mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-11-23 20:43:15 +00:00
147 lines
2.4 KiB
Text
147 lines
2.4 KiB
Text
// Staff --------------------------------------------------------------------
|
|
|
|
class Staff : HereticWeapon
|
|
{
|
|
Default
|
|
{
|
|
Weapon.SelectionOrder 3800;
|
|
+THRUGHOST
|
|
+WEAPON.WIMPY_WEAPON
|
|
+WEAPON.MELEEWEAPON
|
|
Weapon.sisterweapon "StaffPowered";
|
|
Obituary "$OB_MPSTAFF";
|
|
Tag "$TAG_STAFF";
|
|
}
|
|
|
|
|
|
States
|
|
{
|
|
Ready:
|
|
STFF A 1 A_WeaponReady;
|
|
Loop;
|
|
Deselect:
|
|
STFF A 1 A_Lower;
|
|
Loop;
|
|
Select:
|
|
STFF A 1 A_Raise;
|
|
Loop;
|
|
Fire:
|
|
STFF B 6;
|
|
STFF C 8 A_StaffAttack(random[StaffAttack](5, 20), "StaffPuff");
|
|
STFF B 8 A_ReFire;
|
|
Goto Ready;
|
|
}
|
|
|
|
//----------------------------------------------------------------------------
|
|
//
|
|
// PROC A_StaffAttackPL1
|
|
//
|
|
//----------------------------------------------------------------------------
|
|
|
|
action void A_StaffAttack (int damage, class<Actor> puff)
|
|
{
|
|
FTranslatedLineTarget t;
|
|
|
|
if (player == null)
|
|
{
|
|
return;
|
|
}
|
|
|
|
Weapon weapon = player.ReadyWeapon;
|
|
if (weapon != null)
|
|
{
|
|
if (!weapon.DepleteAmmo (weapon.bAltFire))
|
|
return;
|
|
}
|
|
double ang = angle + Random2[StaffAtk]() * (5.625 / 256);
|
|
double slope = AimLineAttack (ang, DEFMELEERANGE);
|
|
LineAttack (ang, DEFMELEERANGE, slope, damage, 'Melee', puff, true, t);
|
|
if (t.linetarget)
|
|
{
|
|
//S_StartSound(player.mo, sfx_stfhit);
|
|
// turn to face target
|
|
angle = t.angleFromSource;
|
|
}
|
|
}
|
|
}
|
|
|
|
class StaffPowered : Staff
|
|
{
|
|
Default
|
|
{
|
|
Weapon.sisterweapon "Staff";
|
|
Weapon.ReadySound "weapons/staffcrackle";
|
|
+WEAPON.POWERED_UP
|
|
+WEAPON.READYSNDHALF
|
|
+WEAPON.STAFF2_KICKBACK
|
|
Obituary "$OB_MPPSTAFF";
|
|
Tag "$TAG_STAFFP";
|
|
}
|
|
|
|
States
|
|
{
|
|
Ready:
|
|
STFF DEF 4 A_WeaponReady;
|
|
Loop;
|
|
Deselect:
|
|
STFF D 1 A_Lower;
|
|
Loop;
|
|
Select:
|
|
STFF D 1 A_Raise;
|
|
Loop;
|
|
Fire:
|
|
STFF G 6;
|
|
STFF H 8 A_StaffAttack(random[StaffAttack](18, 81), "StaffPuff2");
|
|
STFF G 8 A_ReFire;
|
|
Goto Ready;
|
|
}
|
|
}
|
|
|
|
|
|
// Staff puff ---------------------------------------------------------------
|
|
|
|
class StaffPuff : Actor
|
|
{
|
|
Default
|
|
{
|
|
RenderStyle "Translucent";
|
|
Alpha 0.4;
|
|
VSpeed 1;
|
|
+NOBLOCKMAP
|
|
+NOGRAVITY
|
|
+PUFFONACTORS
|
|
AttackSound "weapons/staffhit";
|
|
}
|
|
|
|
States
|
|
{
|
|
Spawn:
|
|
PUF3 A 4 BRIGHT;
|
|
PUF3 BCD 4;
|
|
Stop;
|
|
}
|
|
}
|
|
|
|
// Staff puff 2 -------------------------------------------------------------
|
|
|
|
class StaffPuff2 : Actor
|
|
{
|
|
Default
|
|
{
|
|
RenderStyle "Add";
|
|
+NOBLOCKMAP
|
|
+NOGRAVITY
|
|
+PUFFONACTORS
|
|
AttackSound "weapons/staffpowerhit";
|
|
}
|
|
|
|
States
|
|
{
|
|
Spawn:
|
|
PUF4 ABCDEF 4 BRIGHT;
|
|
Stop;
|
|
}
|
|
}
|
|
|
|
|
|
|