEKLM 3 Bright
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ACLO E 35
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MLF2 NO 3 Bright
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MLF2 P 4 Bright
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MLF2 QP 3 Bright
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MLF2 Q 4 Bright
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MLF2 P 3 Bright
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MLF2 O 3 Bright
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MLF2 P 3 Bright
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MLF2 P 1 Bright A_HideThing
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ACLO E 1050
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Stop
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}
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}
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// Floor Lightning ----------------------------------------------------------
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ACTOR LightningFloor : LightningCeiling
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{
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-CEILINGHUGGER
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+FLOORHUGGER
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RenderStyle Add
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action native A_LastZap();
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States
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{
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Spawn:
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MLFX E 2 Bright A_LightningZap
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MLFX FGH 2 Bright A_LightningClip
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Loop
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Death:
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MLF2 F 2 Bright A_LightningRemove
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MLF2 GHIJKLM 3 Bright
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ACLO E 20
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MLF2 NO 3 Bright
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MLF2 P 4 Bright
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MLF2 QP 3 Bright
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MLF2 Q 4 Bright A_LastZap
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MLF2 POP 3 Bright
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MLF2 P 1 Bright A_HideThing
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Goto Super::Death + 19
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}
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}
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// Lightning Zap ------------------------------------------------------------
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ACTOR LightningZap native
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{
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Radius 15
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Height 35
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Damage 2
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+NOBLOCKMAP +NOGRAVITY +DROPOFF +MISSILE
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RenderStyle Add
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action native A_ZapMimic();
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States
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{
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Spawn:
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MLFX IJKLM 2 Bright A_ZapMimic
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Loop
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Death:
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MLFX NOPQRSTU 2 Bright
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Stop
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}
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}
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