gzdoom-gles/wadsrc/static/zscript/shared/inventory.txt
Christoph Oelckers a2f4cd7cda - fixed: All functions that are callable from weapon states and not members of Actor need to be declared 'action'.
With the stricter type checks of the self pointer that were now implemented these all produced errors.
2016-11-13 14:20:30 +01:00

506 lines
9.2 KiB
Text

class Inventory : Actor native
{
Default
{
Inventory.Amount 1;
Inventory.MaxAmount 1;
Inventory.InterHubAmount 1;
Inventory.UseSound "misc/invuse";
Inventory.PickupSound "misc/i_pkup";
Inventory.PickupMessage "$TXT_DEFAULTPICKUPMSG";
}
// These are regular functions for the item itself.
private native void A_RestoreSpecialPosition();
private native void A_RestoreSpecialDoomThing();
private native void A_RestoreSpecialThing1();
private native void A_RestoreSpecialThing2();
States
{
HideDoomish:
TNT1 A 1050;
TNT1 A 0 A_RestoreSpecialPosition;
TNT1 A 1 A_RestoreSpecialDoomThing;
Stop;
HideSpecial:
ACLO E 1400;
ACLO A 0 A_RestoreSpecialPosition;
ACLO A 4 A_RestoreSpecialThing1;
ACLO BABCBCDC 4;
ACLO D 4 A_RestoreSpecialThing2;
Stop;
Held:
TNT1 A -1;
Stop;
HoldAndDestroy:
TNT1 A 1;
Stop;
}
}
class StateProvider : Inventory native
{
action native state A_JumpIfNoAmmo(state label);
action native void A_CustomPunch(int damage, bool norandom = false, int flags = CPF_USEAMMO, class<Actor> pufftype = "BulletPuff", float range = 0, float lifesteal = 0, int lifestealmax = 0, class<BasicArmorBonus> armorbonustype = "ArmorBonus", sound MeleeSound = 0, sound MissSound = "");
action native void A_FireBullets(float spread_xy, float spread_z, int numbullets, int damageperbullet, class<Actor> pufftype = "BulletPuff", int flags = 1, float range = 0, class<Actor> missile = null, float Spawnheight = 32, float Spawnofs_xy = 0);
action native void A_FireCustomMissile(class<Actor> missiletype, float angle = 0, bool useammo = true, float spawnofs_xy = 0, float spawnheight = 0, int flags = 0, float pitch = 0);
action native void A_RailAttack(int damage, int spawnofs_xy = 0, bool useammo = true, color color1 = 0, color color2 = 0, int flags = 0, float maxdiff = 0, class<Actor> pufftype = "BulletPuff", float spread_xy = 0, float spread_z = 0, float range = 0, int duration = 0, float sparsity = 1.0, float driftspeed = 1.0, class<Actor> spawnclass = "none", float spawnofs_z = 0, int spiraloffset = 270, int limit = 0);
native action void A_Light(int extralight);
action void A_Light0() { A_Light(0); }
action void A_Light1() { A_Light(1); }
action void A_Light2() { A_Light(2); }
action native void A_LightInverse();
action native void A_WeaponReady(int flags = 0);
action native void A_Lower();
action native void A_Raise();
action native void A_FirePistol();
action native void A_FireShotgun();
action native void A_FireShotgun2();
action void A_OpenShotgun2() { A_PlaySound("weapons/sshoto", CHAN_WEAPON); }
action void A_LoadShotgun2() { A_PlaySound("weapons/sshotl", CHAN_WEAPON); }
action void A_CloseShotgun2() { A_PlaySound("weapons/sshotc", CHAN_WEAPON); }
action native void A_FireCGun();
action native void A_FireSTGrenade(class<Actor> grenadetype = "Grenade");
action native void A_FireMissile();
action native void A_FirePlasma();
action native void A_FireRailgun();
action native void A_FireRailgunLeft();
action native void A_FireRailgunRight();
action void A_RailWait() {}
action void A_BFGsound() { A_PlaySound("weapons/bfgf", CHAN_WEAPON); }
action native void A_FireBFG();
action native void A_FireOldBFG();
action native void A_ReFire(state flash = null);
action native void A_ClearReFire();
action native void A_CheckReload();
action native void A_GunFlash(state flash = null, int flags = 0);
action native void A_FireAssaultGun();
action native void A_Saw(sound fullsound = "weapons/sawfull", sound hitsound = "weapons/sawhit", int damage = 2, class<Actor> pufftype = "BulletPuff", int flags = 0, float range = 0, float spread_xy = 2.8125, float spread_z = 0, float lifesteal = 0, int lifestealmax = 0, class<BasicArmorBonus> armorbonustype = "ArmorBonus");
action native state A_CheckForReload(int counter, state label, bool dontincrement = false);
action native void A_ResetReloadCounter();
}
class ScoreItem : Inventory native
{
Default
{
Height 10;
+COUNTITEM;
Inventory.Amount 1;
+Inventory.ALWAYSPICKUP;
}
}
class Ammo : Inventory native
{
Default
{
+INVENTORY.KEEPDEPLETED;
Inventory.PickupSound "misc/ammo_pkup";
}
}
class BackpackItem : Inventory native
{
}
class Armor : Inventory native
{
Default
{
Inventory.PickupSound "misc/armor_pkup";
}
}
class BasicArmor : Armor native
{
Default
{
+Inventory.KEEPDEPLETED;
}
}
class BasicArmorBonus : Armor native
{
Default
{
+Inventory.AUTOACTIVATE;
+Inventory.ALWAYSPICKUP;
Inventory.MaxAmount 0;
Armor.SavePercent 33.335;
}
}
class BasicArmorPickup : Armor native
{
Default
{
+Inventory.AUTOACTIVATE;
Inventory.MaxAmount 0;
}
}
class HexenArmor : Armor native
{
Default
{
+Inventory.KEEPDEPLETED;
+Inventory.UNDROPPABLE;
}
}
class DehackedPickup : Inventory native {}
class FakeInventory : Inventory native {}
class CustomInventory : StateProvider native {}
class Health : Inventory native
{
Default
{
Inventory.Amount 1;
Inventory.MaxAmount 0;
Inventory.PickupSound "misc/health_pkup";
}
}
class HealthPickup : Inventory native
{
Default
{
Inventory.DefMaxAmount;
+INVENTORY.INVBAR;
}
}
class Key : Inventory native
{
Default
{
+DONTGIB; // Don't disappear due to a crusher
Inventory.InterHubAmount 0;
Inventory.PickupSound "misc/k_pkup";
}
}
class PowerupGiver : Inventory native
{
Default
{
Inventory.DefMaxAmount;
+INVENTORY.INVBAR;
+INVENTORY.FANCYPICKUPSOUND;
Inventory.PickupSound "misc/p_pkup";
}
}
class Powerup : Inventory native {}
class PowerInvulnerable : Powerup native
{
Default
{
Powerup.Duration -30;
inventory.icon "SPSHLD0";
}
}
class PowerStrength : Powerup native
{
Default
{
Powerup.Duration 1;
Powerup.Color "ff 00 00", 0.5;
+INVENTORY.HUBPOWER;
}
}
class PowerInvisibility : Powerup native
{
Default
{
+SHADOW;
Powerup.Duration -60;
Powerup.Strength 80;
Powerup.Mode "Fuzzy";
}
}
class PowerGhost : PowerInvisibility
{
Default
{
+GHOST;
Powerup.Duration -60;
Powerup.Strength 60;
Powerup.Mode "None";
}
}
class PowerShadow : PowerInvisibility
{
Default
{
+INVENTORY.HUBPOWER;
Powerup.Duration -55;
Powerup.Strength 75;
Powerup.Mode "Cumulative";
}
}
class PowerIronFeet : Powerup native
{
Default
{
Powerup.Duration -60;
Powerup.Color "00 ff 00", 0.125;
}
}
class PowerMask : PowerIronFeet native
{
Default
{
Powerup.Duration -80;
Powerup.Color "00 00 00", 0;
+INVENTORY.HUBPOWER;
Inventory.Icon "I_MASK";
}
}
class PowerLightAmp : Powerup native
{
Default
{
Powerup.Duration -120;
}
}
class PowerTorch : PowerLightAmp native {}
class PowerFlight : Powerup native
{
Default
{
Powerup.Duration -60;
+INVENTORY.HUBPOWER;
}
}
class PowerWeaponLevel2 : Powerup native
{
Default
{
Powerup.Duration -40;
Inventory.Icon "SPINBK0";
+INVENTORY.NOTELEPORTFREEZE;
}
}
class PowerSpeed : Powerup native
{
Default
{
Powerup.Duration -45;
Speed 1.5;
Inventory.Icon "SPBOOT0";
+INVENTORY.NOTELEPORTFREEZE;
}
}
// Player Speed Trail (used by the Speed Powerup) ----------------------------
class PlayerSpeedTrail native
{
Default
{
+NOBLOCKMAP;
+NOGRAVITY;
Alpha 0.6;
RenderStyle "Translucent";
}
}
class PowerMinotaur : Powerup native
{
Default
{
Powerup.Duration -25;
Inventory.Icon "SPMINO0";
}
}
class PowerTargeter : Powerup native
{
Default
{
Powerup.Duration -160;
+INVENTORY.HUBPOWER;
}
States
{
Targeter:
TRGT A -1;
Stop;
TRGT B -1;
Stop;
TRGT C -1;
Stop;
}
}
class PowerFrightener : Powerup native
{
Default
{
Powerup.Duration -60;
}
}
class PowerBuddha : Powerup native
{
Default
{
Powerup.Duration -60;
}
}
class PowerScanner : Powerup native
{
Default
{
Powerup.Duration -80;
+INVENTORY.HUBPOWER;
}
}
class PowerTimeFreezer : Powerup native
{
Default
{
Powerup.Duration -12;
}
}
class PowerDamage : Powerup native
{
Default
{
Powerup.Duration -25;
}
}
class PowerProtection : Powerup native
{
Default
{
Powerup.Duration -25;
}
}
class PowerDrain : Powerup native
{
Default
{
Powerup.Duration -60;
}
}
class PowerRegeneration : Powerup native
{
Default
{
Powerup.Duration -120;
Powerup.Strength 5;
}
}
class PowerHighJump : Powerup native {}
class PowerDoubleFiringSpeed : Powerup native {}
class PowerMorph : Powerup native
{
Default
{
Powerup.Duration -40;
}
}
class PowerInfiniteAmmo : Powerup native
{
Default
{
Powerup.Duration -30;
}
}
class MapRevealer : Inventory native {}
class PuzzleItem : Inventory native
{
Default
{
+NOGRAVITY;
+INVENTORY.INVBAR;
Inventory.DefMaxAmount;
Inventory.UseSound "PuzzleSuccess";
Inventory.PickupSound "misc/i_pkup";
}
}
class Weapon : StateProvider native
{
Default
{
Inventory.PickupSound "misc/w_pkup";
Weapon.DefaultKickback;
Weapon.BobSpeed 1.0;
Weapon.BobRangeX 1.0;
Weapon.BobRangeY 1.0;
+WEAPONSPAWN;
}
States
{
LightDone:
SHTG E 0 A_Light0;
Stop;
}
native void A_ZoomFactor(float scale = 1, int flags = 0);
const ZOOM_INSTANT = 1;
const ZOOM_NOSCALETURNING = 2;
native void A_SetCrosshair(int xhair);
}
class WeaponGiver : Weapon native
{
Default
{
Weapon.AmmoGive1 -1;
Weapon.AmmoGive2 -1;
}
}
class WeaponHolder : Inventory native
{
Default
{
+NOBLOCKMAP;
+NOSECTOR;
+INVENTORY.UNDROPPABLE;
}
}
class WeaponPiece : Inventory native
{
Default
{
+WEAPONSPAWN;
}
}