mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-12-01 16:41:22 +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.
178 lines
3 KiB
Text
178 lines
3 KiB
Text
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// The Almighty Sigil! ------------------------------------------------------
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class Sigil : Weapon native
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{
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Default
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{
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Weapon.Kickback 100;
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Weapon.SelectionOrder 4000;
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Health 1;
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+FLOORCLIP
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+WEAPON.CHEATNOTWEAPON
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Inventory.PickupSound "weapons/sigilcharge";
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Tag "$TAG_SIGIL";
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Inventory.Icon "I_SGL1";
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Inventory.PickupMessage "$TXT_SIGIL";
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}
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native void A_SelectPiece ();
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native void A_SelectSigilView ();
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native void A_SelectSigilDown ();
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native void A_SelectSigilAttack ();
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native void A_SigilCharge ();
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native void A_FireSigil1 ();
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native void A_FireSigil2 ();
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native void A_FireSigil3 ();
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native void A_FireSigil4 ();
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native void A_FireSigil5 ();
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States
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{
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Spawn:
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SIGL A 1;
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SIGL A -1 A_SelectPiece;
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Stop;
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SIGL B -1;
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Stop;
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SIGL C -1;
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Stop;
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SIGL D -1;
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Stop;
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SIGL E -1;
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Stop;
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Ready:
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SIGH A 0 Bright A_SelectSigilView;
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Wait;
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SIGH A 1 Bright A_WeaponReady;
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Wait;
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SIGH B 1 Bright A_WeaponReady;
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Wait;
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SIGH C 1 Bright A_WeaponReady;
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Wait;
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SIGH D 1 Bright A_WeaponReady;
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Wait;
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SIGH E 1 Bright A_WeaponReady;
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Wait;
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Deselect:
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SIGH A 1 Bright A_SelectSigilDown;
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Wait;
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SIGH A 1 Bright A_Lower;
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Wait;
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SIGH B 1 Bright A_Lower;
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Wait;
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SIGH C 1 Bright A_Lower;
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Wait;
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SIGH D 1 Bright A_Lower;
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Wait;
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SIGH E 1 Bright A_Lower;
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Wait;
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Select:
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SIGH A 1 Bright A_SelectSigilView;
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Wait;
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SIGH A 1 Bright A_Raise;
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Wait;
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SIGH B 1 Bright A_Raise;
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Wait;
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SIGH C 1 Bright A_Raise;
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Wait;
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SIGH D 1 Bright A_Raise;
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Wait;
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SIGH E 1 Bright A_Raise;
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Wait;
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Fire:
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SIGH A 0 Bright A_SelectSigilAttack;
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SIGH A 18 Bright A_SigilCharge;
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SIGH A 3 Bright A_GunFlash;
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SIGH A 10 A_FireSigil1;
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SIGH A 5;
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Goto Ready;
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SIGH B 18 Bright A_SigilCharge;
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SIGH B 3 Bright A_GunFlash;
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SIGH B 10 A_FireSigil2;
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SIGH B 5;
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Goto Ready;
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SIGH C 18 Bright A_SigilCharge;
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SIGH C 3 Bright A_GunFlash;
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SIGH C 10 A_FireSigil3;
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SIGH C 5;
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Goto Ready;
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SIGH D 18 Bright A_SigilCharge;
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SIGH D 3 Bright A_GunFlash;
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SIGH D 10 A_FireSigil4;
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SIGH D 5;
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Goto Ready;
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SIGH E 18 Bright A_SigilCharge;
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SIGH E 3 Bright A_GunFlash;
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SIGH E 10 A_FireSigil5;
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SIGH E 5;
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Goto Ready;
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Flash:
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SIGF A 4 Bright A_Light2;
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SIGF B 6 Bright A_LightInverse;
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SIGF C 4 Bright A_Light1;
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SIGF C 0 Bright A_Light0;
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Stop;
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}
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}
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// Sigil 1 ------------------------------------------------------------------
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class Sigil1 : Sigil
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{
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Default
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{
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Inventory.Icon "I_SGL1";
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Health 1;
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}
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}
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// Sigil 2 ------------------------------------------------------------------
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class Sigil2 : Sigil
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{
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Default
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{
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Inventory.Icon "I_SGL2";
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Health 2;
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}
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}
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// Sigil 3 ------------------------------------------------------------------
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class Sigil3 : Sigil
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{
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Default
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{
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Inventory.Icon "I_SGL3";
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Health 3;
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}
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}
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// Sigil 4 ------------------------------------------------------------------
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class Sigil4 : Sigil
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{
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Default
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{
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Inventory.Icon "I_SGL4";
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Health 4;
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}
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}
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// Sigil 5 ------------------------------------------------------------------
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class Sigil5 : Sigil
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{
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Default
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{
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Inventory.Icon "I_SGL5";
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Health 5;
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}
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}
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