mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-11 07:12:16 +00:00
227 lines
3.8 KiB
Text
227 lines
3.8 KiB
Text
// Strife's Crossbow --------------------------------------------------------
|
|
|
|
class StrifeCrossbow : StrifeWeapon
|
|
{
|
|
Default
|
|
{
|
|
+FLOORCLIP
|
|
Weapon.SelectionOrder 1200;
|
|
+WEAPON.NOALERT
|
|
Weapon.AmmoUse1 1;
|
|
Weapon.AmmoGive1 8;
|
|
Weapon.AmmoType1 "ElectricBolts";
|
|
Weapon.SisterWeapon "StrifeCrossbow2";
|
|
Inventory.PickupMessage "$TXT_STRIFECROSSBOW";
|
|
Tag "$TAG_STRIFECROSSBOW1";
|
|
Inventory.Icon "CBOWA0";
|
|
}
|
|
|
|
States
|
|
{
|
|
Spawn:
|
|
CBOW A -1;
|
|
Stop;
|
|
Ready:
|
|
XBOW A 0 A_ShowElectricFlash;
|
|
XBOW A 1 A_WeaponReady;
|
|
Wait;
|
|
Deselect:
|
|
XBOW A 1 A_Lower;
|
|
Loop;
|
|
Select:
|
|
XBOW A 1 A_Raise;
|
|
Loop;
|
|
Fire:
|
|
XBOW A 3 A_ClearFlash;
|
|
XBOW B 6 A_FireArrow("ElectricBolt");
|
|
XBOW C 4;
|
|
XBOW D 6;
|
|
XBOW E 3;
|
|
XBOW F 5;
|
|
XBOW G 0 A_ShowElectricFlash;
|
|
XBOW G 5 A_CheckReload;
|
|
Goto Ready+1;
|
|
Flash:
|
|
XBOW KLM 5;
|
|
Loop;
|
|
}
|
|
|
|
//============================================================================
|
|
//
|
|
// A_ClearFlash
|
|
//
|
|
//============================================================================
|
|
|
|
action void A_ClearFlash ()
|
|
{
|
|
if (player == null)
|
|
return;
|
|
|
|
player.SetPsprite (PSP_FLASH, null);
|
|
}
|
|
|
|
//============================================================================
|
|
//
|
|
// A_ShowElectricFlash
|
|
//
|
|
//============================================================================
|
|
|
|
action void A_ShowElectricFlash ()
|
|
{
|
|
if (player != null)
|
|
{
|
|
player.SetPsprite (PSP_FLASH, player.ReadyWeapon.FindState('Flash'));
|
|
}
|
|
}
|
|
|
|
//============================================================================
|
|
//
|
|
// A_FireElectric
|
|
//
|
|
//============================================================================
|
|
|
|
action void A_FireArrow (class<Actor> proj)
|
|
{
|
|
if (player == null)
|
|
{
|
|
return;
|
|
}
|
|
|
|
Weapon weapon = player.ReadyWeapon;
|
|
if (weapon != null)
|
|
{
|
|
if (!weapon.DepleteAmmo (weapon.bAltFire))
|
|
return;
|
|
}
|
|
if (proj)
|
|
{
|
|
double savedangle = angle;
|
|
angle += Random2[Electric]() * (5.625/256) * AccuracyFactor();
|
|
player.mo.PlayAttacking2 ();
|
|
SpawnPlayerMissile (proj);
|
|
angle = savedangle;
|
|
A_PlaySound ("weapons/xbowshoot", CHAN_WEAPON);
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
class StrifeCrossbow2 : StrifeCrossbow
|
|
{
|
|
Default
|
|
{
|
|
Weapon.SelectionOrder 2700;
|
|
Weapon.AmmoUse1 1;
|
|
Weapon.AmmoGive1 0;
|
|
Weapon.AmmoType1 "PoisonBolts";
|
|
Weapon.SisterWeapon "StrifeCrossbow";
|
|
Tag "$TAG_STRIFECROSSBOW2";
|
|
}
|
|
States
|
|
{
|
|
Ready:
|
|
XBOW H 1 A_WeaponReady;
|
|
Loop;
|
|
Deselect:
|
|
XBOW H 1 A_Lower;
|
|
Loop;
|
|
Select:
|
|
XBOW H 1 A_Raise;
|
|
Loop;
|
|
Fire:
|
|
XBOW H 3;
|
|
XBOW B 6 A_FireArrow("PoisonBolt");
|
|
XBOW C 4;
|
|
XBOW D 6;
|
|
XBOW E 3;
|
|
XBOW I 5;
|
|
XBOW J 5 A_CheckReload;
|
|
Goto Ready;
|
|
Flash:
|
|
Stop;
|
|
}
|
|
}
|
|
|
|
// Electric Bolt ------------------------------------------------------------
|
|
|
|
class ElectricBolt : Actor
|
|
{
|
|
Default
|
|
{
|
|
Speed 30;
|
|
Radius 10;
|
|
Height 10;
|
|
Damage 10;
|
|
Projectile;
|
|
+STRIFEDAMAGE
|
|
+NOBLOCKMAP
|
|
+NOGRAVITY
|
|
+DROPOFF
|
|
MaxStepHeight 4;
|
|
SeeSound "misc/swish";
|
|
ActiveSound "misc/swish";
|
|
DeathSound "weapons/xbowhit";
|
|
Obituary "$OB_MPELECTRICBOLT";
|
|
}
|
|
States
|
|
{
|
|
Spawn:
|
|
AROW A 10 A_LoopActiveSound;
|
|
Loop;
|
|
Death:
|
|
ZAP1 A 3 A_AlertMonsters;
|
|
ZAP1 BCDEFE 3;
|
|
ZAP1 DCB 2;
|
|
ZAP1 A 1;
|
|
Stop;
|
|
}
|
|
}
|
|
|
|
|
|
// Poison Bolt --------------------------------------------------------------
|
|
|
|
class PoisonBolt : Actor
|
|
{
|
|
Default
|
|
{
|
|
Speed 30;
|
|
Radius 10;
|
|
Height 10;
|
|
Damage 500;
|
|
Projectile;
|
|
+STRIFEDAMAGE
|
|
MaxStepHeight 4;
|
|
SeeSound "misc/swish";
|
|
ActiveSound "misc/swish";
|
|
Obituary "$OB_MPPOISONBOLT";
|
|
}
|
|
States
|
|
{
|
|
Spawn:
|
|
ARWP A 10 A_LoopActiveSound;
|
|
Loop;
|
|
Death:
|
|
AROW A 1;
|
|
Stop;
|
|
}
|
|
|
|
override int DoSpecialDamage (Actor target, int damage, Name damagetype)
|
|
{
|
|
if (target.bNoBlood)
|
|
{
|
|
return -1;
|
|
}
|
|
if (target.health < 1000000)
|
|
{
|
|
if (!target.bBoss)
|
|
return target.health + 10;
|
|
else
|
|
return 50;
|
|
}
|
|
return 1;
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|