gzdoom-gles/wadsrc/static/zscript/hexen/magelightning.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

169 lines
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Text

// The Mage's Lightning Arc of Death ----------------------------------------
class MWeapLightning : MageWeapon
{
Default
{
+NOGRAVITY
Weapon.SelectionOrder 1100;
Weapon.AmmoUse1 5;
Weapon.AmmoGive1 25;
Weapon.KickBack 0;
Weapon.YAdjust 20;
Weapon.AmmoType1 "Mana2";
Inventory.PickupMessage "$TXT_WEAPON_M3";
Tag "$TAG_MWEAPLIGHTNING";
}
action native void A_LightningReady();
action native void A_MLightningAttack(class<Actor> floor = "LightningFloor", class<Actor> ceiling = "LightningCeiling");
States
{
Spawn:
WMLG ABCDEFGH 4 Bright;
Loop;
Select:
MLNG A 1 Bright A_Raise;
Loop;
Deselect:
MLNG A 1 Bright A_Lower;
Loop;
Ready:
MLNG AAAAA 1 Bright A_WeaponReady;
MLNG A 1 Bright A_LightningReady;
MLNG BBBBBB 1 Bright A_WeaponReady;
MLNG CCCCC 1 Bright A_WeaponReady;
MLNG C 1 Bright A_LightningReady;
MLNG BBBBBB 1 Bright A_WeaponReady;
Loop;
Fire:
MLNG DE 3 Bright;
MLNG F 4 Bright A_MLightningAttack;
MLNG G 4 Bright;
MLNG HI 3 Bright;
MLNG I 6 Bright Offset (0, 199);
MLNG C 2 Bright Offset (0, 55);
MLNG B 2 Bright Offset (0, 50);
MLNG B 2 Bright Offset (0, 45);
MLNG B 2 Bright Offset (0, 40);
Goto Ready;
}
}
// Ceiling Lightning --------------------------------------------------------
class Lightning : Actor native
{
Default
{
MissileType "LightningZap";
AttackSound "MageLightningZap";
ActiveSound "MageLightningContinuous";
Obituary "$OB_MPMWEAPLIGHTNING";
}
}
class LightningCeiling : Lightning
{
Default
{
Health 144;
Speed 25;
Radius 16;
Height 40;
Damage 8;
Projectile;
+CEILINGHUGGER
RenderStyle "Add";
}
native void A_LightningZap();
native void A_LightningClip();
native void A_LightningRemove();
States
{
Spawn:
MLFX A 2 Bright A_LightningZap;
MLFX BCD 2 Bright A_LightningClip;
Loop;
Death:
MLF2 A 2 Bright A_LightningRemove;
MLF2 BCDEKLM 3 Bright;
ACLO E 35;
MLF2 NO 3 Bright;
MLF2 P 4 Bright;
MLF2 QP 3 Bright;
MLF2 Q 4 Bright;
MLF2 P 3 Bright;
MLF2 O 3 Bright;
MLF2 P 3 Bright;
MLF2 P 1 Bright A_HideThing;
ACLO E 1050;
Stop;
}
}
// Floor Lightning ----------------------------------------------------------
class LightningFloor : LightningCeiling
{
Default
{
-CEILINGHUGGER
+FLOORHUGGER
RenderStyle "Add";
}
native void A_LastZap();
States
{
Spawn:
MLFX E 2 Bright A_LightningZap;
MLFX FGH 2 Bright A_LightningClip;
Loop;
Death:
MLF2 F 2 Bright A_LightningRemove;
MLF2 GHIJKLM 3 Bright;
ACLO E 20;
MLF2 NO 3 Bright;
MLF2 P 4 Bright;
MLF2 QP 3 Bright;
MLF2 Q 4 Bright A_LastZap;
MLF2 POP 3 Bright;
MLF2 P 1 Bright A_HideThing;
Goto Super::Death + 19;
}
}
// Lightning Zap ------------------------------------------------------------
class LightningZap : Actor native
{
Default
{
Radius 15;
Height 35;
Damage 2;
Projectile;
-ACTIVATEIMPACT
-ACTIVATEPCROSS
RenderStyle "Add";
Obituary "$OB_MPMWEAPLIGHTNING";
}
native void A_ZapMimic();
States
{
Spawn:
MLFX IJKLM 2 Bright A_ZapMimic;
Loop;
Death:
MLFX NOPQRSTU 2 Bright;
Stop;
}
}