0
0
Fork 0
mirror of https://github.com/ZDoom/gzdoom-gles.git synced 2024-12-14 06:11:36 +00:00
gzdoom-gles/wadsrc/static/zscript/actors/heretic/weaponstaff.zs

148 lines
2.4 KiB
Text

// Staff --------------------------------------------------------------------
class Staff : HereticWeapon
{
Default
{
Weapon.SelectionOrder 3800;
+THRUGHOST
+WEAPON.WIMPY_WEAPON
+WEAPON.MELEEWEAPON
Weapon.sisterweapon "StaffPowered";
Obituary "$OB_MPSTAFF";
Tag "$TAG_STAFF";
}
States
{
Ready:
STFF A 1 A_WeaponReady;
Loop;
Deselect:
STFF A 1 A_Lower;
Loop;
Select:
STFF A 1 A_Raise;
Loop;
Fire:
STFF B 6;
STFF C 8 A_StaffAttack(random[StaffAttack](5, 20), "StaffPuff");
STFF B 8 A_ReFire;
Goto Ready;
}
//----------------------------------------------------------------------------
//
// PROC A_StaffAttackPL1
//
//----------------------------------------------------------------------------
action void A_StaffAttack (int damage, class<Actor> puff)
{
FTranslatedLineTarget t;
if (player == null)
{
return;
}
Weapon weapon = player.ReadyWeapon;
if (weapon != null)
{
if (!weapon.DepleteAmmo (weapon.bAltFire))
return;
}
double ang = angle + Random2[StaffAtk]() * (5.625 / 256);
double slope = AimLineAttack (ang, DEFMELEERANGE);
LineAttack (ang, DEFMELEERANGE, slope, damage, 'Melee', puff, true, t);
if (t.linetarget)
{
//S_StartSound(player.mo, sfx_stfhit);
// turn to face target
angle = t.angleFromSource;
}
}
}
class StaffPowered : Staff
{
Default
{
Weapon.sisterweapon "Staff";
Weapon.ReadySound "weapons/staffcrackle";
+WEAPON.POWERED_UP
+WEAPON.READYSNDHALF
+WEAPON.STAFF2_KICKBACK
Obituary "$OB_MPPSTAFF";
Tag "$TAG_STAFFP";
}
States
{
Ready:
STFF DEF 4 A_WeaponReady;
Loop;
Deselect:
STFF D 1 A_Lower;
Loop;
Select:
STFF D 1 A_Raise;
Loop;
Fire:
STFF G 6;
STFF H 8 A_StaffAttack(random[StaffAttack](18, 81), "StaffPuff2");
STFF G 8 A_ReFire;
Goto Ready;
}
}
// Staff puff ---------------------------------------------------------------
class StaffPuff : Actor
{
Default
{
RenderStyle "Translucent";
Alpha 0.4;
VSpeed 1;
+NOBLOCKMAP
+NOGRAVITY
+PUFFONACTORS
AttackSound "weapons/staffhit";
}
States
{
Spawn:
PUF3 A 4 BRIGHT;
PUF3 BCD 4;
Stop;
}
}
// Staff puff 2 -------------------------------------------------------------
class StaffPuff2 : Actor
{
Default
{
RenderStyle "Add";
+NOBLOCKMAP
+NOGRAVITY
+PUFFONACTORS
+ZDOOMTRANS
AttackSound "weapons/staffpowerhit";
}
States
{
Spawn:
PUF4 ABCDEF 4 BRIGHT;
Stop;
}
}