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https://github.com/ZDoom/gzdoom.git
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add fuel/calamity blade/incinerator from id24
This commit is contained in:
parent
e543e26bdc
commit
987a07bcdf
8 changed files with 416 additions and 2 deletions
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@ -456,3 +456,17 @@ $alias intermission/nextstage weapons/rocklx
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$alias intermission/paststats weapons/shotgr
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$alias intermission/pastcoopstats weapons/shotgr
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$alias intermission/pastdmstats *gibbed
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// id24 sounds
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weapons/incinerator/fire1 DSINCFI1
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weapons/incinerator/fire2 DSINCFI2
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weapons/incinerator/burn DSINCBRN
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weapons/incinerator/hot1 DSINCHT1
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weapons/incinerator/hot2 DSINCHT2
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weapons/incinerator/hot3 DSINCHT3
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weapons/calamityblade/charge DSHETCHG
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weapons/calamityblade/shoot DSHETSHT
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weapons/calamityblade/explode DSHETXPL
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@ -149,4 +149,8 @@ DoomEdNums
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9109 = MarinePlasma
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9110 = MarineRailgun
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9111 = MarineBFG
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-28622 = ID24Fuel
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-28621 = ID24FuelTank
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-28620 = ID24CalamityBlade
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-28619 = ID24Incinerator
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}
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@ -124,6 +124,10 @@ version "4.12"
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#include "zscript/actors/doom/weaponbfg.zs"
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#include "zscript/actors/doom/dehacked.zs"
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#include "zscript/actors/doom/id24/id24ammo.zs"
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#include "zscript/actors/doom/id24/id24incinerator.zs"
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#include "zscript/actors/doom/id24/id24calamityblade.zs"
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#include "zscript/actors/doom/deadthings.zs"
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#include "zscript/actors/doom/doomammo.zs"
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#include "zscript/actors/doom/doomarmor.zs"
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@ -23,8 +23,8 @@ class DoomPlayer : PlayerPawn
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Player.WeaponSlot 3, "Shotgun", "SuperShotgun";
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Player.WeaponSlot 4, "Chaingun";
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Player.WeaponSlot 5, "RocketLauncher";
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Player.WeaponSlot 6, "PlasmaRifle";
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Player.WeaponSlot 7, "BFG9000";
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Player.WeaponSlot 6, "ID24Incinerator", "PlasmaRifle";
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Player.WeaponSlot 7, "ID24CalamityBlade", "BFG9000";
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Player.ColorRange 112, 127;
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Player.Colorset 0, "$TXT_COLOR_GREEN", 0x70, 0x7F, 0x72;
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57
wadsrc/static/zscript/actors/doom/id24/id24ammo.zs
Normal file
57
wadsrc/static/zscript/actors/doom/id24/id24ammo.zs
Normal file
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@ -0,0 +1,57 @@
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/*****************************************************************************
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* Copyright (C) 1993-2024 id Software LLC, a ZeniMax Media company.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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****************************************************************************/
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/*****************************************************************************
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* id1 - decohack - ammo
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****************************************************************************/
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//converted from DECOHACK and from id24data.cpp
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class ID24Fuel : Ammo
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{
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Default
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{
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Inventory.PickupMessage "$ID24_GOTFUELCAN";
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Inventory.Amount 10;
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Inventory.MaxAmount 150;
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Ammo.BackpackAmount 10;
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Ammo.BackpackMaxAmount 300;
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Inventory.Icon "FTNKA0";
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Tag "$AMMO_ID24FUEL";
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}
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States
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{
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Spawn:
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FCPU A -1;
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Stop;
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}
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}
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class ID24FuelTank : ID24Fuel
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{
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Default
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{
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Inventory.PickupMessage "$ID24_GOTFUELTANK";
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Inventory.Amount 50;
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Ammo.DropAmmoFactorMultiplier 0.8; // tank has 20 drop amount, not 25, so multiply the factor by a further 0.8
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// -- for custom dehacked ammo this can be calculated based on the drop amount and the default factor
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Tag "$AMMO_ID24FUELTANK";
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}
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States
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{
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Spawn:
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FTNK A -1;
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Stop;
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}
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}
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213
wadsrc/static/zscript/actors/doom/id24/id24calamityblade.zs
Normal file
213
wadsrc/static/zscript/actors/doom/id24/id24calamityblade.zs
Normal file
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@ -0,0 +1,213 @@
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/*****************************************************************************
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* Copyright (C) 1993-2024 id Software LLC, a ZeniMax Media company.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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****************************************************************************/
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/*****************************************************************************
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* id1 - decohack - heatwave generator
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****************************************************************************/
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class ID24CalamityBlade : DoomWeapon // Heatwave Generator
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{
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Default
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{
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Weapon.SelectionOrder 1000;
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Weapon.AmmoUse 10;
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Weapon.AmmoGive 40;
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Weapon.AmmoType "ID24Fuel";
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Inventory.PickupMessage "$ID24_GOTCALAMITYBLADE";
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Tag "$TAG_ID24CALAMITYBLADE";
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}
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action void A_CheckAmmo(StateLabel st, int amount)
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{
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MBF21_CheckAmmo(ResolveState(st), amount);
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}
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action void A_GunFlashTo(StateLabel st, int dontchangeplayer)
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{
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MBF21_GunFlashTo(ResolveState(st), dontchangeplayer);
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}
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action void A_RefireTo(StateLabel st, int skipcheck)
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{
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MBF21_RefireTo(ResolveState(st), skipcheck);
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}
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States
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{
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Spawn:
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CBLD A -1;
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Stop;
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Ready:
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HETG A 1 A_WeaponReady;
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Loop;
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Deselect:
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HETG A 1 A_Lower;
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Loop;
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Select:
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HETG A 1 A_Raise;
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Loop;
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Fire:
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Hold0:
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HETG A 0 MBF21_ConsumeAmmo(0);
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HETG A 0 A_GunFlashTo("Hold0Flash", 1);
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HETG A 20 A_StartSound("weapons/calamityblade/charge", CHAN_WEAPON);
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HETG A 0 A_CheckAmmo("Hold0FireProjectiles", 0);
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HETG A 0 A_RefireTo("Hold1", 0);
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Goto Hold0FireProjectiles;
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Hold1:
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HETG A 0 MBF21_ConsumeAmmo(0);
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HETG A 0 A_GunFlashTo("Hold1Flash", 1);
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HETG A 20 A_StartSound("weapons/calamityblade/charge", CHAN_WEAPON);
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HETG A 0 A_CheckAmmo("Hold1FireProjectiles", 0);
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HETG A 0 A_RefireTo("Hold2", 0);
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Goto Hold1FireProjectiles;
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Hold2:
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HETG A 0 MBF21_ConsumeAmmo(0);
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HETG A 0 A_GunFlashTo("Hold2Flash", 1);
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HETG A 20 A_StartSound("weapons/calamityblade/charge", CHAN_WEAPON);
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HETG A 0 A_CheckAmmo("Hold2FireProjectiles", 0);
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HETG A 0 A_RefireTo("Hold3", 0);
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Goto Hold2FireProjectiles;
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Hold3:
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HETG A 0 MBF21_ConsumeAmmo(0);
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HETG A 0 A_GunFlashTo("Hold3Flash", 1);
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HETG A 20 A_StartSound("weapons/calamityblade/charge", CHAN_WEAPON);
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HETG A 0 A_CheckAmmo("Hold3FireProjectiles", 0);
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HETG A 0 A_RefireTo("Hold4", 0);
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Goto Hold3FireProjectiles;
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Hold4:
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HETG A 0 MBF21_ConsumeAmmo(0);
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HETG A 0 A_GunFlashTo("Hold4Flash", 1);
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HETG A 20 A_StartSound("weapons/calamityblade/charge", CHAN_WEAPON);
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Goto Hold4FireProjectiles;
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Hold4FireProjectiles:
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HETF A 0 BRIGHT MBF21_WeaponProjectile("ID24IncineratorProjectile", -35, 0, 0, 0);
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HETF A 0 BRIGHT MBF21_WeaponProjectile("ID24IncineratorProjectile", -30, 0, 0, 0);
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HETF A 0 BRIGHT MBF21_WeaponProjectile("ID24IncineratorProjectile", -25, 0, 0, 0);
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HETF A 0 BRIGHT MBF21_WeaponProjectile("ID24IncineratorProjectile", -20, 0, 0, 0);
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HETF A 0 BRIGHT MBF21_WeaponProjectile("ID24IncineratorProjectile", -15, 0, 0, 0);
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HETF A 0 BRIGHT MBF21_WeaponProjectile("ID24IncineratorProjectile", -10, 0, 0, 0);
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HETF A 0 BRIGHT MBF21_WeaponProjectile("ID24IncineratorProjectile", -5, 0, 0, 0);
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HETF A 0 BRIGHT MBF21_WeaponProjectile("ID24IncineratorProjectile", 0, 0, 0, 0);
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HETF A 0 BRIGHT MBF21_WeaponProjectile("ID24IncineratorProjectile", 5, 0, 0, 0);
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HETF A 0 BRIGHT MBF21_WeaponProjectile("ID24IncineratorProjectile", 10, 0, 0, 0);
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HETF A 0 BRIGHT MBF21_WeaponProjectile("ID24IncineratorProjectile", 15, 0, 0, 0);
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HETF A 0 BRIGHT MBF21_WeaponProjectile("ID24IncineratorProjectile", 20, 0, 0, 0);
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HETF A 0 BRIGHT MBF21_WeaponProjectile("ID24IncineratorProjectile", 25, 0, 0, 0);
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HETF A 0 BRIGHT MBF21_WeaponProjectile("ID24IncineratorProjectile", 30, 0, 0, 0);
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HETF A 0 BRIGHT MBF21_WeaponProjectile("ID24IncineratorProjectile", 35, 0, 0, 0);
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Goto FireAnim;
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Hold3FireProjectiles:
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HETF A 0 BRIGHT MBF21_WeaponProjectile("ID24IncineratorProjectile", -27.5, 0, 0, 0);
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HETF A 0 BRIGHT MBF21_WeaponProjectile("ID24IncineratorProjectile", -22.5, 0, 0, 0);
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HETF A 0 BRIGHT MBF21_WeaponProjectile("ID24IncineratorProjectile", -17.5, 0, 0, 0);
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HETF A 0 BRIGHT MBF21_WeaponProjectile("ID24IncineratorProjectile", -12.5, 0, 0, 0);
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HETF A 0 BRIGHT MBF21_WeaponProjectile("ID24IncineratorProjectile", -7.5, 0, 0, 0);
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HETF A 0 BRIGHT MBF21_WeaponProjectile("ID24IncineratorProjectile", -2.5, 0, 0, 0);
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HETF A 0 BRIGHT MBF21_WeaponProjectile("ID24IncineratorProjectile", 2.5, 0, 0, 0);
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HETF A 0 BRIGHT MBF21_WeaponProjectile("ID24IncineratorProjectile", 7.5, 0, 0, 0);
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HETF A 0 BRIGHT MBF21_WeaponProjectile("ID24IncineratorProjectile", 12.5, 0, 0, 0);
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HETF A 0 BRIGHT MBF21_WeaponProjectile("ID24IncineratorProjectile", 17.5, 0, 0, 0);
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HETF A 0 BRIGHT MBF21_WeaponProjectile("ID24IncineratorProjectile", 22.5, 0, 0, 0);
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HETF A 0 BRIGHT MBF21_WeaponProjectile("ID24IncineratorProjectile", 27.5, 0, 0, 0);
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Goto FireAnim;
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Hold2FireProjectiles:
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HETF A 0 BRIGHT MBF21_WeaponProjectile("ID24IncineratorProjectile", -20, 0, 0, 0);
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HETF A 0 BRIGHT MBF21_WeaponProjectile("ID24IncineratorProjectile", -15, 0, 0, 0);
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HETF A 0 BRIGHT MBF21_WeaponProjectile("ID24IncineratorProjectile", -10, 0, 0, 0);
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HETF A 0 BRIGHT MBF21_WeaponProjectile("ID24IncineratorProjectile", -5, 0, 0, 0);
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HETF A 0 BRIGHT MBF21_WeaponProjectile("ID24IncineratorProjectile", 0, 0, 0, 0);
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HETF A 0 BRIGHT MBF21_WeaponProjectile("ID24IncineratorProjectile", 5, 0, 0, 0);
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HETF A 0 BRIGHT MBF21_WeaponProjectile("ID24IncineratorProjectile", 10, 0, 0, 0);
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HETF A 0 BRIGHT MBF21_WeaponProjectile("ID24IncineratorProjectile", 15, 0, 0, 0);
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HETF A 0 BRIGHT MBF21_WeaponProjectile("ID24IncineratorProjectile", 20, 0, 0, 0);
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Goto FireAnim;
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Hold1FireProjectiles:
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HETF A 0 BRIGHT MBF21_WeaponProjectile("ID24IncineratorProjectile", -12.5, 0, 0, 0);
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HETF A 0 BRIGHT MBF21_WeaponProjectile("ID24IncineratorProjectile", -7.5, 0, 0, 0);
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HETF A 0 BRIGHT MBF21_WeaponProjectile("ID24IncineratorProjectile", -2.5, 0, 0, 0);
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HETF A 0 BRIGHT MBF21_WeaponProjectile("ID24IncineratorProjectile", 2.5, 0, 0, 0);
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HETF A 0 BRIGHT MBF21_WeaponProjectile("ID24IncineratorProjectile", 7.5, 0, 0, 0);
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HETF A 0 BRIGHT MBF21_WeaponProjectile("ID24IncineratorProjectile", 12.5, 0, 0, 0);
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Goto FireAnim;
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Hold0FireProjectiles:
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HETF A 0 BRIGHT MBF21_WeaponProjectile("ID24IncineratorProjectile", -5, 0, 0, 0);
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HETF A 0 BRIGHT MBF21_WeaponProjectile("ID24IncineratorProjectile", 0, 0, 0, 0);
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HETF A 0 BRIGHT MBF21_WeaponProjectile("ID24IncineratorProjectile", 5, 0, 0, 0);
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Goto FireAnim;
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FireAnim:
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HETF A 0 BRIGHT A_StartSound("weapons/calamityblade/shoot", CHAN_WEAPON);
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HETF A 3 BRIGHT A_GunFlash;
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HETF B 5 BRIGHT;
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HETG D 4;
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HETG C 4;
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HETG B 4;
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HETG A 0 A_ReFire;
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Goto Ready;
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Hold0Flash:
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HETC A 6 BRIGHT;
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HETC BCD 5 BRIGHT;
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Goto LightDone;
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Hold1Flash:
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HETC E 6 BRIGHT;
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HETC FGH 5 BRIGHT;
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Goto LightDone;
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Hold2Flash:
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HETC I 6 BRIGHT;
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HETC JKL 5 BRIGHT;
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Goto LightDone;
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Hold3Flash:
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HETC M 6 BRIGHT;
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HETC NOP 5 BRIGHT;
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Goto LightDone;
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Hold4Flash:
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HETC Q 6 BRIGHT;
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HETC RST 5 BRIGHT;
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Goto LightDone;
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Flash:
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TNT1 A 3 A_Light1;
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TNT1 A 5 A_Light2;
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Goto LightDone;
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}
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}
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class ID24IncineratorProjectile : Actor // Heatwave Ripper
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{
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Default
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{
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Damage 10;
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Speed 20;
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Radius 16;
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Height 8;
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+NOBLOCKMAP;
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+NOGRAVITY;
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+DROPOFF;
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+MISSILE;
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+ZDOOMTRANS;
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+RIPPER;
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DeathSound "weapons/calamityblade/explode";
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}
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States
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{
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Spawn:
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HETB ABC 3 Bright;
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Loop;
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Death:
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HETB DEFGHI 3 Bright;
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Stop;
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}
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}
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116
wadsrc/static/zscript/actors/doom/id24/id24incinerator.zs
Normal file
116
wadsrc/static/zscript/actors/doom/id24/id24incinerator.zs
Normal file
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@ -0,0 +1,116 @@
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/*****************************************************************************
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* Copyright (C) 1993-2024 id Software LLC, a ZeniMax Media company.
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*
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* This program is free software; you can redistribute it and/or
|
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* modify it under the terms of the GNU General Public License
|
||||
* as published by the Free Software Foundation; either version 2
|
||||
* of the License, or (at your option) any later version.
|
||||
*
|
||||
* This program is distributed in the hope that it will be useful,
|
||||
* but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
* GNU General Public License for more details.
|
||||
****************************************************************************/
|
||||
|
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/*****************************************************************************
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* id1 - decohack - incinerator
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****************************************************************************/
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class ID24Incinerator : DoomWeapon // Incinerator
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{
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Default
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{
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Weapon.SelectionOrder 120;
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Weapon.AmmoUse 1;
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Weapon.AmmoGive 40;
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Weapon.AmmoType "ID24Fuel";
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Inventory.PickupMessage "$ID24_GOTINCINERATOR";
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Tag "$TAG_ID24INCINERATOR";
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}
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States
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{
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Spawn:
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INCN A -1;
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Stop;
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Ready:
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FLMG A 1 A_WeaponReady;
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Loop;
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Deselect:
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FLMG A 1 A_Lower;
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Loop;
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Select:
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FLMG A 1 A_Raise;
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Loop;
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Fire:
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FLMF A 0 BRIGHT A_Jump(128, "FireAltSound");
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FLMF A 0 BRIGHT A_StartSound("weapons/incinerator/fire1", CHAN_WEAPON);
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Goto DoFire;
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FireAltSound:
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FLMF A 0 BRIGHT A_StartSound("weapons/incinerator/fire2", CHAN_WEAPON);
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Goto DoFire;
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DoFire:
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FLMF A 0 BRIGHT A_GunFlash;
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FLMF A 0 BRIGHT MBF21_ConsumeAmmo(1);
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FLMF A 1 BRIGHT MBF21_WeaponProjectile("ID24IncineratorFlame", 0, 0, 0, 0);
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FLMF B 1 BRIGHT;
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FLMG A 1;
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FLMG A 0 A_ReFire;
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Goto Ready;
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Flash:
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TNT1 A 2 A_Light2;
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TNT1 A 1 A_Light1;
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Goto LightDone;
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}
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}
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class ID24IncineratorFlame : Actor // Incinerator Flame
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{
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Default
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{
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Damage 5;
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Speed 40;
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Radius 13;
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Height 8;
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+NOBLOCKMAP;
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+NOGRAVITY;
|
||||
+DROPOFF;
|
||||
+MISSILE;
|
||||
+ZDOOMTRANS;
|
||||
+FORCERADIUSDMG;
|
||||
}
|
||||
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
TNT1 A 1 BRIGHT;
|
||||
IFLM A 2 BRIGHT;
|
||||
IFLM B 2 BRIGHT A_StartSound("weapons/incinerator/burn", CHAN_BODY);
|
||||
IFLM CDEFGH 2 BRIGHT;
|
||||
Stop;
|
||||
Death:
|
||||
IFLM A 0 BRIGHT A_Jump(128, "DeathSoundAlt");
|
||||
IFLM A 0 BRIGHT A_StartSound("weapons/incinerator/hot1", CHAN_BODY);
|
||||
Goto DeathExplosion;
|
||||
DeathSoundAlt:
|
||||
IFLM A 0 BRIGHT A_StartSound("weapons/incinerator/hot2", CHAN_BODY);
|
||||
Goto DeathExplosion;
|
||||
DeathExplosion:
|
||||
IFLM I 2 BRIGHT A_RadiusDamage(5, 64);
|
||||
IFLM JI 2 BRIGHT;
|
||||
IFLM J 2 BRIGHT A_RadiusDamage(5, 64);
|
||||
IFLM KJ 2 BRIGHT;
|
||||
IFLM K 2 BRIGHT A_RadiusDamage(5, 64);
|
||||
IFLM L 2 BRIGHT;
|
||||
IFLM K 2 BRIGHT A_StartSound("weapons/incinerator/hot3", CHAN_BODY);
|
||||
IFLM L 2 BRIGHT A_RadiusDamage(5, 64);
|
||||
IFLM ML 2 BRIGHT;
|
||||
IFLM M 2 BRIGHT A_RadiusDamage(5, 64);
|
||||
IFLM NM 2 BRIGHT;
|
||||
IFLM N 2 BRIGHT A_RadiusDamage(5, 64);
|
||||
IFLM ONO 2 BRIGHT;
|
||||
IFLM POP 2 BRIGHT;
|
||||
Stop;
|
||||
}
|
||||
}
|
|
@ -38,15 +38,19 @@ class Ammo : Inventory
|
|||
int BackpackAmount;
|
||||
int BackpackMaxAmount;
|
||||
meta int DropAmount;
|
||||
meta double DropAmmoFactorMultiplier;
|
||||
|
||||
property BackpackAmount: BackpackAmount;
|
||||
property BackpackMaxAmount: BackpackMaxAmount;
|
||||
property DropAmount: DropAmount;
|
||||
property DropAmmoFactorMultiplier: DropAmmoFactorMultiplier;
|
||||
|
||||
Default
|
||||
{
|
||||
+INVENTORY.KEEPDEPLETED
|
||||
Inventory.PickupSound "misc/ammo_pkup";
|
||||
|
||||
Ammo.DropAmmoFactorMultiplier 1;
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
|
@ -202,6 +206,8 @@ class Ammo : Inventory
|
|||
ignoreskill = false;
|
||||
}
|
||||
|
||||
dropammofactor *= DropAmmoFactorMultiplier;
|
||||
|
||||
if (dropamount > 0)
|
||||
{
|
||||
if (ignoreskill)
|
||||
|
|
Loading…
Reference in a new issue