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050acc9271
* all new things got either an sctor definition or are explicitly deleted through the 'doomednums' section in MAPINFO. CTC related actors are non-functional! * added a 'noskillflags' option to 'doomednums' so that the lightmap definition things in the maps can be repurposed as dynamic lights. * added the new dagger powerup. * added MAPINFO entries for the added maps.
77 lines
1.4 KiB
Text
77 lines
1.4 KiB
Text
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// Punch Dagger -------------------------------------------------------------
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class PunchDagger : StrifeWeapon
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{
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Default
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{
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Weapon.SelectionOrder 3900;
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+WEAPON.NOALERT
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Obituary "$OB_MPPUNCHDAGGER";
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Tag "$TAG_PUNCHDAGGER";
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}
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States
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{
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Ready:
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PNCH A 1 A_WeaponReady;
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Loop;
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Deselect:
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PNCH A 1 A_Lower;
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Loop;
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Select:
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PNCH A 1 A_Raise;
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Loop;
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Fire:
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PNCH B 4;
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PNCH C 4 A_JabDagger;
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PNCH D 5;
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PNCH C 4;
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PNCH B 5 A_ReFire;
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Goto Ready;
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}
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//============================================================================
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//
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// A_JabDagger
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//
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//============================================================================
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action void A_JabDagger ()
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{
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FTranslatedLineTarget t;
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int damage;
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if (FindInventory("SVETalismanPowerup"))
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{
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damage = 1000;
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}
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else
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{
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int power = MIN(10, stamina / 10);
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damage = (random[JabDagger]() % (power + 8)) * (power + 2);
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if (FindInventory("PowerStrength"))
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{
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damage *= 10;
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}
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}
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double angle = angle + random2[JabDagger]() * (5.625 / 256);
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double pitch = AimLineAttack (angle, 80.);
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LineAttack (angle, 80., pitch, damage, 'Melee', "StrifeSpark", true, t);
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// turn to face target
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if (t.linetarget)
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{
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A_PlaySound (t.linetarget.bNoBlood ? sound("misc/metalhit") : sound("misc/meathit"), CHAN_WEAPON);
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angle = t.angleFromSource;
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bJustAttacked = true;
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t.linetarget.DaggerAlert (self);
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}
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else
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{
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A_PlaySound ("misc/swish", CHAN_WEAPON);
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}
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}
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}
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