mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-12-13 22:01:25 +00:00
961a6fe211
# Conflicts: # wadsrc/static/zscript.txt
290 lines
5.6 KiB
Text
290 lines
5.6 KiB
Text
|
|
// Mage Weapon Piece --------------------------------------------------------
|
|
|
|
class MageWeaponPiece : WeaponPiece
|
|
{
|
|
Default
|
|
{
|
|
Inventory.PickupSound "misc/w_pkup";
|
|
Inventory.PickupMessage "$TXT_BLOODSCOURGE_PIECE";
|
|
Inventory.ForbiddenTo "FighterPlayer", "ClericPlayer";
|
|
WeaponPiece.Weapon "MWeapBloodscourge";
|
|
+FLOATBOB
|
|
}
|
|
}
|
|
|
|
// Mage Weapon Piece 1 ------------------------------------------------------
|
|
|
|
class MWeaponPiece1 : MageWeaponPiece
|
|
{
|
|
Default
|
|
{
|
|
WeaponPiece.Number 1;
|
|
}
|
|
States
|
|
{
|
|
Spawn:
|
|
WMS1 A -1 Bright;
|
|
Stop;
|
|
}
|
|
}
|
|
|
|
// Mage Weapon Piece 2 ------------------------------------------------------
|
|
|
|
class MWeaponPiece2 : MageWeaponPiece
|
|
{
|
|
Default
|
|
{
|
|
WeaponPiece.Number 2;
|
|
}
|
|
States
|
|
{
|
|
Spawn:
|
|
WMS2 A -1 Bright;
|
|
Stop;
|
|
}
|
|
}
|
|
|
|
// Mage Weapon Piece 3 ------------------------------------------------------
|
|
|
|
class MWeaponPiece3 : MageWeaponPiece
|
|
{
|
|
Default
|
|
{
|
|
WeaponPiece.Number 3;
|
|
}
|
|
States
|
|
{
|
|
Spawn:
|
|
WMS3 A -1 Bright;
|
|
Stop;
|
|
}
|
|
}
|
|
|
|
// Bloodscourge Drop --------------------------------------------------------
|
|
|
|
class BloodscourgeDrop : Actor
|
|
{
|
|
States
|
|
{
|
|
Spawn:
|
|
TNT1 A 1;
|
|
TNT1 A 1 A_DropWeaponPieces("MWeaponPiece1", "MWeaponPiece2", "MWeaponPiece3");
|
|
Stop;
|
|
}
|
|
}
|
|
|
|
// The Mages's Staff (Bloodscourge) -----------------------------------------
|
|
|
|
class MWeapBloodscourge : MageWeapon
|
|
{
|
|
int MStaffCount;
|
|
|
|
Default
|
|
{
|
|
Health 3;
|
|
Weapon.SelectionOrder 3100;
|
|
Weapon.AmmoUse1 15;
|
|
Weapon.AmmoUse2 15;
|
|
Weapon.AmmoGive1 20;
|
|
Weapon.AmmoGive2 20;
|
|
Weapon.KickBack 150;
|
|
Weapon.YAdjust 20;
|
|
Weapon.AmmoType1 "Mana1";
|
|
Weapon.AmmoType2 "Mana2";
|
|
+WEAPON.PRIMARY_USES_BOTH;
|
|
+Inventory.NoAttenPickupSound
|
|
Inventory.PickupMessage "$TXT_WEAPON_M4";
|
|
Inventory.PickupSound "WeaponBuild";
|
|
Tag "$TAG_MWEAPBLOODSCOURGE";
|
|
}
|
|
|
|
States
|
|
{
|
|
Spawn:
|
|
TNT1 A -1;
|
|
Stop;
|
|
Select:
|
|
MSTF A 1 A_Raise;
|
|
Loop;
|
|
Deselect:
|
|
MSTF A 1 A_Lower;
|
|
Loop;
|
|
Ready:
|
|
MSTF AAAAAABBBBBBCCCCCCDDDDDDEEEEEEFFFFF 1 A_WeaponReady;
|
|
Loop;
|
|
Fire:
|
|
MSTF G 4 Offset (0, 40);
|
|
MSTF H 4 Bright Offset (0, 48) A_MStaffAttack;
|
|
MSTF H 2 Bright Offset (0, 48) A_MStaffPalette;
|
|
MSTF II 2 Offset (0, 48) A_MStaffPalette;
|
|
MSTF I 1 Offset (0, 40);
|
|
MSTF J 5 Offset (0, 36);
|
|
Goto Ready;
|
|
}
|
|
|
|
//============================================================================
|
|
//
|
|
//
|
|
//
|
|
//============================================================================
|
|
|
|
override Color GetBlend ()
|
|
{
|
|
if (paletteflash & PF_HEXENWEAPONS)
|
|
{
|
|
if (MStaffCount == 3)
|
|
return Color(128, 100, 73, 0);
|
|
else if (MStaffCount == 2)
|
|
return Color(128, 125, 92, 0);
|
|
else if (MStaffCount == 1)
|
|
return Color(128, 150, 110, 0);
|
|
else
|
|
return Color(0, 0, 0, 0);
|
|
}
|
|
else
|
|
{
|
|
return Color (MStaffCount * 128 / 3, 151, 110, 0);
|
|
}
|
|
}
|
|
|
|
//============================================================================
|
|
//
|
|
// MStaffSpawn
|
|
//
|
|
//============================================================================
|
|
|
|
private action void MStaffSpawn (double angle, Actor alttarget)
|
|
{
|
|
FTranslatedLineTarget t;
|
|
|
|
Actor mo = SpawnPlayerMissile ("MageStaffFX2", angle, pLineTarget:t);
|
|
if (mo)
|
|
{
|
|
mo.target = self;
|
|
if (t.linetarget && !t.unlinked)
|
|
mo.tracer = t.linetarget;
|
|
else
|
|
mo.tracer = alttarget;
|
|
}
|
|
}
|
|
|
|
//============================================================================
|
|
//
|
|
// A_MStaffAttack
|
|
//
|
|
//============================================================================
|
|
|
|
action void A_MStaffAttack()
|
|
{
|
|
FTranslatedLineTarget t;
|
|
|
|
if (player == null)
|
|
{
|
|
return;
|
|
}
|
|
|
|
Weapon weapon = player.ReadyWeapon;
|
|
if (weapon != NULL)
|
|
{
|
|
if (!weapon.DepleteAmmo (weapon.bAltFire))
|
|
return;
|
|
}
|
|
|
|
// [RH] Let's try and actually track what the player aimed at
|
|
AimLineAttack (angle, PLAYERMISSILERANGE, t, 32.);
|
|
if (t.linetarget == NULL)
|
|
{
|
|
t.linetarget = RoughMonsterSearch(10, true, true);
|
|
}
|
|
MStaffSpawn (angle, t.linetarget);
|
|
MStaffSpawn (angle-5, t.linetarget);
|
|
MStaffSpawn (angle+5, t.linetarget);
|
|
A_PlaySound ("MageStaffFire", CHAN_WEAPON);
|
|
invoker.MStaffCount = 3;
|
|
}
|
|
|
|
//============================================================================
|
|
//
|
|
// A_MStaffPalette
|
|
//
|
|
//============================================================================
|
|
|
|
action void A_MStaffPalette()
|
|
{
|
|
if (invoker.MStaffCount > 0) invoker.MStaffCount--;
|
|
}
|
|
}
|
|
|
|
|
|
// Mage Staff FX2 (Bloodscourge) --------------------------------------------
|
|
|
|
class MageStaffFX2 : Actor
|
|
{
|
|
Default
|
|
{
|
|
Speed 17;
|
|
Height 8;
|
|
Damage 4;
|
|
DamageType "Fire";
|
|
Projectile;
|
|
+SEEKERMISSILE
|
|
+SCREENSEEKER
|
|
+EXTREMEDEATH
|
|
DeathSound "MageStaffExplode";
|
|
Obituary "$OB_MPMWEAPBLOODSCOURGE";
|
|
}
|
|
|
|
|
|
States
|
|
{
|
|
Spawn:
|
|
MSP2 ABCD 2 Bright A_MStaffTrack;
|
|
Loop;
|
|
Death:
|
|
MSP2 E 4 Bright A_SetTranslucent(1,1);
|
|
MSP2 F 5 Bright A_Explode (80, 192, 0);
|
|
MSP2 GH 5 Bright;
|
|
MSP2 I 4 Bright;
|
|
Stop;
|
|
}
|
|
|
|
//============================================================================
|
|
//
|
|
//
|
|
//
|
|
//============================================================================
|
|
|
|
override int SpecialMissileHit (Actor victim)
|
|
{
|
|
if (victim != target && !victim.player && !victim.bBoss)
|
|
{
|
|
victim.DamageMobj (self, target, 10, 'Fire');
|
|
return 1; // Keep going
|
|
}
|
|
return -1;
|
|
}
|
|
|
|
override bool SpecialBlastHandling (Actor source, double strength)
|
|
{
|
|
// Reflect to originator
|
|
tracer = target;
|
|
target = source;
|
|
return true;
|
|
}
|
|
|
|
//============================================================================
|
|
//
|
|
// A_MStaffTrack
|
|
//
|
|
//============================================================================
|
|
|
|
void A_MStaffTrack()
|
|
{
|
|
if (tracer == null && random[MStaffTrack]() < 50)
|
|
{
|
|
tracer = RoughMonsterSearch (10, true);
|
|
}
|
|
A_SeekerMissile(2, 10);
|
|
}
|
|
}
|