mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-07 13:30:23 +00:00
4d991de92d
called FastProjectile. This base class doesn't have any effects attached so that it can be used for user defined fast projectiles. SVN r1290 (trunk)
1126 lines
17 KiB
Text
1126 lines
17 KiB
Text
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ACTOR HereticWeapon : Weapon
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{
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Weapon.Kickback 150
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}
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// Staff --------------------------------------------------------------------
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ACTOR Staff : HereticWeapon
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{
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Weapon.SelectionOrder 3800
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+THRUGHOST
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+WIMPY_WEAPON
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+MELEEWEAPON
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Weapon.sisterweapon "StaffPowered"
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action native A_StaffAttack (int damage, class<Actor> puff);
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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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ACTOR StaffPowered : Staff
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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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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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ACTOR StaffPuff
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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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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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ACTOR StaffPuff2
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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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AttackSound "weapons/staffpowerhit"
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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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// Gold wand ----------------------------------------------------------------
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ACTOR GoldWand : HereticWeapon
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{
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+BLOODSPLATTER
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Weapon.SelectionOrder 2000
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Weapon.AmmoGive 25
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Weapon.AmmoUse 1
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Weapon.AmmoType "GoldWandAmmo"
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Weapon.SisterWeapon "GoldWandPowered"
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Weapon.YAdjust 5
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action native A_FireGoldWandPL1 ();
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States
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{
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Ready:
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GWND A 1 A_WeaponReady
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Loop
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Deselect:
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GWND A 1 A_Lower
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Loop
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Select:
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GWND A 1 A_Raise
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Loop
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Fire:
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GWND B 3
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GWND C 5 A_FireGoldWandPL1
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GWND D 3
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GWND D 0 A_ReFire
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Goto Ready
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}
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}
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ACTOR GoldWandPowered : GoldWand
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{
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+WEAPON.POWERED_UP
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Weapon.AmmoGive 0
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Weapon.SisterWeapon "GoldWand"
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action native A_FireGoldWandPL2 ();
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States
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{
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Fire:
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GWND B 3
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GWND C 4 A_FireGoldWandPL2
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GWND D 3
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GWND D 0 A_ReFire
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Goto Ready
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}
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}
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// Gold wand FX1 ------------------------------------------------------------
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ACTOR GoldWandFX1
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{
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Game Heretic
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SpawnID 151
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Radius 10
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Height 6
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Speed 22
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Damage 2
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Projectile
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RenderStyle Add
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DeathSound "weapons/wandhit"
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States
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{
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Spawn:
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FX01 AB 6 BRIGHT
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Loop
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Death:
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FX01 EFGH 3 BRIGHT
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Stop
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}
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}
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// Gold wand FX2 ------------------------------------------------------------
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ACTOR GoldWandFX2 : GoldWandFX1
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{
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Game Heretic
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SpawnID 152
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Speed 18
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Damage 1
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DeathSound ""
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States
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{
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Spawn:
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FX01 CD 6 BRIGHT
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Loop
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}
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}
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// Gold wand puff 1 ---------------------------------------------------------
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ACTOR GoldWandPuff1
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{
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+NOBLOCKMAP
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+NOGRAVITY
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+PUFFONACTORS
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RenderStyle Add
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States {
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Spawn:
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PUF2 ABCDE 3 BRIGHT
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Stop
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}
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}
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// Gold wand puff 2 ---------------------------------------------------------
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ACTOR GoldWandPuff2 : GoldWandFX1
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{
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Skip_Super
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+NOBLOCKMAP
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+NOGRAVITY
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States
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{
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Spawn:
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Goto Super::Death
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}
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}
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// Crossbow -----------------------------------------------------------------
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ACTOR Crossbow : HereticWeapon 2001
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{
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Game Heretic
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SpawnID 27
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Weapon.SelectionOrder 800
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Weapon.AmmoUse 1
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Weapon.AmmoGive 10
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Weapon.AmmoType "CrossbowAmmo"
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Weapon.SisterWeapon "CrossbowPowered"
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Weapon.YAdjust 15
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Inventory.PickupMessage "$TxT_WPNCROSSBOW"
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action native A_FireCrossbowPL1 ();
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States
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{
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Spawn:
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WBOW A -1
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Stop
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Ready:
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CRBW AAAAAABBBBBBCCCCCC 1 A_WeaponReady
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Loop
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Deselect:
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CRBW A 1 A_Lower
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Loop
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Select:
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CRBW A 1 A_Raise
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Loop
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Fire:
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CRBW D 6 A_FireCrossbowPL1
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CRBW EFGH 3
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CRBW AB 4
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CRBW C 5 A_ReFire
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Goto Ready
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}
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}
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ACTOR CrossbowPowered : Crossbow
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{
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+WEAPON.POWERED_UP
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Weapon.AmmoGive 0
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Weapon.SisterWeapon "Crossbow"
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action native A_FireCrossbowPL2();
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States
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{
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Fire:
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CRBW D 5 A_FireCrossbowPL2
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CRBW E 3
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CRBW F 2
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CRBW G 3
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CRBW H 2
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CRBW A 3
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CRBW B 3
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CRBW C 4 A_ReFire
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Goto Ready
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}
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}
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// Crossbow FX1 -------------------------------------------------------------
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ACTOR CrossbowFX1
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{
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Game Heretic
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SpawnID 147
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Radius 11
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Height 8
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Speed 30
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Damage 10
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Projectile
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RenderStyle Add
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SeeSound "weapons/bowshoot"
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DeathSound "weapons/bowhit"
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States
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{
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Spawn:
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FX03 B 1 BRIGHT
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Loop
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Death:
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FX03 HIJ 8 BRIGHT
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Stop
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}
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}
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// Crossbow FX2 -------------------------------------------------------------
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ACTOR CrossbowFX2 : CrossbowFX1
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{
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Game Heretic
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SpawnID 148
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Speed 32
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Damage 6
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States
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{
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Spawn:
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FX03 B 1 BRIGHT A_SpawnItemEx("CrossbowFX4", random2[BoltSpark]()*0.015625, random2[BoltSpark]()*0.015625, 0, 0,0,0,0,SXF_ABSOLUTEPOSITION, 50)
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Loop
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}
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}
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// Crossbow FX3 -------------------------------------------------------------
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ACTOR CrossbowFX3 : CrossbowFX1
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{
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Game Heretic
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SpawnID 149
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Speed 20
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Damage 2
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SeeSound ""
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-NOBLOCKMAP
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+WINDTHRUST
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+THRUGHOST
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States
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{
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Spawn:
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FX03 A 1 BRIGHT
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Loop
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Death:
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FX03 CDE 8 BRIGHT
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Stop
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}
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}
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// Crossbow FX4 -------------------------------------------------------------
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ACTOR CrossbowFX4
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{
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+NOBLOCKMAP
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Gravity 0.125
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RenderStyle Add
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States
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{
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Spawn:
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FX03 FG 8 BRIGHT
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Stop
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}
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}
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// Gauntlets ----------------------------------------------------------------
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ACTOR Gauntlets : Weapon 2005
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{
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Game Heretic
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SpawnID 32
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+BLOODSPLATTER
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Weapon.SelectionOrder 2300
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+WEAPON.WIMPY_WEAPON
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+WEAPON.MELEEWEAPON
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Weapon.Kickback 0
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Weapon.YAdjust 15
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Weapon.UpSound "weapons/gauntletsactivate"
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Weapon.SisterWeapon "GauntletsPowered"
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Inventory.PickupMessage "$TxT_WPNGAUNTLETS"
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action native A_GauntletAttack (int power);
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States
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{
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Spawn:
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WGNT A -1
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Stop
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Ready:
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GAUN A 1 A_WeaponReady
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Loop
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Deselect:
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GAUN A 1 A_Lower
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Loop
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Select:
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GAUN A 1 A_Raise
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Loop
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Fire:
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GAUN B 4 A_PlayWeaponSound("weapons/gauntletsuse")
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GAUN C 4
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Hold:
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GAUN DEF 4 BRIGHT A_GauntletAttack(0)
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GAUN C 4 A_ReFire
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GAUN B 4 A_Light0
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Goto Ready
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}
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}
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ACTOR GauntletsPowered : Gauntlets
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{
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+POWERED_UP
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Weapon.SisterWeapon "Gauntlets"
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States
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{
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Ready:
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GAUN GHI 4 A_WeaponReady
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Loop
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Deselect:
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GAUN G 1 A_Lower
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Loop
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Select:
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GAUN G 1 A_Raise
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Loop
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Fire:
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GAUN J 4 A_PlayWeaponSound("weapons/gauntletsuse")
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GAUN K 4
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Hold:
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GAUN LMN 4 BRIGHT A_GauntletAttack(1)
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GAUN K 4 A_ReFire
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GAUN J 4 A_Light0
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Goto Ready
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}
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}
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// Gauntlet puff 1 ----------------------------------------------------------
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ACTOR GauntletPuff1
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{
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+NOBLOCKMAP
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+NOGRAVITY
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+PUFFONACTORS
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RenderStyle Translucent
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Alpha 0.4
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VSpeed 0.8
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States
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{
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Spawn:
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PUF1 ABCD 4 BRIGHT
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Stop
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}
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}
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// Gauntlett puff 2 ---------------------------------------------------------
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ACTOR GauntletPuff2 : GauntletPuff1
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{
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States
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{
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Spawn:
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PUF1 EFGH 4 BRIGHT
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Stop
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}
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}
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// The mace itself ----------------------------------------------------------
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ACTOR Mace : HereticWeapon
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{
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Game Heretic
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SpawnID 31
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Weapon.SelectionOrder 1400
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Weapon.AmmoUse 1
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Weapon.AmmoGive1 50
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Weapon.YAdjust 15
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Weapon.AmmoType "MaceAmmo"
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Weapon.SisterWeapon "MacePowered"
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Inventory.PickupMessage "$TxT_WPNMACE"
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action native A_FireMacePL1();
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States
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{
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Spawn:
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WMCE A -1
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Stop
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Ready:
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MACE A 1 A_WeaponReady
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Loop
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Deselect:
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MACE A 1 A_Lower
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Loop
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Select:
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MACE A 1 A_Raise
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Loop
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Fire:
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MACE B 4
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Hold:
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MACE CDEF 3 A_FireMacePL1
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MACE C 4 A_ReFire
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MACE DEFB 4
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Goto Ready
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}
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}
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ACTOR MacePowered : Mace
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{
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+WEAPON.POWERED_UP
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Weapon.AmmoUse 5
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Weapon.AmmoGive 0
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Weapon.SisterWeapon "Mace"
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action native A_FireMacePL2();
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States
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{
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Fire:
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Hold:
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MACE B 4
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MACE D 4 A_FireMacePL2
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MACE B 4
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MACE A 8 A_ReFire
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Goto Ready
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}
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}
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// Mace FX1 -----------------------------------------------------------------
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ACTOR MaceFX1
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{
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Game Heretic
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SpawnID 154
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Radius 8
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Height 6
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Speed 20
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Damage 2
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Projectile
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+THRUGHOST
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+HERETICBOUNCE
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SeeSound "weapons/maceshoot"
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action native A_MacePL1Check();
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action native A_MaceBallImpact();
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States
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{
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Spawn:
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FX02 AB 4 A_MacePL1Check
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Loop
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Death:
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FX02 F 4 BRIGHT A_MaceBallImpact
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FX02 GHIJ 4 BRIGHT
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Stop
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}
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}
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// Mace FX2 -----------------------------------------------------------------
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ACTOR MaceFX2 : MaceFX1
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{
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Game Heretic
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SpawnID 156
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Speed 10
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Damage 6
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Gravity 0.125
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-NOGRAVITY
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SeeSound ""
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action native A_MaceBallImpact2();
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States
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{
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Spawn:
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FX02 CD 4
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Loop
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Death:
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FX02 F 4 A_MaceBallImpact2
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goto Super::Death+1
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}
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}
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// Mace FX3 -----------------------------------------------------------------
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ACTOR MaceFX3 : MaceFX1
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{
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Game Heretic
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SpawnID 155
|
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Speed 7
|
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Damage 4
|
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-NOGRAVITY
|
|
Gravity 0.125
|
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States
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{
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Spawn:
|
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FX02 AB 4
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Loop
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}
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}
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|
|
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// Mace FX4 -----------------------------------------------------------------
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ACTOR MaceFX4 native
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{
|
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Game Heretic
|
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SpawnID 153
|
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Radius 8
|
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Height 6
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Speed 7
|
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Damage 18
|
|
Gravity 0.125
|
|
Projectile
|
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-NOGRAVITY
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+TELESTOMP
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+THRUGHOST
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+HERETICBOUNCE
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SeeSound ""
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|
|
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action native A_DeathBallImpact();
|
|
|
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States
|
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{
|
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Spawn:
|
|
FX02 E 99
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Loop
|
|
Death:
|
|
FX02 C 4 A_DeathBallImpact
|
|
FX02 GHIJ 4 BRIGHT
|
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Stop
|
|
}
|
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}
|
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|
|
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// Mace spawn spot ----------------------------------------------------------
|
|
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ACTOR MaceSpawner : SpecialSpot 2002
|
|
{
|
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Game Heretic
|
|
+NOSECTOR
|
|
+NOBLOCKMAP
|
|
States
|
|
{
|
|
Spawn:
|
|
TNT1 A 1
|
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TNT1 A -1 A_SpawnSingleItem("Mace", 64, 64, 0)
|
|
Stop
|
|
}
|
|
}
|
|
|
|
|
|
// Blaster ------------------------------------------------------------------
|
|
|
|
ACTOR Blaster : HereticWeapon 53
|
|
{
|
|
Game Heretic
|
|
SpawnID 28
|
|
+BLOODSPLATTER
|
|
Weapon.SelectionOrder 500
|
|
Weapon.AmmoUse 1
|
|
Weapon.AmmoGive 30
|
|
Weapon.YAdjust 15
|
|
Weapon.AmmoType "BlasterAmmo"
|
|
Weapon.SisterWeapon "BlasterPowered"
|
|
Inventory.PickupMessage "$TxT_WPNBLASTER"
|
|
|
|
action native 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
|
|
}
|
|
}
|
|
|
|
ACTOR BlasterPowered : Blaster
|
|
{
|
|
+WEAPON.POWERED_UP
|
|
Weapon.AmmoUse 5
|
|
Weapon.AmmoGive 0
|
|
Weapon.SisterWeapon "Blaster"
|
|
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 -------------------------------------------------------------
|
|
|
|
ACTOR BlasterFX1 : FastProjectile native
|
|
{
|
|
Radius 12
|
|
Height 8
|
|
Speed 184
|
|
Damage 2
|
|
SeeSound "weapons/blastershoot"
|
|
DeathSound "weapons/blasterhit"
|
|
+SPAWNSOUNDSOURCE
|
|
|
|
action native 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 ------------------------------------------------------------
|
|
|
|
ACTOR BlasterSmoke
|
|
{
|
|
+NOBLOCKMAP
|
|
+NOGRAVITY
|
|
+NOTELEPORT
|
|
+CANNOTPUSH
|
|
RenderStyle Translucent
|
|
Alpha 0.4
|
|
States
|
|
{
|
|
Spawn:
|
|
FX18 HIJKL 4
|
|
Stop
|
|
}
|
|
}
|
|
|
|
// Ripper -------------------------------------------------------------------
|
|
|
|
ACTOR Ripper native
|
|
{
|
|
Game Heretic
|
|
SpawnID 157
|
|
Radius 8
|
|
Height 6
|
|
Speed 14
|
|
Damage 1
|
|
Projectile
|
|
+RIPPER
|
|
DeathSound "weapons/blasterpowhit"
|
|
States
|
|
{
|
|
Spawn:
|
|
FX18 M 4
|
|
FX18 N 5
|
|
Loop
|
|
Death:
|
|
FX18 OPQRS 4 BRIGHT
|
|
Stop
|
|
}
|
|
}
|
|
|
|
// Blaster Puff -------------------------------------------------------------
|
|
|
|
ACTOR BlasterPuff
|
|
{
|
|
+NOBLOCKMAP
|
|
+NOGRAVITY
|
|
+PUFFONACTORS
|
|
RenderStyle Add
|
|
States
|
|
{
|
|
Crash:
|
|
FX17 ABCDE 4 BRIGHT
|
|
Stop
|
|
Spawn:
|
|
FX17 FG 3 BRIGHT
|
|
FX17 HIJKL 4 BRIGHT
|
|
Stop
|
|
}
|
|
}
|
|
|
|
|
|
// Skull (Horn) Rod ---------------------------------------------------------
|
|
|
|
ACTOR SkullRod : HereticWeapon 2004
|
|
{
|
|
Game Heretic
|
|
SpawnID 30
|
|
Weapon.SelectionOrder 200
|
|
Weapon.AmmoUse1 1
|
|
Weapon.AmmoGive1 50
|
|
Weapon.YAdjust 15
|
|
Weapon.AmmoType1 "SkullRodAmmo"
|
|
Weapon.SisterWeapon "SkullRodPowered"
|
|
Inventory.PickupMessage "$TxT_WPNSKULLROD"
|
|
|
|
action native 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
|
|
}
|
|
}
|
|
|
|
ACTOR SkullRodPowered : SkullRod
|
|
{
|
|
+WEAPON.POWERED_UP
|
|
Weapon.AmmoUse1 5
|
|
Weapon.AmmoGive1 0
|
|
Weapon.SisterWeapon "SkullRod"
|
|
|
|
action native 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 ------------------------------------------------------------
|
|
|
|
ACTOR HornRodFX1
|
|
{
|
|
Game Heretic
|
|
SpawnID 160
|
|
Radius 12
|
|
Height 8
|
|
Speed 22
|
|
Damage 3
|
|
Projectile
|
|
+WINDTHRUST
|
|
-NOBLOCKMAP
|
|
RenderStyle Add
|
|
SeeSound "weapons/hornrodshoot"
|
|
DeathSound "weapons/hornrodhit"
|
|
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 ------------------------------------------------------------
|
|
|
|
ACTOR HornRodFX2 native
|
|
{
|
|
Radius 12
|
|
Height 8
|
|
Speed 22
|
|
Damage 10
|
|
Health 140
|
|
Projectile
|
|
RenderStyle Add
|
|
SeeSound "weapons/hornrodpowshoot"
|
|
DeathSound "weapons/hornrodpowhit"
|
|
|
|
action native A_AddPlayerRain();
|
|
action native A_HideInCeiling();
|
|
action native 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
|
|
}
|
|
}
|
|
|
|
// Rain pillar 1 ------------------------------------------------------------
|
|
|
|
ACTOR RainPillar native
|
|
{
|
|
Radius 5
|
|
Height 12
|
|
Speed 12
|
|
Damage 5
|
|
Mass 5
|
|
Projectile
|
|
-ACTIVATEPCROSS
|
|
-ACTIVATEIMPACT
|
|
RenderStyle Add
|
|
|
|
action native 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 --------------------------------------------
|
|
|
|
ACTOR RainTracker : Inventory native
|
|
{
|
|
+INVENTORY.UNDROPPABLE
|
|
}
|
|
|
|
|
|
// Phoenix Rod --------------------------------------------------------------
|
|
|
|
ACTOR PhoenixRod : Weapon 2003 native
|
|
{
|
|
Game Heretic
|
|
SpawnID 29
|
|
+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"
|
|
|
|
action native 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
|
|
}
|
|
}
|
|
|
|
ACTOR PhoenixRodPowered : PhoenixRod native
|
|
{
|
|
+WEAPON.POWERED_UP
|
|
Weapon.SisterWeapon "PhoenixRod"
|
|
Weapon.AmmoGive 0
|
|
|
|
action native A_InitPhoenixPL2();
|
|
action native A_FirePhoenixPL2();
|
|
action native 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 -------------------------------------------------------------
|
|
|
|
ACTOR PhoenixFX1 native
|
|
{
|
|
Game Heretic
|
|
SpawnID 163
|
|
Radius 11
|
|
Height 8
|
|
Speed 20
|
|
Damage 20
|
|
DamageType Fire
|
|
Projectile
|
|
+THRUGHOST
|
|
+SPECIALFIREDAMAGE
|
|
SeeSound "weapons/phoenixshoot"
|
|
DeathSound "weapons/phoenixhit"
|
|
|
|
action native 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
|
|
}
|
|
}
|
|
|
|
// Phoenix puff -------------------------------------------------------------
|
|
|
|
ACTOR PhoenixPuff
|
|
{
|
|
+NOBLOCKMAP
|
|
+NOGRAVITY
|
|
+NOTELEPORT
|
|
+CANNOTPUSH
|
|
RenderStyle Translucent
|
|
Alpha 0.4
|
|
States
|
|
{
|
|
Spawn:
|
|
FX04 BCDEF 4
|
|
Stop
|
|
}
|
|
}
|
|
|
|
// Phoenix FX 2 -------------------------------------------------------------
|
|
|
|
ACTOR PhoenixFX2 native
|
|
{
|
|
Radius 6
|
|
Height 8
|
|
Speed 10
|
|
Damage 2
|
|
DamageType Fire
|
|
Projectile
|
|
RenderStyle Add
|
|
|
|
action native A_FlameEnd();
|
|
action native 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
|
|
}
|
|
}
|
|
|