mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-15 00:51:24 +00:00
d50da34664
- made APlayerPawn::PlayAttacking(2) virtual script functions so that mods have better control over player animations. Note that these have no native base so they skip the templated interface for managing virtual functions.
509 lines
9.2 KiB
Text
509 lines
9.2 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(Actor, Overlay, Weapon, Item)
|
|
{
|
|
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(statelabel 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 = 0, 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 = null, 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 = 0, color color2 = 0, 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);
|
|
action native void A_WeaponReady(int flags = 0);
|
|
action native void A_Lower();
|
|
action native void A_Raise();
|
|
action native void A_FireShotgun();
|
|
action native void A_FireShotgun2();
|
|
|
|
action void A_OpenShotgun2() { A_PlaySound("weapons/sshoto", CHAN_WEAPON); }
|
|
action void A_LoadShotgun2() { A_PlaySound("weapons/sshotl", CHAN_WEAPON); }
|
|
action void A_CloseShotgun2() { A_PlaySound("weapons/sshotc", CHAN_WEAPON); }
|
|
|
|
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();
|
|
action void A_RailWait() {}
|
|
action void A_BFGsound() { A_PlaySound("weapons/bfgf", CHAN_WEAPON); }
|
|
action native void A_FireBFG();
|
|
action native void A_FireOldBFG();
|
|
action native void A_ReFire(statelabel flash = null);
|
|
action native void A_ClearReFire();
|
|
action native void A_CheckReload();
|
|
action native void A_GunFlash(statelabel flash = null, int flags = 0);
|
|
action native void A_FireAssaultGun();
|
|
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");
|
|
action native state A_CheckForReload(int counter, statelabel label, bool dontincrement = false);
|
|
action 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
|
|
{
|
|
Default
|
|
{
|
|
DefaultStateUsage SUF_ACTOR|SUF_OVERLAY|SUF_ITEM;
|
|
}
|
|
}
|
|
|
|
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
|
|
DefaultStateUsage SUF_ACTOR|SUF_OVERLAY|SUF_WEAPON;
|
|
}
|
|
States
|
|
{
|
|
LightDone:
|
|
SHTG E 0 A_Light0;
|
|
Stop;
|
|
}
|
|
|
|
native bool DepleteAmmo(bool altFire, bool checkEnough = true, int ammouse = -1);
|
|
|
|
native action void A_ZoomFactor(float scale = 1, int flags = 0);
|
|
native action void A_SetCrosshair(int xhair);
|
|
const ZOOM_INSTANT = 1;
|
|
const ZOOM_NOSCALETURNING = 2;
|
|
|
|
}
|
|
|
|
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;
|
|
}
|
|
}
|