gzdoom/wadsrc/static/zscript/actors/chex/chexweapons.zs

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// Same as Doom weapons, but the obituaries are removed.
class Bootspoon : Fist
{
Default
{
obituary "$OB_MPSPOON";
Tag "$TAG_SPOON";
}
}
class SuperBootspork : Chainsaw
{
Default
{
obituary "$OB_MPBOOTSPORK";
Inventory.PickupMessage "$GOTSUPERBOOTSPORK";
Tag "$TAG_SPORK";
}
}
class MiniZorcher : Pistol
{
Default
{
obituary "$OB_MPZORCH";
inventory.pickupmessage "$GOTMINIZORCHER";
Tag "$TAG_MINIZORCHER";
}
States
{
Spawn:
MINZ A -1;
Stop;
}
}
class LargeZorcher : Shotgun
{
Default
{
obituary "$OB_MPZORCH";
inventory.pickupmessage "$GOTLARGEZORCHER";
Tag "$TAG_LARGEZORCHER";
}
}
class SuperLargeZorcher : SuperShotgun
{
Default
{
obituary "$OB_MPMEGAZORCH";
inventory.pickupmessage "$GOTSUPERLARGEZORCHER";
Tag "$TAG_SUPERLARGEZORCHER";
}
}
class RapidZorcher : Chaingun
{
Default
{
obituary "$OB_MPRAPIDZORCH";
inventory.pickupmessage "$GOTRAPIDZORCHER";
Tag "$TAG_RAPIDZORCHER";
}
}
class ZorchPropulsor : RocketLauncher
{
Default
{
obituary "";
inventory.pickupmessage "$GOTZORCHPROPULSOR";
Tag "$TAG_ZORCHPROPULSOR";
}
States
{
Fire:
MISG B 8 A_GunFlash;
MISG B 12 A_FireProjectile("PropulsorMissile");
MISG B 0 A_ReFire;
Goto Ready;
}
}
class PropulsorMissile : Rocket
{
Default
{
-ROCKETTRAIL
-DEHEXPLOSION
RenderStyle "Translucent";
Obituary "$OB_MPPROPULSOR";
Alpha 0.75;
}
}
class PhasingZorcher : PlasmaRifle
{
Default
{
obituary "";
inventory.pickupmessage "$GOTPHASINGZORCHER";
Tag "$TAG_PHASINGZORCHER";
}
States
{
Fire:
PLSG A 0 A_GunFlash('Flash', GFF_NOEXTCHANGE);
PLSG A 3 A_FireProjectile("PhaseZorchMissile");
PLSG B 20 A_ReFire;
Goto Ready;
Flash:
PLSF A 0 A_Jump(128, "Flash2");
PLSF A 3 Bright A_Light1;
Goto LightDone;
Flash2:
PLSF B 3 Bright A_Light1;
Goto LightDone;
}
}
class PhaseZorchMissile : PlasmaBall
{
Default
{
RenderStyle "Translucent";
Obituary "$OB_MPPHASEZORCH";
Alpha 0.75;
}
}
class LAZDevice : BFG9000
{
Default
{
obituary "";
inventory.pickupmessage "$GOTLAZDEVICE";
Tag "$TAG_LAZDEVICE";
}
States
{
Fire:
BFGG A 20 A_BFGsound;
BFGG B 10 A_GunFlash;
BFGG B 10 A_FireProjectile("LAZBall");
BFGG B 20 A_ReFire;
Goto Ready;
}
}
class LAZBall : BFGBall
{
Default
{
RenderStyle "Translucent";
Obituary "$OB_MPLAZ_BOOM";
Alpha 0.75;
}
}