// Gold wand ---------------------------------------------------------------- class GoldWand : HereticWeapon { Default { +BLOODSPLATTER Weapon.SelectionOrder 2000; Weapon.AmmoGive 25; Weapon.AmmoUse 1; Weapon.AmmoType "GoldWandAmmo"; Weapon.SisterWeapon "GoldWandPowered"; Weapon.YAdjust 5; Inventory.PickupMessage "$TXT_WPNGOLDWAND"; Obituary "$OB_MPGOLDWAND"; Tag "$TAG_GOLDWAND"; } States { Spawn: GWAN A -1; Stop; Ready: GWND A 1 A_WeaponReady; Loop; Deselect: GWND A 1 A_Lower; Loop; Select: GWND A 1 A_Raise; Loop; Fire: GWND B 3; GWND C 5 A_FireGoldWandPL1; GWND D 3; GWND D 0 A_ReFire; Goto Ready; } //---------------------------------------------------------------------------- // // PROC A_FireGoldWandPL1 // //---------------------------------------------------------------------------- action void A_FireGoldWandPL1 () { if (player == null) { return; } Weapon weapon = player.ReadyWeapon; if (weapon != null) { if (!weapon.DepleteAmmo (weapon.bAltFire)) return; } double pitch = BulletSlope(); int damage = random[FireGoldWand](7, 14); double ang = angle; if (player.refire) { ang += Random2[FireGoldWand]() * (5.625 / 256); if (GetCVar ("vertspread") && !sv_novertspread) { pitch += Random2[FireGoldWand]() * (3.549 / 256); } } LineAttack(ang, PLAYERMISSILERANGE, pitch, damage, 'Hitscan', "GoldWandPuff1"); A_StartSound("weapons/wandhit", CHAN_WEAPON); } } class GoldWandPowered : GoldWand { Default { +WEAPON.POWERED_UP Weapon.AmmoGive 0; Weapon.SisterWeapon "GoldWand"; Obituary "$OB_MPPGOLDWAND"; Tag "$TAG_GOLDWANDP"; } States { Fire: GWND B 3; GWND C 4 A_FireGoldWandPL2; GWND D 3; GWND D 0 A_ReFire; Goto Ready; } //---------------------------------------------------------------------------- // // PROC A_FireGoldWandPL2 // //---------------------------------------------------------------------------- action void A_FireGoldWandPL2 () { if (player == null) { return; } Weapon weapon = player.ReadyWeapon; if (weapon != null) { if (!weapon.DepleteAmmo (weapon.bAltFire)) return; } double pitch = BulletSlope(); double vz = -GetDefaultByType("GoldWandFX2").Speed * clamp(tan(pitch), -5, 5); SpawnMissileAngle("GoldWandFX2", angle - (45. / 8), vz); SpawnMissileAngle("GoldWandFX2", angle + (45. / 8), vz); double ang = angle - (45. / 8); for(int i = 0; i < 5; i++) { int damage = random[FireGoldWand](1, 8); LineAttack (ang, PLAYERMISSILERANGE, pitch, damage, 'Hitscan', "GoldWandPuff2"); ang += ((45. / 8) * 2) / 4; } A_StartSound("weapons/wandhit", CHAN_WEAPON); } } // Gold wand FX1 ------------------------------------------------------------ class GoldWandFX1 : Actor { Default { Radius 10; Height 6; Speed 22; Damage 2; Projectile; RenderStyle "Add"; +ZDOOMTRANS DeathSound "weapons/wandhit"; Obituary "$OB_MPPGOLDWAND"; } States { Spawn: FX01 AB 6 BRIGHT; Loop; Death: FX01 EFGH 3 BRIGHT; Stop; } } // Gold wand FX2 ------------------------------------------------------------ class GoldWandFX2 : GoldWandFX1 { Default { Speed 18; Damage 1; DeathSound ""; } States { Spawn: FX01 CD 6 BRIGHT; Loop; } } // Gold wand puff 1 --------------------------------------------------------- class GoldWandPuff1 : Actor { Default { +NOBLOCKMAP +NOGRAVITY +PUFFONACTORS +ZDOOMTRANS RenderStyle "Add"; } States { Spawn: PUF2 ABCDE 3 BRIGHT; Stop; } } // Gold wand puff 2 --------------------------------------------------------- class GoldWandPuff2 : GoldWandFX1 { Default { Skip_Super; +NOBLOCKMAP +NOGRAVITY +PUFFONACTORS } States { Spawn: Goto Super::Death; } }