mirror of
https://github.com/ZDoom/gzdoom.git
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196 lines
3.2 KiB
Text
196 lines
3.2 KiB
Text
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// The Cleric's Flame Strike ------------------------------------------------
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ACTOR CWeapFlame : ClericWeapon
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{
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+NOGRAVITY
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Weapon.SelectionOrder 1000
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Weapon.AmmoUse 4
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Weapon.AmmoGive 25
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Weapon.KickBack 150
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Weapon.YAdjust 10
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Weapon.AmmoType1 "Mana2"
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Inventory.PickupMessage "$TXT_WEAPON_C3"
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Tag "$TAG_CWEAPFLAME"
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action native A_CFlameAttack();
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States
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{
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Spawn:
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WCFM ABCDEFGH 4 Bright
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Loop
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Select:
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CFLM A 1 A_Raise
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Loop
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Deselect:
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CFLM A 1 A_Lower
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Loop
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Ready:
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CFLM AAAABBBBCCCC 1 A_WeaponReady
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Loop
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Fire:
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CFLM A 2 Offset (0, 40)
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CFLM D 2 Offset (0, 50)
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CFLM D 2 Offset (0, 36)
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CFLM E 4 Bright
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CFLM F 4 Bright A_CFlameAttack
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CFLM E 4 Bright
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CFLM G 2 Offset (0, 40)
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CFLM G 2
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Goto Ready
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}
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}
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// Floor Flame --------------------------------------------------------------
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ACTOR CFlameFloor
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{
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+NOBLOCKMAP +NOGRAVITY
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RenderStyle Add
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States
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{
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Spawn:
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CFFX N 5 Bright
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CFFX O 4 Bright
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CFFX P 3 Bright
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Stop
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}
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}
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// Flame Puff ---------------------------------------------------------------
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ACTOR FlamePuff
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{
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Radius 1
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Height 1
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+NOBLOCKMAP +NOGRAVITY
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RenderStyle Add
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SeeSound "ClericFlameExplode"
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AttackSound "ClericFlameExplode"
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States
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{
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Spawn:
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CFFX ABC 3 Bright
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CFFX D 4 Bright
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CFFX E 3 Bright
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CFFX F 4 Bright
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CFFX G 3 Bright
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CFFX H 4 Bright
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CFFX I 3 Bright
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CFFX J 4 Bright
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CFFX K 3 Bright
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CFFX L 4 Bright
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CFFX M 3 Bright
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Stop
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}
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}
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// Flame Puff 2 -------------------------------------------------------------
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ACTOR FlamePuff2 : FlamePuff
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{
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States
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{
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Spawn:
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CFFX ABC 3 Bright
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CFFX D 4 Bright
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CFFX E 3 Bright
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CFFX F 4 Bright
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CFFX G 3 Bright
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CFFX H 4 Bright
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CFFX IC 3 Bright
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CFFX D 4 Bright
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CFFX E 3 Bright
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CFFX F 4 Bright
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CFFX G 3 Bright
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CFFX H 4 Bright
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CFFX I 3 Bright
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CFFX J 4 Bright
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CFFX K 3 Bright
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CFFX L 4 Bright
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CFFX M 3 Bright
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Stop
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}
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}
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// Circle Flame -------------------------------------------------------------
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ACTOR CircleFlame
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{
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Radius 6
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Damage 2
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DamageType "Fire"
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Projectile
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-ACTIVATEIMPACT
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-ACTIVATEPCROSS
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RenderStyle Add
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DeathSound "ClericFlameCircle"
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Obituary "$OB_MPCWEAPFLAME"
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action native A_CFlameRotate();
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States
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{
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Spawn:
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CFCF A 4 Bright
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CFCF B 2 Bright A_CFlameRotate
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CFCF C 2 Bright
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CFCF D 1 Bright
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CFCF E 2 Bright
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CFCF F 2 Bright A_CFlameRotate
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CFCF G 1 Bright
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CFCF HI 2 Bright
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CFCF J 1 Bright A_CFlameRotate
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CFCF K 2 Bright
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CFCF LM 3 Bright
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CFCF N 2 Bright A_CFlameRotate
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CFCF O 3 Bright
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CFCF P 2 Bright
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Stop
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Death:
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CFCF QR 3 Bright
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CFCF S 3 Bright A_Explode(20, 20, 0)
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CFCF TUVWXYZ 3 Bright
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Stop
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}
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}
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// Flame Missile ------------------------------------------------------------
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ACTOR CFlameMissile : FastProjectile native
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{
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Speed 200
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Radius 14
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Height 8
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Damage 8
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DamageType "Fire"
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+INVISIBLE
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RenderStyle Add
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Obituary "$OB_MPCWEAPFLAME"
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action native A_CFlamePuff();
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action native A_CFlameMissile();
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States
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{
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Spawn:
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CFFX A 4 Bright
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CFFX A 1 A_CFlamePuff
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Goto Death + 1
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Death:
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CFFX A 1 Bright A_CFlameMissile
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CFFX ABC 3 Bright
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CFFX D 4 Bright
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CFFX E 3 Bright
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CFFX F 4 Bright
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CFFX G 3 Bright
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CFFX H 4 Bright
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CFFX I 3 Bright
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CFFX J 4 Bright
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CFFX K 3 Bright
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CFFX L 4 Bright
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CFFX M 3 Bright
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Stop
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}
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}
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