gzdoom-gles/wadsrc/static/zscript/shared/inventory.txt
Christoph Oelckers 371712c53a - turned everything I could into non-action functions.
- 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.
2016-10-22 17:49:08 +02:00

503 lines
8.8 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 = "", 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 = "", 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 = "", color color2 = "", 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 void A_Light(int extralight);
native void A_Light0();
native void A_Light1();
native void A_Light2();
native void A_LightInverse();
native void A_WeaponReady(int flags = 0);
native void A_Lower();
native void A_Raise();
action native void A_FirePistol();
action native void A_FireShotgun();
action native void A_FireShotgun2();
native void A_OpenShotgun2();
native void A_LoadShotgun2();
native void A_CloseShotgun2();
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();
native void A_RailWait();
native void A_BFGsound();
action native void A_FireBFG();
action native void A_FireOldBFG();
native void A_ReFire(state flash = "");
native void A_ClearReFire();
native void A_CheckReload();
native void A_GunFlash(state flash = "", int flags = 0);
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");
native state A_CheckForReload(int counter, state label, bool dontincrement = false);
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;
}
}