gzdoom-gles/wadsrc/static/zscript/heretic/hereticweaps.txt
Christoph Oelckers 3f5bf88d69 - scriptified Heretic's mace.
- fixed: FxAssignSelf did not the correct number of registers for vector operations.
- fixed a few asserts in vector2 instructions.
- turned the virtual AActor::HitFloor method into a flag MF7_SMASHABLE. The only use of this function was to kill Hexen's pottery when they hit the floor, and this looks like something that can be exposed to modders less clumsily.
2016-11-24 13:45:43 +01:00

557 lines
8.3 KiB
Text

class HereticWeapon : Weapon
{
Default
{
Weapon.Kickback 150;
}
}
// 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 "$OB_MPBLASTER";
}
action native void A_FireBlasterPL1();
States
{
Spawn:
WBLS A -1;
Stop;
Ready:
BLSR A 1 A_WeaponReady;
Loop;
Deselect:
BLSR A 1 A_Lower;
Loop;
Select:
BLSR A 1 A_Raise;
Loop;
Fire:
BLSR BC 3;
Hold:
BLSR D 2 A_FireBlasterPL1;
BLSR CB 2;
BLSR A 0 A_ReFire;
Goto Ready;
}
}
class BlasterPowered : Blaster
{
Default
{
+WEAPON.POWERED_UP
Weapon.AmmoUse 5;
Weapon.AmmoGive 0;
Weapon.SisterWeapon "Blaster";
Tag "$TAG_BLASTERP";
}
States
{
Fire:
BLSR BC 0;
Hold:
BLSR D 3 A_FireCustomMissile("BlasterFX1");
BLSR CB 4;
BLSR A 0 A_ReFire;
Goto Ready;
}
}
// Blaster FX 1 -------------------------------------------------------------
class BlasterFX1 : FastProjectile native
{
Default
{
Radius 12;
Height 8;
Speed 184;
Damage 2;
SeeSound "weapons/blastershoot";
DeathSound "weapons/blasterhit";
+SPAWNSOUNDSOURCE
Obituary "$OB_MPPBLASTER";
}
native void A_SpawnRippers();
States
{
Spawn:
ACLO E 200;
Loop;
Death:
FX18 A 3 BRIGHT A_SpawnRippers;
FX18 B 3 BRIGHT;
FX18 CDEFG 4 BRIGHT;
Stop;
}
}
// Blaster smoke ------------------------------------------------------------
class BlasterSmoke : Actor
{
Default
{
+NOBLOCKMAP
+NOGRAVITY
+NOTELEPORT
+CANNOTPUSH
RenderStyle "Translucent";
Alpha 0.4;
}
States
{
Spawn:
FX18 HIJKL 4;
Stop;
}
}
// Ripper -------------------------------------------------------------------
class Ripper : Actor native
{
Default
{
Radius 8;
Height 6;
Speed 14;
Damage 1;
Projectile;
+RIPPER
DeathSound "weapons/blasterpowhit";
Obituary "$OB_MPPBLASTER";
}
States
{
Spawn:
FX18 M 4;
FX18 N 5;
Loop;
Death:
FX18 OPQRS 4 BRIGHT;
Stop;
}
}
// 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;
}
}
// Skull (Horn) Rod ---------------------------------------------------------
class SkullRod : HereticWeapon
{
Default
{
Weapon.SelectionOrder 200;
Weapon.AmmoUse1 1;
Weapon.AmmoGive1 50;
Weapon.YAdjust 15;
Weapon.AmmoType1 "SkullRodAmmo";
Weapon.SisterWeapon "SkullRodPowered";
Inventory.PickupMessage "$TXT_WPNSKULLROD";
Tag "$TAG_SKULLROD";
}
action native void A_FireSkullRodPL1();
States
{
Spawn:
WSKL A -1;
Stop;
Ready:
HROD A 1 A_WeaponReady;
Loop;
Deselect:
HROD A 1 A_Lower;
Loop;
Select:
HROD A 1 A_Raise;
Loop;
Fire:
HROD AB 4 A_FireSkullRodPL1;
HROD B 0 A_ReFire;
Goto Ready;
}
}
class SkullRodPowered : SkullRod
{
Default
{
+WEAPON.POWERED_UP
Weapon.AmmoUse1 5;
Weapon.AmmoGive1 0;
Weapon.SisterWeapon "SkullRod";
Tag "$TAG_SKULLRODP";
}
action native void A_FireSkullRodPL2();
States
{
Fire:
HROD C 2;
HROD D 3;
HROD E 2;
HROD F 3;
HROD G 4 A_FireSkullRodPL2;
HROD F 2;
HROD E 3;
HROD D 2;
HROD C 2 A_ReFire;
Goto Ready;
}
}
// Horn Rod FX 1 ------------------------------------------------------------
class HornRodFX1 : Actor
{
Default
{
Radius 12;
Height 8;
Speed 22;
Damage 3;
Projectile;
+WINDTHRUST
-NOBLOCKMAP
RenderStyle "Add";
SeeSound "weapons/hornrodshoot";
DeathSound "weapons/hornrodhit";
Obituary "$OB_MPSKULLROD";
}
States
{
Spawn:
FX00 AB 6 BRIGHT;
Loop;
Death:
FX00 HI 5 BRIGHT;
FX00 JK 4 BRIGHT;
FX00 LM 3 BRIGHT;
Stop;
}
}
// Horn Rod FX 2 ------------------------------------------------------------
class HornRodFX2 : Actor
{
Default
{
Radius 12;
Height 8;
Speed 22;
Damage 10;
Health 140;
Projectile;
RenderStyle "Add";
SeeSound "weapons/hornrodpowshoot";
DeathSound "weapons/hornrodpowhit";
Obituary "$OB_MPPSKULLROD";
}
native void A_AddPlayerRain();
native void A_HideInCeiling();
native void A_SkullRodStorm();
States
{
Spawn:
FX00 C 3 BRIGHT;
FX00 D 3 BRIGHT A_SeekerMissile(10, 30);
FX00 E 3 BRIGHT;
FX00 F 3 BRIGHT A_SeekerMissile(10, 30);
Loop;
Death:
FX00 H 5 BRIGHT A_AddPlayerRain;
FX00 I 5 BRIGHT;
FX00 J 4 BRIGHT;
FX00 KLM 3 BRIGHT;
FX00 G 1 A_HideInCeiling;
FX00 G 1 A_SkullRodStorm;
Wait;
}
override int DoSpecialDamage (Actor target, int damage, Name damagetype)
{
Sorcerer2 s2 = Sorcerer2(target);
if (s2 != null && random[HornRodFX2]() < 96)
{ // D'Sparil teleports away
s2.DSparilTeleport ();
return -1;
}
return damage;
}
}
// Rain pillar 1 ------------------------------------------------------------
class RainPillar : Actor native
{
Default
{
Radius 5;
Height 12;
Speed 12;
Damage 5;
Mass 5;
Projectile;
-ACTIVATEPCROSS
-ACTIVATEIMPACT
RenderStyle "Add";
Obituary "$OB_MPPSKULLROD";
}
native void A_RainImpact();
States
{
Spawn:
FX22 A -1 BRIGHT;
Stop;
Death:
FX22 B 4 BRIGHT A_RainImpact;
FX22 CDEF 4 BRIGHT;
Stop;
NotFloor:
FX22 GHI 4 BRIGHT;
Stop;
}
}
// Rain tracker "inventory" item --------------------------------------------
class RainTracker : Inventory native
{
Default
{
+INVENTORY.UNDROPPABLE
}
}
// Phoenix Rod --------------------------------------------------------------
class PhoenixRod : Weapon native
{
Default
{
+WEAPON.NOAUTOFIRE
Weapon.SelectionOrder 2600;
Weapon.Kickback 150;
Weapon.YAdjust 15;
Weapon.AmmoUse 1;
Weapon.AmmoGive 2;
Weapon.AmmoType "PhoenixRodAmmo";
Weapon.Sisterweapon "PhoenixRodPowered";
Inventory.PickupMessage "$TXT_WPNPHOENIXROD";
Tag "$TAG_PHOENIXROD";
}
action native void A_FirePhoenixPL1();
States
{
Spawn:
WPHX A -1;
Stop;
Ready:
PHNX A 1 A_WeaponReady;
Loop;
Deselect:
PHNX A 1 A_Lower;
Loop;
Select:
PHNX A 1 A_Raise;
Loop;
Fire:
PHNX B 5;
PHNX C 7 A_FirePhoenixPL1;
PHNX DB 4;
PHNX B 0 A_ReFire;
Goto Ready;
}
}
class PhoenixRodPowered : PhoenixRod native
{
Default
{
+WEAPON.POWERED_UP
+WEAPON.MELEEWEAPON
Weapon.SisterWeapon "PhoenixRod";
Weapon.AmmoGive 0;
Tag "$TAG_PHOENIXRODP";
}
action native void A_InitPhoenixPL2();
action native void A_FirePhoenixPL2();
action native void A_ShutdownPhoenixPL2();
States
{
Fire:
PHNX B 3 A_InitPhoenixPL2;
Hold:
PHNX C 1 A_FirePhoenixPL2;
PHNX B 4 A_ReFire;
Powerdown:
PHNX B 4 A_ShutdownPhoenixPL2;
Goto Ready;
}
}
// Phoenix FX 1 -------------------------------------------------------------
class PhoenixFX1 : Actor
{
Default
{
Radius 11;
Height 8;
Speed 20;
Damage 20;
DamageType "Fire";
Projectile;
+THRUGHOST
+SPECIALFIREDAMAGE
SeeSound "weapons/phoenixshoot";
DeathSound "weapons/phoenixhit";
Obituary "$OB_MPPHOENIXROD";
}
native void A_PhoenixPuff();
States
{
Spawn:
FX04 A 4 BRIGHT A_PhoenixPuff;
Loop;
Death:
FX08 A 6 BRIGHT A_Explode;
FX08 BC 5 BRIGHT;
FX08 DEFGH 4 BRIGHT;
Stop;
}
override int DoSpecialDamage (Actor target, int damage, Name damagetype)
{
Sorcerer2 s2 = Sorcerer2(target);
if (s2 != null && random[HornRodFX2]() < 96)
{ // D'Sparil teleports away
s2.DSparilTeleport ();
return -1;
}
return damage;
}
}
// Phoenix puff -------------------------------------------------------------
class PhoenixPuff : Actor
{
Default
{
+NOBLOCKMAP
+NOGRAVITY
+NOTELEPORT
+CANNOTPUSH
RenderStyle "Translucent";
Alpha 0.4;
}
States
{
Spawn:
FX04 BCDEF 4;
Stop;
}
}
// Phoenix FX 2 -------------------------------------------------------------
class PhoenixFX2 : Actor native
{
Default
{
Radius 6;
Height 8;
Speed 10;
Damage 2;
DamageType "Fire";
Projectile;
RenderStyle "Add";
Obituary "$OB_MPPPHOENIXROD";
}
native void A_FlameEnd();
native void A_FloatPuff();
States
{
Spawn:
FX09 ABABA 2 BRIGHT;
FX09 B 2 BRIGHT A_FlameEnd;
FX09 CDEF 2 BRIGHT;
Stop;
Death:
FX09 G 3 BRIGHT;
FX09 H 3 BRIGHT A_FloatPuff;
FX09 I 4 BRIGHT;
FX09 JK 5 BRIGHT;
Stop;
}
}