// The Almighty Sigil! ------------------------------------------------------ class Sigil : Weapon native { Default { Weapon.Kickback 100; Weapon.SelectionOrder 4000; Health 1; +FLOORCLIP +WEAPON.CHEATNOTWEAPON Inventory.PickupSound "weapons/sigilcharge"; Tag "$TAG_SIGIL"; Inventory.Icon "I_SGL1"; Inventory.PickupMessage "$TXT_SIGIL"; } native void A_SelectPiece (); native void A_SelectSigilView (); native void A_SelectSigilDown (); native void A_SelectSigilAttack (); native void A_SigilCharge (); native void A_FireSigil1 (); native void A_FireSigil2 (); native void A_FireSigil3 (); native void A_FireSigil4 (); native void A_FireSigil5 (); States { Spawn: SIGL A 1; SIGL A -1 A_SelectPiece; Stop; SIGL B -1; Stop; SIGL C -1; Stop; SIGL D -1; Stop; SIGL E -1; Stop; Ready: SIGH A 0 Bright A_SelectSigilView; Wait; SIGH A 1 Bright A_WeaponReady; Wait; SIGH B 1 Bright A_WeaponReady; Wait; SIGH C 1 Bright A_WeaponReady; Wait; SIGH D 1 Bright A_WeaponReady; Wait; SIGH E 1 Bright A_WeaponReady; Wait; Deselect: SIGH A 1 Bright A_SelectSigilDown; Wait; SIGH A 1 Bright A_Lower; Wait; SIGH B 1 Bright A_Lower; Wait; SIGH C 1 Bright A_Lower; Wait; SIGH D 1 Bright A_Lower; Wait; SIGH E 1 Bright A_Lower; Wait; Select: SIGH A 1 Bright A_SelectSigilView; Wait; SIGH A 1 Bright A_Raise; Wait; SIGH B 1 Bright A_Raise; Wait; SIGH C 1 Bright A_Raise; Wait; SIGH D 1 Bright A_Raise; Wait; SIGH E 1 Bright A_Raise; Wait; Fire: SIGH A 0 Bright A_SelectSigilAttack; SIGH A 18 Bright A_SigilCharge; SIGH A 3 Bright A_GunFlash; SIGH A 10 A_FireSigil1; SIGH A 5; Goto Ready; SIGH B 18 Bright A_SigilCharge; SIGH B 3 Bright A_GunFlash; SIGH B 10 A_FireSigil2; SIGH B 5; Goto Ready; SIGH C 18 Bright A_SigilCharge; SIGH C 3 Bright A_GunFlash; SIGH C 10 A_FireSigil3; SIGH C 5; Goto Ready; SIGH D 18 Bright A_SigilCharge; SIGH D 3 Bright A_GunFlash; SIGH D 10 A_FireSigil4; SIGH D 5; Goto Ready; SIGH E 18 Bright A_SigilCharge; SIGH E 3 Bright A_GunFlash; SIGH E 10 A_FireSigil5; SIGH E 5; Goto Ready; Flash: SIGF A 4 Bright A_Light2; SIGF B 6 Bright A_LightInverse; SIGF C 4 Bright A_Light1; SIGF C 0 Bright A_Light0; Stop; } } // Sigil 1 ------------------------------------------------------------------ class Sigil1 : Sigil { Default { Inventory.Icon "I_SGL1"; Health 1; } } // Sigil 2 ------------------------------------------------------------------ class Sigil2 : Sigil { Default { Inventory.Icon "I_SGL2"; Health 2; } } // Sigil 3 ------------------------------------------------------------------ class Sigil3 : Sigil { Default { Inventory.Icon "I_SGL3"; Health 3; } } // Sigil 4 ------------------------------------------------------------------ class Sigil4 : Sigil { Default { Inventory.Icon "I_SGL4"; Health 4; } } // Sigil 5 ------------------------------------------------------------------ class Sigil5 : Sigil { Default { Inventory.Icon "I_SGL5"; Health 5; } }