mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-14 08:30:50 +00:00
371712c53a
- fixed emission of the self pointer in FxVMFunctionCall. I did not realize that the self expression only sets up a register for the value, not pushing it onto the stack.
169 lines
3 KiB
Text
169 lines
3 KiB
Text
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// The Mage's Lightning Arc of Death ----------------------------------------
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class MWeapLightning : MageWeapon
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{
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Default
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{
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+NOGRAVITY
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Weapon.SelectionOrder 1100;
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Weapon.AmmoUse1 5;
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Weapon.AmmoGive1 25;
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Weapon.KickBack 0;
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Weapon.YAdjust 20;
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Weapon.AmmoType1 "Mana2";
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Inventory.PickupMessage "$TXT_WEAPON_M3";
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Tag "$TAG_MWEAPLIGHTNING";
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}
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native void A_LightningReady();
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native void A_MLightningAttack(class<Actor> floor = "LightningFloor", class<Actor> ceiling = "LightningCeiling");
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States
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{
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Spawn:
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WMLG ABCDEFGH 4 Bright;
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Loop;
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Select:
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MLNG A 1 Bright A_Raise;
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Loop;
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Deselect:
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MLNG A 1 Bright A_Lower;
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Loop;
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Ready:
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MLNG AAAAA 1 Bright A_WeaponReady;
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MLNG A 1 Bright A_LightningReady;
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MLNG BBBBBB 1 Bright A_WeaponReady;
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MLNG CCCCC 1 Bright A_WeaponReady;
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MLNG C 1 Bright A_LightningReady;
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MLNG BBBBBB 1 Bright A_WeaponReady;
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Loop;
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Fire:
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MLNG DE 3 Bright;
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MLNG F 4 Bright A_MLightningAttack;
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MLNG G 4 Bright;
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MLNG HI 3 Bright;
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MLNG I 6 Bright Offset (0, 199);
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MLNG C 2 Bright Offset (0, 55);
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MLNG B 2 Bright Offset (0, 50);
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MLNG B 2 Bright Offset (0, 45);
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MLNG B 2 Bright Offset (0, 40);
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Goto Ready;
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}
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}
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// Ceiling Lightning --------------------------------------------------------
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class Lightning : Actor native
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{
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Default
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{
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MissileType "LightningZap";
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AttackSound "MageLightningZap";
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ActiveSound "MageLightningContinuous";
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Obituary "$OB_MPMWEAPLIGHTNING";
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}
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}
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class LightningCeiling : Lightning
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{
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Default
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{
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Health 144;
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Speed 25;
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Radius 16;
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Height 40;
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Damage 8;
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Projectile;
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+CEILINGHUGGER
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RenderStyle "Add";
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}
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native void A_LightningZap();
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native void A_LightningClip();
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native void A_LightningRemove();
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States
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{
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Spawn:
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MLFX A 2 Bright A_LightningZap;
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MLFX BCD 2 Bright A_LightningClip;
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Loop;
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Death:
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MLF2 A 2 Bright A_LightningRemove;
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MLF2 BCDEKLM 3 Bright;
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ACLO E 35;
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MLF2 NO 3 Bright;
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MLF2 P 4 Bright;
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MLF2 QP 3 Bright;
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MLF2 Q 4 Bright;
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MLF2 P 3 Bright;
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MLF2 O 3 Bright;
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MLF2 P 3 Bright;
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MLF2 P 1 Bright A_HideThing;
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ACLO E 1050;
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Stop;
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}
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}
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// Floor Lightning ----------------------------------------------------------
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class LightningFloor : LightningCeiling
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{
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Default
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{
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-CEILINGHUGGER
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+FLOORHUGGER
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RenderStyle "Add";
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}
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native void A_LastZap();
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States
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{
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Spawn:
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MLFX E 2 Bright A_LightningZap;
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MLFX FGH 2 Bright A_LightningClip;
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Loop;
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Death:
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MLF2 F 2 Bright A_LightningRemove;
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MLF2 GHIJKLM 3 Bright;
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ACLO E 20;
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MLF2 NO 3 Bright;
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MLF2 P 4 Bright;
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MLF2 QP 3 Bright;
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MLF2 Q 4 Bright A_LastZap;
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MLF2 POP 3 Bright;
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MLF2 P 1 Bright A_HideThing;
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Goto Super::Death + 19;
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}
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}
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// Lightning Zap ------------------------------------------------------------
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class LightningZap : Actor native
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{
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Default
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{
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Radius 15;
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Height 35;
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Damage 2;
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Projectile;
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-ACTIVATEIMPACT
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-ACTIVATEPCROSS
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RenderStyle "Add";
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Obituary "$OB_MPMWEAPLIGHTNING";
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}
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native void A_ZapMimic();
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States
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{
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Spawn:
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MLFX IJKLM 2 Bright A_ZapMimic;
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Loop;
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Death:
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MLFX NOPQRSTU 2 Bright;
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Stop;
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}
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}
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