mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-12-12 21:31:57 +00:00
232 lines
4.7 KiB
Text
232 lines
4.7 KiB
Text
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// The Mage's Frost Cone ----------------------------------------------------
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class MWeapFrost : MageWeapon
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{
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Default
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{
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+BLOODSPLATTER
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Weapon.SelectionOrder 1700;
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Weapon.AmmoUse1 3;
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Weapon.AmmoGive1 25;
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Weapon.KickBack 150;
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Weapon.YAdjust 20;
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Weapon.AmmoType1 "Mana1";
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Inventory.PickupMessage "$TXT_WEAPON_M2";
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Obituary "$OB_MPMWEAPFROST";
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Tag "$TAG_MWEAPFROST";
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}
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States
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{
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Spawn:
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WMCS ABC 8 Bright;
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Loop;
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Select:
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CONE A 1 A_Raise;
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Loop;
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Deselect:
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CONE A 1 A_Lower;
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Loop;
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Ready:
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CONE A 1 A_WeaponReady;
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Loop;
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Fire:
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CONE B 3;
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CONE C 4;
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Hold:
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CONE D 3;
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CONE E 5;
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CONE F 3 A_FireConePL1;
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CONE G 3;
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CONE A 9;
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CONE A 10 A_ReFire;
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Goto Ready;
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}
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//============================================================================
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//
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// A_FireConePL1
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//
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//============================================================================
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action void A_FireConePL1()
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{
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bool conedone=false;
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FTranslatedLineTarget t;
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if (player == null)
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{
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return;
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}
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Weapon weapon = player.ReadyWeapon;
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if (weapon != null)
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{
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if (!weapon.DepleteAmmo (weapon.bAltFire))
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return;
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}
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A_StartSound ("MageShardsFire", CHAN_WEAPON);
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int damage = random[MageCone](90, 105);
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for (int i = 0; i < 16; i++)
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{
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double ang = angle + i*(45./16);
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double slope = AimLineAttack (ang, DEFMELEERANGE, t, 0., ALF_CHECK3D);
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if (t.linetarget)
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{
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t.linetarget.DamageMobj (self, self, damage, 'Ice', DMG_USEANGLE, t.angleFromSource);
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conedone = true;
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break;
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}
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}
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// didn't find any creatures, so fire projectiles
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if (!conedone)
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{
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Actor mo = SpawnPlayerMissile ("FrostMissile");
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if (mo)
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{
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mo.special1 = FrostMissile.SHARDSPAWN_LEFT|FrostMissile.SHARDSPAWN_DOWN|FrostMissile.SHARDSPAWN_UP|FrostMissile.SHARDSPAWN_RIGHT;
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mo.special2 = 3; // Set sperm count (levels of reproductivity)
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mo.target = self;
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mo.args[0] = 3; // Mark Initial shard as super damage
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}
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}
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}
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}
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// Frost Missile ------------------------------------------------------------
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class FrostMissile : Actor
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{
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const SHARDSPAWN_LEFT = 1;
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const SHARDSPAWN_RIGHT = 2;
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const SHARDSPAWN_UP = 4;
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const SHARDSPAWN_DOWN = 8;
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Default
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{
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Speed 25;
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Radius 13;
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Height 8;
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Damage 1;
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DamageType "Ice";
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Projectile;
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DeathSound "MageShardsExplode";
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Obituary "$OB_MPMWEAPFROST";
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}
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States
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{
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Spawn:
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SHRD A 2 Bright;
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SHRD A 3 Bright A_ShedShard;
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SHRD B 3 Bright;
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SHRD C 3 Bright;
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Loop;
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Death:
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SHEX ABCDE 5 Bright;
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Stop;
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}
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override int DoSpecialDamage (Actor victim, int damage, Name damagetype)
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{
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if (special2 > 0)
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{
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damage <<= special2;
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}
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return damage;
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}
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//============================================================================
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//
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// A_ShedShard
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//
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//============================================================================
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void A_ShedShard()
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{
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int spawndir = special1;
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int spermcount = special2;
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Actor mo;
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if (spermcount <= 0)
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{
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return; // No sperm left
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}
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special2 = 0;
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spermcount--;
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// every so many calls, spawn a new missile in its set directions
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if (spawndir & SHARDSPAWN_LEFT)
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{
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mo = SpawnMissileAngleZSpeed(pos.z, "FrostMissile", angle + 5, 0, (20. + 2 * spermcount), target);
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if (mo)
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{
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mo.special1 = SHARDSPAWN_LEFT;
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mo.special2 = spermcount;
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mo.Vel.Z = Vel.Z;
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mo.args[0] = (spermcount==3)?2:0;
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}
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}
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if (spawndir & SHARDSPAWN_RIGHT)
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{
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mo = SpawnMissileAngleZSpeed(pos.z, "FrostMissile", angle - 5, 0, (20. + 2 * spermcount), target);
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if (mo)
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{
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mo.special1 = SHARDSPAWN_RIGHT;
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mo.special2 = spermcount;
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mo.Vel.Z = Vel.Z;
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mo.args[0] = (spermcount==3)?2:0;
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}
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}
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if (spawndir & SHARDSPAWN_UP)
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{
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mo = SpawnMissileAngleZSpeed(pos.z + 8., "FrostMissile", angle, 0, (15. + 2 * spermcount), target);
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if (mo)
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{
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mo.Vel.Z = Vel.Z;
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if (spermcount & 1) // Every other reproduction
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mo.special1 = SHARDSPAWN_UP | SHARDSPAWN_LEFT | SHARDSPAWN_RIGHT;
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else
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mo.special1 = SHARDSPAWN_UP;
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mo.special2 = spermcount;
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mo.args[0] = (spermcount==3)?2:0;
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}
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}
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if (spawndir & SHARDSPAWN_DOWN)
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{
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mo = SpawnMissileAngleZSpeed(pos.z - 4., "FrostMissile", angle, 0, (15. + 2 * spermcount), target);
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if (mo)
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{
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mo.Vel.Z = Vel.Z;
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if (spermcount & 1) // Every other reproduction
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mo.special1 = SHARDSPAWN_DOWN | SHARDSPAWN_LEFT | SHARDSPAWN_RIGHT;
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else
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mo.special1 = SHARDSPAWN_DOWN;
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mo.special2 = spermcount;
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mo.target = target;
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mo.args[0] = (spermcount==3)?2:0;
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}
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}
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}
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}
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// Ice Shard ----------------------------------------------------------------
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class IceShard : FrostMissile
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{
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Default
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{
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DamageType "Ice";
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-ACTIVATEIMPACT
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-ACTIVATEPCROSS
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}
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States
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{
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Spawn:
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SHRD ABC 3 Bright;
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Loop;
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}
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}
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