mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-12-11 04:51:13 +00:00
a7e40b56f6
have those escapes stripped before printing so that they do not merge with subsequent text. - Moved default weapon slot assignments into the player classes. Weapon.SlotNumber is now used solely for mods that want to add new weapons without completely redoing the player's arsenal. Restored some config-based weapon slot customization, though slots are no longer automatically saved to the config and section names have changed slightly. However, unlike before, config slots are now the definitive word on slot assignments and cannot be overridden by any other files loaded. - Fixed: Several weapons were missing a game filter from their definitions. - Removed storage of weapon slots in the config so that weapon slots can be setup in the weapons themselves. Slots are still configurable, since they need to be for KEYCONF to work; any changes simply won't be saved when you quit. - Removed limit on weapon slot sizes. SVN r1428 (trunk)
168 lines
3.1 KiB
Text
168 lines
3.1 KiB
Text
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// Fighter Weapon Piece -----------------------------------------------------
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ACTOR FighterWeaponPiece : WeaponPiece native
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{
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Inventory.PickupSound "misc/w_pkup"
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Inventory.PickupMessage "$TXT_QUIETUS_PIECE"
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WeaponPiece.Weapon FWeapQuietus
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+FLOATBOB
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}
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// Fighter Weapon Piece 1 ---------------------------------------------------
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ACTOR FWeaponPiece1 : FighterWeaponPiece 12
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{
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Game Hexen
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SpawnID 29
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WeaponPiece.Number 1
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States
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{
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Spawn:
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WFR1 A -1 Bright
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Stop
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}
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}
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// Fighter Weapon Piece 2 ---------------------------------------------------
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ACTOR FWeaponPiece2 : FighterWeaponPiece 13
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{
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Game Hexen
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SpawnID 30
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WeaponPiece.Number 2
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States
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{
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Spawn:
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WFR2 A -1 Bright
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Stop
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}
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}
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// Fighter Weapon Piece 3 ---------------------------------------------------
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ACTOR FWeaponPiece3 : FighterWeaponPiece 16
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{
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Game Hexen
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SpawnID 31
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WeaponPiece.Number 3
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States
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{
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Spawn:
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WFR3 A -1 Bright
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Stop
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}
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}
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// Quietus Drop -------------------------------------------------------------
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ACTOR QuietusDrop
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{
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States
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{
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Spawn:
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TNT1 A 1
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TNT1 A 1 A_DropWeaponPieces("FWeaponPiece1", "FWeaponPiece2", "FWeaponPiece3")
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Stop
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}
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}
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// The Fighter's Sword (Quietus) --------------------------------------------
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ACTOR FWeapQuietus : FighterWeapon
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{
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Game Hexen
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Health 3
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Weapon.SelectionOrder 2900
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+WEAPON.PRIMARY_USES_BOTH
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+Inventory.NoAttenPickupSound
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Weapon.AmmoUse1 14
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Weapon.AmmoUse2 14
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Weapon.AmmoGive1 20
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Weapon.AmmoGive2 20
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Weapon.KickBack 150
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Weapon.YAdjust 10
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Weapon.AmmoType1 "Mana1"
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Weapon.AmmoType2 "Mana2"
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Inventory.PickupMessage "$TXT_WEAPON_F4"
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Inventory.PickupSound "WeaponBuild"
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action native A_FSwordAttack();
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States
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{
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Spawn:
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TNT1 A -1
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Stop
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Select:
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FSRD A 1 Bright A_Raise
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Loop
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Deselect:
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FSRD A 1 Bright A_Lower
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Loop
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Ready:
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FSRD AAAABBBBCCCC 1 Bright A_WeaponReady
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Loop
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Fire:
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FSRD DE 3 Bright Offset (5, 36)
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FSRD F 2 Bright Offset (5, 36)
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FSRD G 3 Bright Offset (5, 36) A_FSwordAttack
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FSRD H 2 Bright Offset (5, 36)
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FSRD I 2 Bright Offset (5, 36)
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FSRD I 10 Bright Offset (5, 150)
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FSRD A 1 Bright Offset (5, 60)
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FSRD B 1 Bright Offset (5, 55)
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FSRD C 1 Bright Offset (5, 50)
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FSRD A 1 Bright Offset (5, 45)
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FSRD B 1 Bright Offset (5, 40)
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Goto Ready
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}
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}
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// Fighter Sword Missile ----------------------------------------------------
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ACTOR FSwordMissile native
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{
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Speed 30
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Radius 16
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Height 8
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Damage 8
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Projectile
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+EXTREMEDEATH
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RenderStyle Add
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DeathSound "FighterSwordExplode"
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action native A_FSwordFlames();
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States
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{
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Spawn:
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FSFX ABC 3 Bright
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Loop
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Death:
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FSFX D 4 Bright
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FSFX E 3 Bright A_FSwordFlames
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FSFX F 4 Bright A_Explode (64, 128, 0)
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FSFX G 3 Bright
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FSFX H 4 Bright
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FSFX I 3 Bright
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FSFX J 4 Bright
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FSFX KLM 3 Bright
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Stop
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}
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}
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// Fighter Sword Flame ------------------------------------------------------
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ACTOR FSwordFlame
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{
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+NOBLOCKMAP +NOGRAVITY
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RenderStyle Translucent
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Alpha 0.6
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States
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{
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Spawn:
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FSFX NOPQRSTUVW 3 Bright
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Stop
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}
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}
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