// The Cleric's Flame Strike ------------------------------------------------ class CWeapFlame : ClericWeapon { Default { +NOGRAVITY Weapon.SelectionOrder 1000; Weapon.AmmoUse 4; Weapon.AmmoGive 25; Weapon.KickBack 150; Weapon.YAdjust 10; Weapon.AmmoType1 "Mana2"; Inventory.PickupMessage "$TXT_WEAPON_C3"; Tag "$TAG_CWEAPFLAME"; } States { Spawn: WCFM ABCDEFGH 4 Bright; Loop; Select: CFLM A 1 A_Raise; Loop; Deselect: CFLM A 1 A_Lower; Loop; Ready: CFLM AAAABBBBCCCC 1 A_WeaponReady; Loop; Fire: CFLM A 2 Offset (0, 40); CFLM D 2 Offset (0, 50); CFLM D 2 Offset (0, 36); CFLM E 4 Bright; CFLM F 4 Bright A_CFlameAttack; CFLM E 4 Bright; CFLM G 2 Offset (0, 40); CFLM G 2; Goto Ready; } //============================================================================ // // A_CFlameAttack // //============================================================================ action void A_CFlameAttack() { if (player == null) { return; } Weapon weapon = player.ReadyWeapon; if (weapon != null) { if (!weapon.DepleteAmmo (weapon.bAltFire)) return; } SpawnPlayerMissile ("CFlameMissile"); A_StartSound ("ClericFlameFire", CHAN_WEAPON); } } // Floor Flame -------------------------------------------------------------- class CFlameFloor : Actor { Default { +NOBLOCKMAP +NOGRAVITY +ZDOOMTRANS RenderStyle "Add"; } States { Spawn: CFFX N 5 Bright; CFFX O 4 Bright; CFFX P 3 Bright; Stop; } } // Flame Puff --------------------------------------------------------------- class FlamePuff : Actor { Default { Radius 1; Height 1; +NOBLOCKMAP +NOGRAVITY +ZDOOMTRANS RenderStyle "Add"; SeeSound "ClericFlameExplode"; AttackSound "ClericFlameExplode"; } States { Spawn: CFFX ABC 3 Bright; CFFX D 4 Bright; CFFX E 3 Bright; CFFX F 4 Bright; CFFX G 3 Bright; CFFX H 4 Bright; CFFX I 3 Bright; CFFX J 4 Bright; CFFX K 3 Bright; CFFX L 4 Bright; CFFX M 3 Bright; Stop; } } // Flame Puff 2 ------------------------------------------------------------- class FlamePuff2 : FlamePuff { States { Spawn: CFFX ABC 3 Bright; CFFX D 4 Bright; CFFX E 3 Bright; CFFX F 4 Bright; CFFX G 3 Bright; CFFX H 4 Bright; CFFX IC 3 Bright; CFFX D 4 Bright; CFFX E 3 Bright; CFFX F 4 Bright; CFFX G 3 Bright; CFFX H 4 Bright; CFFX I 3 Bright; CFFX J 4 Bright; CFFX K 3 Bright; CFFX L 4 Bright; CFFX M 3 Bright; Stop; } } // Circle Flame ------------------------------------------------------------- class CircleFlame : Actor { const FLAMESPEED = 0.45; const FLAMEROTSPEED = 2.; Default { Radius 6; Damage 2; DamageType "Fire"; Projectile; -ACTIVATEIMPACT -ACTIVATEPCROSS +ZDOOMTRANS RenderStyle "Add"; DeathSound "ClericFlameCircle"; Obituary "$OB_MPCWEAPFLAME"; } States { Spawn: CFCF A 4 Bright; CFCF B 2 Bright A_CFlameRotate; CFCF C 2 Bright; CFCF D 1 Bright; CFCF E 2 Bright; CFCF F 2 Bright A_CFlameRotate; CFCF G 1 Bright; CFCF HI 2 Bright; CFCF J 1 Bright A_CFlameRotate; CFCF K 2 Bright; CFCF LM 3 Bright; CFCF N 2 Bright A_CFlameRotate; CFCF O 3 Bright; CFCF P 2 Bright; Stop; Death: CFCF QR 3 Bright; CFCF S 3 Bright A_Explode(20, 128, 0); CFCF TUVWXYZ 3 Bright; Stop; } //============================================================================ // // A_CFlameRotate // //============================================================================ void A_CFlameRotate() { double an = Angle + 90.; VelFromAngle(FLAMEROTSPEED, an); Vel.XY += (specialf1, specialf2); Angle += 6; } } // Flame Missile ------------------------------------------------------------ class CFlameMissile : FastProjectile { Default { Speed 200; Radius 14; Height 8; Damage 8; DamageType "Fire"; +INVISIBLE +ZDOOMTRANS RenderStyle "Add"; Obituary "$OB_MPCWEAPFLAME"; } States { Spawn: CFFX A 4 Bright; CFFX A 1 A_CFlamePuff; Goto Death + 1; Death: CFFX A 1 Bright A_CFlameMissile; CFFX ABC 3 Bright; CFFX D 4 Bright; CFFX E 3 Bright; CFFX F 4 Bright; CFFX G 3 Bright; CFFX H 4 Bright; CFFX I 3 Bright; CFFX J 4 Bright; CFFX K 3 Bright; CFFX L 4 Bright; CFFX M 3 Bright; Stop; } override void BeginPlay () { special1 = 2; } override void Effect () { if (!--special1) { special1 = 4; double newz = pos.z - 12; if (newz < floorz) { newz = floorz; } Actor mo = Spawn ("CFlameFloor", (pos.xy, newz), ALLOW_REPLACE); if (mo) { mo.angle = angle; } } } //============================================================================ // // A_CFlamePuff // //============================================================================ void A_CFlamePuff() { bInvisible = false; bMissile = false; Vel = (0,0,0); A_StartSound ("ClericFlameExplode", CHAN_BODY); } //============================================================================ // // A_CFlameMissile // //============================================================================ void A_CFlameMissile() { bInvisible = false; A_StartSound ("ClericFlameExplode", CHAN_BODY); if (BlockingMobj && BlockingMobj.bShootable) { // Hit something, so spawn the flame circle around the thing double dist = BlockingMobj.radius + 18; for (int i = 0; i < 4; i++) { double an = i*45.; Actor mo = Spawn ("CircleFlame", BlockingMobj.Vec3Angle(dist, an, 5), ALLOW_REPLACE); if (mo) { mo.angle = an; mo.target = target; mo.VelFromAngle(CircleFlame.FLAMESPEED); mo.specialf1 = mo.Vel.X; mo.specialf2 = mo.Vel.Y; mo.tics -= random[FlameMissile](0, 3); } an += 180; mo = Spawn("CircleFlame", BlockingMobj.Vec3Angle(dist, an, 5), ALLOW_REPLACE); if(mo) { mo.angle = an; mo.target = target; mo.VelFromAngle(-CircleFlame.FLAMESPEED); mo.specialf1 = mo.Vel.X; mo.specialf2 = mo.Vel.Y; mo.tics -= random[FlameMissile](0, 3); } } SetState (SpawnState); } } }