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https://github.com/ZDoom/gzdoom-gles.git
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5229a84047
# Conflicts: # wadsrc_extra/static/filter/harmony/decorate.txt
261 lines
5.7 KiB
Text
261 lines
5.7 KiB
Text
// --------------------------------------------------------------------------
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//
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// BFG 9000
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//
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// --------------------------------------------------------------------------
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class BFG9000 : DoomWeapon
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{
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Default
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{
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Height 20;
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Weapon.SelectionOrder 2800;
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Weapon.AmmoUse 40;
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Weapon.AmmoGive 40;
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Weapon.AmmoType "Cell";
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+WEAPON.NOAUTOFIRE;
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Inventory.PickupMessage "$GOTBFG9000";
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Tag "$TAG_BFG9000";
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}
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States
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{
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Ready:
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BFGG A 1 A_WeaponReady;
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Loop;
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Deselect:
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BFGG A 1 A_Lower;
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Loop;
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Select:
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BFGG A 1 A_Raise;
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Loop;
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Fire:
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BFGG A 20 A_BFGsound;
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BFGG B 10 A_GunFlash;
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BFGG B 10 A_FireBFG;
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BFGG B 20 A_ReFire;
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Goto Ready;
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Flash:
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BFGF A 11 Bright A_Light1;
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BFGF B 6 Bright A_Light2;
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Goto LightDone;
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Spawn:
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BFUG A -1;
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Stop;
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OldFire:
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BFGG A 10 A_BFGsound;
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BFGG BBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBB 1 A_FireOldBFG;
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BFGG B 0 A_Light0;
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BFGG B 20 A_ReFire;
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Goto Ready;
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}
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}
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//===========================================================================
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//
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// Weapon code (must be attached to StateProvider)
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//
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//===========================================================================
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extend class StateProvider
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{
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action void A_BFGsound()
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{
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A_StartSound("weapons/bfgf", CHAN_WEAPON);
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}
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//
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// A_FireBFG
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//
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action void A_FireBFG()
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{
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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 weap = player.ReadyWeapon;
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if (weap != null && invoker == weap && stateinfo != null && stateinfo.mStateType == STATE_Psprite)
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{
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if (!weap.DepleteAmmo (weap.bAltFire, true, deh.BFGCells))
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return;
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}
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SpawnPlayerMissile("BFGBall", angle, nofreeaim:sv_nobfgaim);
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}
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//
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// A_FireOldBFG
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//
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// This function emulates Doom's Pre-Beta BFG
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// By Lee Killough 6/6/98, 7/11/98, 7/19/98, 8/20/98
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//
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// This code may not be used in other mods without appropriate credit given.
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// Code leeches will be telefragged.
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action void A_FireOldBFG()
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{
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bool doesautoaim = false;
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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 weap = player.ReadyWeapon;
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if (invoker != weap || stateinfo == null || stateinfo.mStateType != STATE_Psprite) weap = null;
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if (weap != null)
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{
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if (!weap.DepleteAmmo (weap.bAltFire, true, 1))
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return;
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doesautoaim = weap.bNoAutoaim;
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weap.bNoAutoaim = true;
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}
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player.extralight = 2;
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// Save values temporarily
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double SavedPlayerAngle = angle;
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double SavedPlayerPitch = pitch;
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for (int i = 0; i < 2; i++) // Spawn two plasma balls in sequence
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{
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angle += random[OldBFG](-64, 63) * (90./768);
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pitch += random[OldBFG](-64, 63) * (90./640);
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SpawnPlayerMissile (i == 0? (class<Actor>)("PlasmaBall1") : (class<Actor>)("PlasmaBall2"));
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// Restore saved values
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angle = SavedPlayerAngle;
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pitch = SavedPlayerPitch;
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}
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// Restore autoaim setting
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if (weap != null) weap.bNoAutoaim = doesautoaim;
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}
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}
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class BFGBall : Actor
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{
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Default
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{
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Radius 13;
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Height 8;
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Speed 25;
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Damage 100;
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Projectile;
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+RANDOMIZE
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+ZDOOMTRANS
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RenderStyle "Add";
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Alpha 0.75;
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DeathSound "weapons/bfgx";
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Obituary "$OB_MPBFG_BOOM";
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}
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States
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{
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Spawn:
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BFS1 AB 4 Bright;
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Loop;
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Death:
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BFE1 AB 8 Bright;
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BFE1 C 8 Bright A_BFGSpray;
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BFE1 DEF 8 Bright;
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Stop;
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}
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}
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class BFGExtra : Actor
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{
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Default
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{
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+NOBLOCKMAP
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+NOGRAVITY
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+ZDOOMTRANS
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RenderStyle "Add";
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Alpha 0.75;
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DamageType "BFGSplash";
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}
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States
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{
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Spawn:
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BFE2 ABCD 8 Bright;
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Stop;
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}
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}
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//===========================================================================
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//
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// Code (must be attached to Actor)
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//
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//===========================================================================
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extend class Actor
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{
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//
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// A_BFGSpray
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// Spawn a BFG explosion on every monster in view
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//
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void A_BFGSpray(class<Actor> spraytype = "BFGExtra", int numrays = 40, int damagecnt = 15, double ang = 90, double distance = 16*64, double vrange = 32, int defdamage = 0, int flags = 0)
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{
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int damage;
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FTranslatedLineTarget t;
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// validate parameters
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if (spraytype == null) spraytype = "BFGExtra";
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if (numrays <= 0) numrays = 40;
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if (damagecnt <= 0) damagecnt = 15;
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if (ang == 0) ang = 90.;
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if (distance <= 0) distance = 16 * 64;
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if (vrange == 0) vrange = 32.;
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// [RH] Don't crash if no target
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if (!target) return;
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// [XA] Set the originator of the rays to the projectile (self) if
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// the new flag is set, else set it to the player (target)
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Actor originator = (flags & BFGF_MISSILEORIGIN) ? self : target;
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// offset angles from its attack ang
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for (int i = 0; i < numrays; i++)
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{
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double an = angle - ang / 2 + ang / numrays*i;
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originator.AimLineAttack(an, distance, t, vrange);
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if (t.linetarget != null)
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{
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Actor spray = Spawn(spraytype, t.linetarget.pos + (0, 0, t.linetarget.Height / 4), ALLOW_REPLACE);
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int dmgFlags = 0;
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Name dmgType = 'BFGSplash';
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if (spray != null)
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{
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if ((spray.bMThruSpecies && target.GetSpecies() == t.linetarget.GetSpecies()) ||
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(!(flags & BFGF_HURTSOURCE) && target == t.linetarget)) // [XA] Don't hit oneself unless we say so.
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{
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spray.Destroy(); // [MC] Remove it because technically, the spray isn't trying to "hit" them.
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continue;
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}
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if (spray.bPuffGetsOwner) spray.target = target;
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if (spray.bFoilInvul) dmgFlags |= DMG_FOILINVUL;
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if (spray.bFoilBuddha) dmgFlags |= DMG_FOILBUDDHA;
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dmgType = spray.DamageType;
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}
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if (defdamage == 0)
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{
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damage = 0;
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for (int j = 0; j < damagecnt; ++j)
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damage += Random[BFGSpray](1, 8);
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}
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else
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{
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// if this is used, damagecnt will be ignored
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damage = defdamage;
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}
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int newdam = t.linetarget.DamageMobj(originator, target, damage, dmgType, dmgFlags|DMG_USEANGLE, t.angleFromSource);
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t.TraceBleed(newdam > 0 ? newdam : damage, self);
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}
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}
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}
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}
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