mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-25 21:51:09 +00:00
3a059cbfd6
Zandronum added this so that it could restore the original Skulltag piercing armor capability with a specific puff, like it's done with the other zdoom railgun action functions.
64 lines
1.3 KiB
Text
64 lines
1.3 KiB
Text
// --------------------------------------------------------------------------
|
|
//
|
|
// Doom weap base class
|
|
//
|
|
// --------------------------------------------------------------------------
|
|
|
|
class DoomWeapon : Weapon
|
|
{
|
|
Default
|
|
{
|
|
Weapon.Kickback 100;
|
|
}
|
|
}
|
|
|
|
|
|
|
|
extend class StateProvider
|
|
{
|
|
|
|
//
|
|
// [RH] A_FireRailgun
|
|
// [TP] This now takes a puff type to retain Skulltag's railgun's ability to pierce armor.
|
|
//
|
|
action void A_FireRailgun(class<Actor> puffType = "BulletPuff", int offset_xy = 0)
|
|
{
|
|
if (player == null)
|
|
{
|
|
return;
|
|
}
|
|
|
|
Weapon weap = player.ReadyWeapon;
|
|
if (weap != null && invoker == weap && stateinfo != null && stateinfo.mStateType == STATE_Psprite)
|
|
{
|
|
if (!weap.DepleteAmmo (weap.bAltFire, true, 1))
|
|
return;
|
|
|
|
State flash = weap.FindState('Flash');
|
|
if (flash != null)
|
|
{
|
|
player.SetSafeFlash(weap, flash, random[FireRail]()&1);
|
|
}
|
|
|
|
}
|
|
|
|
int damage = deathmatch ? 100 : 150;
|
|
A_RailAttack(damage, offset_xy, false, pufftype: puffType); // note that this function handles ammo depletion itself for Dehacked compatibility purposes.
|
|
}
|
|
|
|
action void A_FireRailgunLeft()
|
|
{
|
|
A_FireRailgun(offset_xy: -10);
|
|
}
|
|
|
|
action void A_FireRailgunRight()
|
|
{
|
|
A_FireRailgun(offset_xy: 10);
|
|
}
|
|
|
|
action void A_RailWait()
|
|
{
|
|
// only here to satisfy old Dehacked patches.
|
|
}
|
|
|
|
}
|