gzdoom/wadsrc/static/zscript/hexen/fighterhammer.txt

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// The Fighter's Hammer -----------------------------------------------------
class FWeapHammer : FighterWeapon
{
const HAMMER_RANGE = 1.5 * DEFMELEERANGE;
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Default
{
+BLOODSPLATTER
Weapon.SelectionOrder 900;
+WEAPON.AMMO_OPTIONAL +WEAPON.MELEEWEAPON
Weapon.AmmoUse1 3;
Weapon.AmmoGive1 25;
Weapon.KickBack 150;
Weapon.YAdjust -10;
Weapon.AmmoType1 "Mana2";
Inventory.PickupMessage "$TXT_WEAPON_F3";
Obituary "$OB_MPFWEAPHAMMERM";
Tag "$TAG_FWEAPHAMMER";
}
States
{
Spawn:
WFHM A -1;
Stop;
Select:
FHMR A 1 A_Raise;
Loop;
Deselect:
FHMR A 1 A_Lower;
Loop;
Ready:
FHMR A 1 A_WeaponReady;
Loop;
Fire:
FHMR B 6 Offset (5, 0);
FHMR C 3 Offset (5, 0) A_FHammerAttack;
FHMR D 3 Offset (5, 0);
FHMR E 2 Offset (5, 0);
FHMR E 10 Offset (5, 150) A_FHammerThrow;
FHMR A 1 Offset (0, 60);
FHMR A 1 Offset (0, 55);
FHMR A 1 Offset (0, 50);
FHMR A 1 Offset (0, 45);
FHMR A 1 Offset (0, 40);
FHMR A 1 Offset (0, 35);
FHMR A 1;
Goto Ready;
}
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//============================================================================
//
// A_FHammerAttack
//
//============================================================================
action void A_FHammerAttack()
{
FTranslatedLineTarget t;
if (player == null)
{
return;
}
int damage = 60+(random[HammerAtk]() & 63);
for (int i = 0; i < 16; i++)
{
for (int j = 1; j >= -1; j -= 2)
{
double ang = angle + j*i*(45. / 32);
double slope = AimLineAttack(ang, HAMMER_RANGE, t, 0., ALF_CHECK3D);
if (t.linetarget != null)
{
LineAttack(ang, HAMMER_RANGE, slope, damage, 'Melee', "HammerPuff", true, t);
if (t.linetarget != null)
{
AdjustPlayerAngle(t);
if (t.linetarget.bIsMonster || t.linetarget.player)
{
t.linetarget.Thrust(10, t.attackAngleFromSource);
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}
weaponspecial = false; // Don't throw a hammer
return;
}
}
}
}
// didn't find any targets in meleerange, so set to throw out a hammer
double slope = AimLineAttack (angle, HAMMER_RANGE, null, 0., ALF_CHECK3D);
weaponspecial = (LineAttack (angle, HAMMER_RANGE, slope, damage, 'Melee', "HammerPuff", true) == null);
// Don't spawn a hammer if the player doesn't have enough mana
if (player.ReadyWeapon == null ||
!player.ReadyWeapon.CheckAmmo (player.ReadyWeapon.bAltFire ?
Weapon.AltFire : Weapon.PrimaryFire, false, true))
{
weaponspecial = false;
}
}
//============================================================================
//
// A_FHammerThrow
//
//============================================================================
action void A_FHammerThrow()
{
if (player == null)
{
return;
}
if (!weaponspecial)
{
return;
}
Weapon weapon = player.ReadyWeapon;
if (weapon != null)
{
if (!weapon.DepleteAmmo (weapon.bAltFire, false))
return;
}
Actor mo = SpawnPlayerMissile ("HammerMissile");
if (mo)
{
mo.special1 = 0;
}
}
}
// Hammer Missile -----------------------------------------------------------
class HammerMissile : Actor
{
Default
{
Speed 25;
Radius 14;
Height 20;
Damage 10;
DamageType "Fire";
Projectile;
DeathSound "FighterHammerExplode";
Obituary "$OB_MPFWEAPHAMMERR";
}
States
{
Spawn:
FHFX A 2 Bright;
FHFX B 2 Bright A_PlaySound ("FighterHammerContinuous");
FHFX CDEFGH 2 Bright;
Loop;
Death:
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FHFX I 3 Bright A_SetRenderStyle(1, STYLE_Add);
FHFX J 3 Bright;
FHFX K 3 Bright A_Explode (128, 128, 0);
FHFX LM 3 Bright;
FHFX N 3;
FHFX OPQR 3 Bright;
Stop;
}
}
// Hammer Puff (also used by fist) ------------------------------------------
class HammerPuff : Actor
{
Default
{
+NOBLOCKMAP +NOGRAVITY
+PUFFONACTORS
RenderStyle "Translucent";
Alpha 0.6;
VSpeed 0.8;
SeeSound "FighterHammerHitThing";
AttackSound "FighterHammerHitWall";
ActiveSound "FighterHammerMiss";
}
States
{
Spawn:
FHFX STUVW 4;
Stop;
}
}