mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-25 13:41:05 +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.
211 lines
3.4 KiB
Text
211 lines
3.4 KiB
Text
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// The Cleric's Flame Strike ------------------------------------------------
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class CWeapFlame : ClericWeapon
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{
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Default
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{
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+NOGRAVITY
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Weapon.SelectionOrder 1000;
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Weapon.AmmoUse 4;
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Weapon.AmmoGive 25;
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Weapon.KickBack 150;
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Weapon.YAdjust 10;
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Weapon.AmmoType1 "Mana2";
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Inventory.PickupMessage "$TXT_WEAPON_C3";
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Tag "$TAG_CWEAPFLAME";
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}
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native void A_CFlameAttack();
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States
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{
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Spawn:
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WCFM ABCDEFGH 4 Bright;
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Loop;
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Select:
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CFLM A 1 A_Raise;
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Loop;
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Deselect:
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CFLM A 1 A_Lower;
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Loop;
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Ready:
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CFLM AAAABBBBCCCC 1 A_WeaponReady;
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Loop;
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Fire:
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CFLM A 2 Offset (0, 40);
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CFLM D 2 Offset (0, 50);
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CFLM D 2 Offset (0, 36);
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CFLM E 4 Bright;
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CFLM F 4 Bright A_CFlameAttack;
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CFLM E 4 Bright;
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CFLM G 2 Offset (0, 40);
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CFLM G 2;
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Goto Ready;
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}
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}
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// Floor Flame --------------------------------------------------------------
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class CFlameFloor : Actor
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{
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Default
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{
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+NOBLOCKMAP +NOGRAVITY
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RenderStyle "Add";
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}
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States
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{
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Spawn:
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CFFX N 5 Bright;
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CFFX O 4 Bright;
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CFFX P 3 Bright;
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Stop;
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}
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}
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// Flame Puff ---------------------------------------------------------------
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class FlamePuff : Actor
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{
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Default
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{
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Radius 1;
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Height 1;
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+NOBLOCKMAP +NOGRAVITY
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RenderStyle "Add";;
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SeeSound "ClericFlameExplode";
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AttackSound "ClericFlameExplode";
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}
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States
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{
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Spawn:
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CFFX ABC 3 Bright;
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CFFX D 4 Bright;
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CFFX E 3 Bright;
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CFFX F 4 Bright;
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CFFX G 3 Bright;
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CFFX H 4 Bright;
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CFFX I 3 Bright;
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CFFX J 4 Bright;
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CFFX K 3 Bright;
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CFFX L 4 Bright;
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CFFX M 3 Bright;
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Stop;
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}
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}
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// Flame Puff 2 -------------------------------------------------------------
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class FlamePuff2 : FlamePuff
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{
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States
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{
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Spawn:
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CFFX ABC 3 Bright;
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CFFX D 4 Bright;
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CFFX E 3 Bright;
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CFFX F 4 Bright;
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CFFX G 3 Bright;
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CFFX H 4 Bright;
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CFFX IC 3 Bright;
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CFFX D 4 Bright;
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CFFX E 3 Bright;
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CFFX F 4 Bright;
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CFFX G 3 Bright;
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CFFX H 4 Bright;
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CFFX I 3 Bright;
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CFFX J 4 Bright;
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CFFX K 3 Bright;
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CFFX L 4 Bright;
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CFFX M 3 Bright;
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Stop;
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}
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}
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// Circle Flame -------------------------------------------------------------
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class CircleFlame : Actor
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{
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Default
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{
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Radius 6;
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Damage 2;
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DamageType "Fire";
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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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DeathSound "ClericFlameCircle";
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Obituary "$OB_MPCWEAPFLAME";
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}
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native void A_CFlameRotate();
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States
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{
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Spawn:
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CFCF A 4 Bright;
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CFCF B 2 Bright A_CFlameRotate;
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CFCF C 2 Bright;
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CFCF D 1 Bright;
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CFCF E 2 Bright;
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CFCF F 2 Bright A_CFlameRotate;
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CFCF G 1 Bright;
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CFCF HI 2 Bright;
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CFCF J 1 Bright A_CFlameRotate;
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CFCF K 2 Bright;
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CFCF LM 3 Bright;
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CFCF N 2 Bright A_CFlameRotate;
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CFCF O 3 Bright;
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CFCF P 2 Bright;
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Stop;
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Death:
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CFCF QR 3 Bright;
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CFCF S 3 Bright A_Explode(20, 20, 0);
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CFCF TUVWXYZ 3 Bright;
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Stop;
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}
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}
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// Flame Missile ------------------------------------------------------------
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class CFlameMissile : FastProjectile native
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{
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Default
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{
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Speed 200;
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Radius 14;
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Height 8;
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Damage 8;
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DamageType "Fire";
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+INVISIBLE
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RenderStyle "Add";
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Obituary "$OB_MPCWEAPFLAME";
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}
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native void A_CFlamePuff();
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native void A_CFlameMissile();
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States
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{
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Spawn:
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CFFX A 4 Bright;
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CFFX A 1 A_CFlamePuff;
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Goto Death + 1;
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Death:
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CFFX A 1 Bright A_CFlameMissile;
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CFFX ABC 3 Bright;
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CFFX D 4 Bright;
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CFFX E 3 Bright;
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CFFX F 4 Bright;
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CFFX G 3 Bright;
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CFFX H 4 Bright;
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CFFX I 3 Bright;
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CFFX J 4 Bright;
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CFFX K 3 Bright;
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CFFX L 4 Bright;
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CFFX M 3 Bright;
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Stop;
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}
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}
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