// Crossbow ----------------------------------------------------------------- class Crossbow : HereticWeapon { Default { Weapon.SelectionOrder 800; Weapon.AmmoUse 1; Weapon.AmmoGive 10; Weapon.AmmoType "CrossbowAmmo"; Weapon.SisterWeapon "CrossbowPowered"; Weapon.YAdjust 15; Inventory.PickupMessage "$TXT_WPNCROSSBOW"; Tag "$TAG_CROSSBOW"; } States { Spawn: WBOW A -1; Stop; Ready: CRBW AAAAAABBBBBBCCCCCC 1 A_WeaponReady; Loop; Deselect: CRBW A 1 A_Lower; Loop; Select: CRBW A 1 A_Raise; Loop; Fire: CRBW D 6 A_FireCrossbowPL1; CRBW EFGH 3; CRBW AB 4; CRBW C 5 A_ReFire; Goto Ready; } //---------------------------------------------------------------------------- // // PROC A_FireCrossbowPL1 // //---------------------------------------------------------------------------- action void A_FireCrossbowPL1 () { if (player == null) { return; } Weapon weapon = player.ReadyWeapon; if (weapon != null) { if (!weapon.DepleteAmmo (weapon.bAltFire)) return; } SpawnPlayerMissile ("CrossbowFX1"); SpawnPlayerMissile ("CrossbowFX3", angle - 4.5); SpawnPlayerMissile ("CrossbowFX3", angle + 4.5); } } class CrossbowPowered : Crossbow { Default { +WEAPON.POWERED_UP Weapon.AmmoGive 0; Weapon.SisterWeapon "Crossbow"; Tag "$TAG_CROSSBOWP"; } States { Fire: CRBW D 5 A_FireCrossbowPL2; CRBW E 3; CRBW F 2; CRBW G 3; CRBW H 2; CRBW A 3; CRBW B 3; CRBW C 4 A_ReFire; Goto Ready; } //---------------------------------------------------------------------------- // // PROC A_FireCrossbowPL2 // //---------------------------------------------------------------------------- action void A_FireCrossbowPL2() { if (player == null) { return; } Weapon weapon = player.ReadyWeapon; if (weapon != null) { if (!weapon.DepleteAmmo (weapon.bAltFire)) return; } SpawnPlayerMissile ("CrossbowFX2"); SpawnPlayerMissile ("CrossbowFX2", angle - 4.5); SpawnPlayerMissile ("CrossbowFX2", angle + 4.5); SpawnPlayerMissile ("CrossbowFX3", angle - 9.); SpawnPlayerMissile ("CrossbowFX3", angle + 9.); } } // Crossbow FX1 ------------------------------------------------------------- class CrossbowFX1 : Actor { Default { Radius 11; Height 8; Speed 30; Damage 10; Projectile; RenderStyle "Add"; SeeSound "weapons/bowshoot"; DeathSound "weapons/bowhit"; Obituary "$OB_MPCROSSBOW"; } States { Spawn: FX03 B 1 BRIGHT; Loop; Death: FX03 HIJ 8 BRIGHT; Stop; } } // Crossbow FX2 ------------------------------------------------------------- class CrossbowFX2 : CrossbowFX1 { Default { Speed 32; Damage 6; Obituary "$OB_MPPCROSSBOW"; } States { Spawn: FX03 B 1 BRIGHT A_SpawnItemEx("CrossbowFX4", random2[BoltSpark]()*0.015625, random2[BoltSpark]()*0.015625, 0, 0,0,0,0,SXF_ABSOLUTEPOSITION, 50); Loop; } } // Crossbow FX3 ------------------------------------------------------------- class CrossbowFX3 : CrossbowFX1 { Default { Speed 20; Damage 2; SeeSound ""; -NOBLOCKMAP +WINDTHRUST +THRUGHOST } States { Spawn: FX03 A 1 BRIGHT; Loop; Death: FX03 CDE 8 BRIGHT; Stop; } } // Crossbow FX4 ------------------------------------------------------------- class CrossbowFX4 : Actor { Default { +NOBLOCKMAP Gravity 0.125; RenderStyle "Add"; } States { Spawn: FX03 FG 8 BRIGHT; Stop; } }