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https://github.com/ZDoom/gzdoom-gles.git
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a7e40b56f6
have those escapes stripped before printing so that they do not merge with subsequent text. - Moved default weapon slot assignments into the player classes. Weapon.SlotNumber is now used solely for mods that want to add new weapons without completely redoing the player's arsenal. Restored some config-based weapon slot customization, though slots are no longer automatically saved to the config and section names have changed slightly. However, unlike before, config slots are now the definitive word on slot assignments and cannot be overridden by any other files loaded. - Fixed: Several weapons were missing a game filter from their definitions. - Removed storage of weapon slots in the config so that weapon slots can be setup in the weapons themselves. Slots are still configurable, since they need to be for KEYCONF to work; any changes simply won't be saved when you quit. - Removed limit on weapon slot sizes. SVN r1428 (trunk)
45 lines
911 B
Text
45 lines
911 B
Text
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// The Cleric's Mace --------------------------------------------------------
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ACTOR CWeapMace : ClericWeapon
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{
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Game Hexen
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Weapon.SelectionOrder 3500
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Weapon.KickBack 150
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Weapon.YAdjust -8
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+BLOODSPLATTER
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action native A_CMaceAttack();
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States
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{
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Select:
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CMCE A 1 A_Raise
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Loop
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Deselect:
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CMCE A 1 A_Lower
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Loop
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Ready:
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CMCE A 1 A_WeaponReady
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Loop
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Fire:
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CMCE B 2 Offset (60, 20)
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CMCE B 1 Offset (30, 33)
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CMCE B 2 Offset (8, 45)
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CMCE C 1 Offset (8, 45)
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CMCE D 1 Offset (8, 45)
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CMCE E 1 Offset (8, 45)
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CMCE E 1 Offset (-11, 58) A_CMaceAttack
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CMCE F 1 Offset (8, 45)
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CMCE F 2 Offset (-8, 74)
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CMCE F 1 Offset (-20, 96)
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CMCE F 8 Offset (-33, 160)
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CMCE A 2 Offset (8, 75) A_ReFire
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CMCE A 1 Offset (8, 65)
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CMCE A 2 Offset (8, 60)
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CMCE A 1 Offset (8, 55)
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CMCE A 2 Offset (8, 50)
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CMCE A 1 Offset (8, 45)
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Goto Ready
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}
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}
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