mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-25 13:41:05 +00:00
a7e40b56f6
have those escapes stripped before printing so that they do not merge with subsequent text. - Moved default weapon slot assignments into the player classes. Weapon.SlotNumber is now used solely for mods that want to add new weapons without completely redoing the player's arsenal. Restored some config-based weapon slot customization, though slots are no longer automatically saved to the config and section names have changed slightly. However, unlike before, config slots are now the definitive word on slot assignments and cannot be overridden by any other files loaded. - Fixed: Several weapons were missing a game filter from their definitions. - Removed storage of weapon slots in the config so that weapon slots can be setup in the weapons themselves. Slots are still configurable, since they need to be for KEYCONF to work; any changes simply won't be saved when you quit. - Removed limit on weapon slot sizes. SVN r1428 (trunk)
497 lines
8.1 KiB
Text
497 lines
8.1 KiB
Text
// --------------------------------------------------------------------------
|
|
//
|
|
// Doom weapon base class
|
|
//
|
|
// --------------------------------------------------------------------------
|
|
|
|
ACTOR DoomWeapon : Weapon
|
|
{
|
|
Weapon.Kickback 100
|
|
}
|
|
|
|
// --------------------------------------------------------------------------
|
|
//
|
|
// Fist
|
|
//
|
|
// --------------------------------------------------------------------------
|
|
|
|
ACTOR Fist : Weapon
|
|
{
|
|
Game Doom
|
|
Weapon.SelectionOrder 3700
|
|
Weapon.Kickback 100
|
|
Obituary "$OB_MPFIST"
|
|
+WEAPON.WIMPY_WEAPON
|
|
+WEAPON.MELEEWEAPON
|
|
States
|
|
{
|
|
Ready:
|
|
PUNG A 1 A_WeaponReady
|
|
Loop
|
|
Deselect:
|
|
PUNG A 1 A_Lower
|
|
Loop
|
|
Select:
|
|
PUNG A 1 A_Raise
|
|
Loop
|
|
Fire:
|
|
PUNG B 4
|
|
PUNG C 4 A_Punch
|
|
PUNG D 5
|
|
PUNG C 4
|
|
PUNG B 5 A_ReFire
|
|
Goto Ready
|
|
}
|
|
}
|
|
|
|
|
|
// --------------------------------------------------------------------------
|
|
//
|
|
// Fist
|
|
//
|
|
// --------------------------------------------------------------------------
|
|
|
|
ACTOR Pistol : DoomWeapon 5010
|
|
{
|
|
Game Doom
|
|
Weapon.SelectionOrder 1900
|
|
Weapon.AmmoUse 1
|
|
Weapon.AmmoGive 20
|
|
Weapon.AmmoType "Clip"
|
|
Obituary "$OB_MPPISTOL"
|
|
+WEAPON.WIMPY_WEAPON
|
|
Inventory.Pickupmessage "$PICKUP_PISTOL_DROPPED"
|
|
States
|
|
{
|
|
Ready:
|
|
PISG A 1 A_WeaponReady
|
|
Loop
|
|
Deselect:
|
|
PISG A 1 A_Lower
|
|
Loop
|
|
Select:
|
|
PISG A 1 A_Raise
|
|
Loop
|
|
Fire:
|
|
PISG A 4
|
|
PISG B 6 A_FirePistol
|
|
PISG C 4
|
|
PISG B 5 A_ReFire
|
|
Goto Ready
|
|
Flash:
|
|
PISF A 7 Bright A_Light1
|
|
Goto LightDone
|
|
PISF A 7 Bright A_Light1
|
|
Goto LightDone
|
|
Spawn:
|
|
PIST A -1
|
|
Stop
|
|
}
|
|
}
|
|
|
|
// --------------------------------------------------------------------------
|
|
//
|
|
// Chainsaw
|
|
//
|
|
// --------------------------------------------------------------------------
|
|
|
|
ACTOR Chainsaw : Weapon 2005
|
|
{
|
|
Game Doom
|
|
SpawnID 32
|
|
Weapon.Kickback 0
|
|
Weapon.SelectionOrder 2200
|
|
Weapon.UpSound "weapons/sawup"
|
|
Weapon.ReadySound "weapons/sawidle"
|
|
Inventory.PickupMessage "$GOTCHAINSAW"
|
|
Obituary "$OB_MPCHAINSAW"
|
|
+WEAPON.MELEEWEAPON
|
|
States
|
|
{
|
|
Ready:
|
|
SAWG CD 4 A_WeaponReady
|
|
Loop
|
|
Deselect:
|
|
SAWG C 1 A_Lower
|
|
Loop
|
|
Select:
|
|
SAWG C 1 A_Raise
|
|
Loop
|
|
Fire:
|
|
SAWG AB 4 A_Saw
|
|
SAWG B 0 A_ReFire
|
|
Goto Ready
|
|
Spawn:
|
|
CSAW A -1
|
|
Stop
|
|
}
|
|
}
|
|
|
|
|
|
// --------------------------------------------------------------------------
|
|
//
|
|
// Shotgun
|
|
//
|
|
// --------------------------------------------------------------------------
|
|
|
|
ACTOR Shotgun : DoomWeapon 2001
|
|
{
|
|
Game Doom
|
|
SpawnID 27
|
|
Weapon.SelectionOrder 1300
|
|
Weapon.AmmoUse 1
|
|
Weapon.AmmoGive 8
|
|
Weapon.AmmoType "Shell"
|
|
Inventory.PickupMessage "$GOTSHOTGUN"
|
|
Obituary "$OB_MPSHOTGUN"
|
|
States
|
|
{
|
|
Ready:
|
|
SHTG A 1 A_WeaponReady
|
|
Loop
|
|
Deselect:
|
|
SHTG A 1 A_Lower
|
|
Loop
|
|
Select:
|
|
SHTG A 1 A_Raise
|
|
Loop
|
|
Fire:
|
|
SHTG A 3
|
|
SHTG A 7 A_FireShotgun
|
|
SHTG BC 5
|
|
SHTG D 4
|
|
SHTG CB 5
|
|
SHTG A 3
|
|
SHTG A 7 A_ReFire
|
|
Goto Ready
|
|
Flash:
|
|
SHTF A 4 Bright A_Light1
|
|
SHTF B 3 Bright A_Light2
|
|
Goto LightDone
|
|
Spawn:
|
|
SHOT A -1
|
|
Stop
|
|
}
|
|
}
|
|
|
|
// --------------------------------------------------------------------------
|
|
//
|
|
// Shotgun
|
|
//
|
|
// --------------------------------------------------------------------------
|
|
|
|
ACTOR SuperShotgun : DoomWeapon 82
|
|
{
|
|
Game Doom
|
|
SpawnID 33
|
|
Weapon.SelectionOrder 400
|
|
Weapon.AmmoUse 2
|
|
Weapon.AmmoGive 8
|
|
Weapon.AmmoType "Shell"
|
|
Inventory.PickupMessage "$GOTSHOTGUN2"
|
|
Obituary "$OB_MPSSHOTGUN"
|
|
States
|
|
{
|
|
Ready:
|
|
SHT2 A 1 A_WeaponReady
|
|
Loop
|
|
Deselect:
|
|
SHT2 A 1 A_Lower
|
|
Loop
|
|
Select:
|
|
SHT2 A 1 A_Raise
|
|
Loop
|
|
Fire:
|
|
SHT2 A 3
|
|
SHT2 A 7 A_FireShotgun2
|
|
SHT2 B 7
|
|
SHT2 C 7 A_CheckReload
|
|
SHT2 D 7 A_OpenShotgun2
|
|
SHT2 E 7
|
|
SHT2 F 7 A_LoadShotgun2
|
|
SHT2 G 6
|
|
SHT2 H 6 A_CloseShotgun2
|
|
SHT2 A 5 A_ReFire
|
|
Goto Ready
|
|
// unused states
|
|
SHT2 B 7
|
|
SHT2 A 3
|
|
Goto Deselect
|
|
Flash:
|
|
SHT2 I 4 Bright A_Light1
|
|
SHT2 J 3 Bright A_Light2
|
|
Goto LightDone
|
|
Spawn:
|
|
SGN2 A -1
|
|
Stop
|
|
}
|
|
}
|
|
|
|
// --------------------------------------------------------------------------
|
|
//
|
|
// Chaingun
|
|
//
|
|
// --------------------------------------------------------------------------
|
|
|
|
ACTOR Chaingun : DoomWeapon 2002
|
|
{
|
|
Game Doom
|
|
SpawnID 28
|
|
Weapon.SelectionOrder 700
|
|
Weapon.AmmoUse 1
|
|
Weapon.AmmoGive 20
|
|
Weapon.AmmoType "Clip"
|
|
Inventory.PickupMessage "$GOTCHAINGUN"
|
|
Obituary "$OB_MPCHAINGUN"
|
|
States
|
|
{
|
|
Ready:
|
|
CHGG A 1 A_WeaponReady
|
|
Loop
|
|
Deselect:
|
|
CHGG A 1 A_Lower
|
|
Loop
|
|
Select:
|
|
CHGG A 1 A_Raise
|
|
Loop
|
|
Fire:
|
|
CHGG AB 4 A_FireCGun
|
|
CHGG B 0 A_ReFire
|
|
Goto Ready
|
|
Flash:
|
|
CHGF A 5 Bright A_Light1
|
|
Goto LightDone
|
|
CHGF B 5 Bright A_Light2
|
|
Goto LightDone
|
|
Spawn:
|
|
MGUN A -1
|
|
Stop
|
|
}
|
|
}
|
|
|
|
// --------------------------------------------------------------------------
|
|
//
|
|
// Rocket launcher
|
|
//
|
|
// --------------------------------------------------------------------------
|
|
|
|
ACTOR RocketLauncher : DoomWeapon 2003
|
|
{
|
|
Game Doom
|
|
SpawnID 29
|
|
Weapon.SelectionOrder 2500
|
|
Weapon.AmmoUse 1
|
|
Weapon.AmmoGive 2
|
|
Weapon.AmmoType "RocketAmmo"
|
|
+WEAPON.NOAUTOFIRE
|
|
Inventory.PickupMessage "$GOTLAUNCHER"
|
|
States
|
|
{
|
|
Ready:
|
|
MISG A 1 A_WeaponReady
|
|
Loop
|
|
Deselect:
|
|
MISG A 1 A_Lower
|
|
Loop
|
|
Select:
|
|
MISG A 1 A_Raise
|
|
Loop
|
|
Fire:
|
|
MISG B 8 A_GunFlash
|
|
MISG B 12 A_FireMissile
|
|
MISG B 0 A_ReFire
|
|
Goto Ready
|
|
Flash:
|
|
MISF A 3 Bright A_Light1
|
|
MISF B 4 Bright
|
|
MISF CD 4 Bright A_Light2
|
|
Goto LightDone
|
|
Spawn:
|
|
LAUN A -1
|
|
Stop
|
|
}
|
|
}
|
|
|
|
ACTOR Rocket
|
|
{
|
|
Game Doom
|
|
SpawnID 127
|
|
Radius 11
|
|
Height 8
|
|
Speed 20
|
|
Damage 20
|
|
Projectile
|
|
+RANDOMIZE
|
|
+DEHEXPLOSION
|
|
+ROCKETTRAIL
|
|
SeeSound "weapons/rocklf"
|
|
DeathSound "weapons/rocklx"
|
|
Obituary "$OB_MPROCKET"
|
|
States
|
|
{
|
|
Spawn:
|
|
MISL A 1 Bright
|
|
Loop
|
|
Death:
|
|
MISL B 8 Bright A_Explode
|
|
MISL C 6 Bright
|
|
MISL D 4 Bright
|
|
Stop
|
|
}
|
|
}
|
|
|
|
// --------------------------------------------------------------------------
|
|
//
|
|
// Plasma rifle
|
|
//
|
|
// --------------------------------------------------------------------------
|
|
|
|
ACTOR PlasmaRifle : DoomWeapon 2004
|
|
{
|
|
Game Doom
|
|
SpawnID 30
|
|
Weapon.SelectionOrder 100
|
|
Weapon.AmmoUse 1
|
|
Weapon.AmmoGive 40
|
|
Weapon.AmmoType "Cell"
|
|
Inventory.PickupMessage "$GOTPLASMA"
|
|
States
|
|
{
|
|
Ready:
|
|
PLSG A 1 A_WeaponReady
|
|
Loop
|
|
Deselect:
|
|
PLSG A 1 A_Lower
|
|
Loop
|
|
Select:
|
|
PLSG A 1 A_Raise
|
|
Loop
|
|
Fire:
|
|
PLSG A 3 A_FirePlasma
|
|
PLSG B 20 A_ReFire
|
|
Goto Ready
|
|
Flash:
|
|
PLSF A 4 Bright A_Light1
|
|
Goto LightDone
|
|
PLSF B 4 Bright A_Light1
|
|
Goto LightDone
|
|
Spawn:
|
|
PLAS A -1
|
|
Stop
|
|
}
|
|
}
|
|
|
|
ACTOR PlasmaBall
|
|
{
|
|
Game Doom
|
|
SpawnID 51
|
|
Radius 13
|
|
Height 8
|
|
Speed 25
|
|
Damage 5
|
|
Projectile
|
|
+RANDOMIZE
|
|
RenderStyle Add
|
|
Alpha 0.75
|
|
SeeSound "weapons/plasmaf"
|
|
DeathSound "weapons/plasmax"
|
|
Obituary "$OB_MPPLASMARIFLE"
|
|
States
|
|
{
|
|
Spawn:
|
|
PLSS AB 6 Bright
|
|
Loop
|
|
Death:
|
|
PLSE ABCDE 4 Bright
|
|
Stop
|
|
}
|
|
}
|
|
|
|
|
|
|
|
// --------------------------------------------------------------------------
|
|
//
|
|
// BFG 9000
|
|
//
|
|
// --------------------------------------------------------------------------
|
|
|
|
ACTOR BFG9000 : DoomWeapon 2006
|
|
{
|
|
Game Doom
|
|
Height 20
|
|
SpawnID 31
|
|
Weapon.SelectionOrder 2800
|
|
Weapon.AmmoUse 40
|
|
Weapon.AmmoGive 40
|
|
Weapon.AmmoType "Cell"
|
|
+WEAPON.NOAUTOFIRE
|
|
Inventory.PickupMessage "$GOTBFG9000"
|
|
States
|
|
{
|
|
Ready:
|
|
BFGG A 1 A_WeaponReady
|
|
Loop
|
|
Deselect:
|
|
BFGG A 1 A_Lower
|
|
Loop
|
|
Select:
|
|
BFGG A 1 A_Raise
|
|
Loop
|
|
Fire:
|
|
BFGG A 20 A_BFGsound
|
|
BFGG B 10 A_GunFlash
|
|
BFGG B 10 A_FireBFG
|
|
BFGG B 20 A_ReFire
|
|
Goto Ready
|
|
Flash:
|
|
BFGF A 11 Bright A_Light1
|
|
BFGF B 6 Bright A_Light2
|
|
Goto LightDone
|
|
Spawn:
|
|
BFUG A -1
|
|
Stop
|
|
}
|
|
}
|
|
|
|
|
|
ACTOR BFGBall
|
|
{
|
|
Game Doom
|
|
SpawnID 128
|
|
Radius 13
|
|
Height 8
|
|
Speed 25
|
|
Damage 100
|
|
Projectile
|
|
+RANDOMIZE
|
|
RenderStyle Add
|
|
Alpha 0.75
|
|
DeathSound "weapons/bfgx"
|
|
Obituary "$OB_MPBFG_BOOM"
|
|
States
|
|
{
|
|
Spawn:
|
|
BFS1 AB 4 Bright
|
|
Loop
|
|
Death:
|
|
BFE1 AB 8 Bright
|
|
BFE1 C 8 Bright A_BFGSpray
|
|
BFE1 DEF 8 Bright
|
|
Stop
|
|
}
|
|
}
|
|
|
|
ACTOR BFGExtra
|
|
{
|
|
+NOBLOCKMAP
|
|
+NOGRAVITY
|
|
RenderStyle Add
|
|
Alpha 0.75
|
|
States
|
|
{
|
|
Spawn:
|
|
BFE2 ABCD 8 Bright
|
|
Stop
|
|
}
|
|
}
|
|
|