gzdoom/wadsrc/static/zscript/doom/doomplayer.txt
Christoph Oelckers 784f7ed671 - converted all of Doom's actors.
- fixed a few problems that were encountered during conversion:
 * action specials as action functions were not recognized by the parser.
 * Player.StartItem could not be parsed.
 * disabled the naming hack for PowerupType. ZScript, unlike DECORATE will never prepend 'Power' to the power's name, it always needs to specified by its full name.
 * states and defaults were not checked for empty bodies.
 * the scope qualifier for goto labels was not properly converted to a string, because it is an ENamedName, not an FName.
2016-10-14 20:08:41 +02:00

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1.9 KiB
Text

//===========================================================================
//
// Player
//
//===========================================================================
class DoomPlayer : PlayerPawn
{
Default
{
Speed 1;
Health 100;
Radius 16;
Height 56;
Mass 100;
PainChance 255;
Player.DisplayName "Marine";
Player.CrouchSprite "PLYC";
Player.StartItem "Pistol";
Player.StartItem "Fist";
Player.StartItem "Clip", 50;
Player.WeaponSlot 1, "Fist", "Chainsaw";
Player.WeaponSlot 2, "Pistol";
Player.WeaponSlot 3, "Shotgun", "SuperShotgun";
Player.WeaponSlot 4, "Chaingun";
Player.WeaponSlot 5, "RocketLauncher";
Player.WeaponSlot 6, "PlasmaRifle";
Player.WeaponSlot 7, "BFG9000";
Player.ColorRange 112, 127;
Player.Colorset 0, "Green", 0x70, 0x7F, 0x72;
Player.Colorset 1, "Gray", 0x60, 0x6F, 0x62;
Player.Colorset 2, "Brown", 0x40, 0x4F, 0x42;
Player.Colorset 3, "Red", 0x20, 0x2F, 0x22;
// Doom Legacy additions
Player.Colorset 4, "Light Gray", 0x58, 0x67, 0x5A;
Player.Colorset 5, "Light Brown", 0x38, 0x47, 0x3A;
Player.Colorset 6, "Light Red", 0xB0, 0xBF, 0xB2;
Player.Colorset 7, "Light Blue", 0xC0, 0xCF, 0xC2;
}
States
{
Spawn:
PLAY A -1;
Loop;
See:
PLAY ABCD 4;
Loop;
Missile:
PLAY E 12;
Goto Spawn;
Melee:
PLAY F 6 BRIGHT;
Goto Missile;
Pain:
PLAY G 4;
PLAY G 4 A_Pain;
Goto Spawn;
Death:
PLAY H 0 A_PlayerSkinCheck("AltSkinDeath");
Death1:
PLAY H 10;
PLAY I 10 A_PlayerScream;
PLAY J 10 A_NoBlocking;
PLAY KLM 10;
PLAY N -1;
Stop;
XDeath:
PLAY O 0 A_PlayerSkinCheck("AltSkinXDeath");
XDeath1:
PLAY O 5;
PLAY P 5 A_XScream;
PLAY Q 5 A_NoBlocking;
PLAY RSTUV 5;
PLAY W -1;
Stop;
AltSkinDeath:
PLAY H 6;
PLAY I 6 A_PlayerScream;
PLAY JK 6;
PLAY L 6 A_NoBlocking;
PLAY MNO 6;
PLAY P -1;
Stop;
AltSkinXDeath:
PLAY Q 5 A_PlayerScream;
PLAY R 0 A_NoBlocking;
PLAY R 5 A_SkullPop;
PLAY STUVWX 5;
PLAY Y -1;
Stop;
}
}