mirror of
https://github.com/ZDoom/gzdoom.git
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290 lines
5.7 KiB
Text
290 lines
5.7 KiB
Text
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// Mage Weapon Piece --------------------------------------------------------
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class MageWeaponPiece : WeaponPiece
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{
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Default
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{
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Inventory.PickupSound "misc/w_pkup";
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Inventory.PickupMessage "$TXT_BLOODSCOURGE_PIECE";
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Inventory.ForbiddenTo "FighterPlayer", "ClericPlayer";
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WeaponPiece.Weapon "MWeapBloodscourge";
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+FLOATBOB
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}
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}
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// Mage Weapon Piece 1 ------------------------------------------------------
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class MWeaponPiece1 : MageWeaponPiece
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{
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Default
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{
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WeaponPiece.Number 1;
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}
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States
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{
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Spawn:
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WMS1 A -1 Bright;
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Stop;
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}
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}
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// Mage Weapon Piece 2 ------------------------------------------------------
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class MWeaponPiece2 : MageWeaponPiece
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{
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Default
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{
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WeaponPiece.Number 2;
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}
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States
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{
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Spawn:
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WMS2 A -1 Bright;
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Stop;
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}
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}
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// Mage Weapon Piece 3 ------------------------------------------------------
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class MWeaponPiece3 : MageWeaponPiece
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{
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Default
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{
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WeaponPiece.Number 3;
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}
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States
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{
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Spawn:
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WMS3 A -1 Bright;
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Stop;
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}
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}
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// Bloodscourge Drop --------------------------------------------------------
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class BloodscourgeDrop : Actor
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{
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States
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{
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Spawn:
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TNT1 A 1;
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TNT1 A 1 A_DropWeaponPieces("MWeaponPiece1", "MWeaponPiece2", "MWeaponPiece3");
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Stop;
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}
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}
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// The Mages's Staff (Bloodscourge) -----------------------------------------
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class MWeapBloodscourge : MageWeapon
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{
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int MStaffCount;
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Default
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{
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Health 3;
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Weapon.SelectionOrder 3100;
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Weapon.AmmoUse1 15;
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Weapon.AmmoUse2 15;
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Weapon.AmmoGive1 20;
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Weapon.AmmoGive2 20;
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Weapon.KickBack 150;
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Weapon.YAdjust 20;
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Weapon.AmmoType1 "Mana1";
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Weapon.AmmoType2 "Mana2";
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+WEAPON.PRIMARY_USES_BOTH;
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+Inventory.NoAttenPickupSound
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Inventory.PickupMessage "$TXT_WEAPON_M4";
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Inventory.PickupSound "WeaponBuild";
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Tag "$TAG_MWEAPBLOODSCOURGE";
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}
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States
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{
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Spawn:
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TNT1 A -1;
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Stop;
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Select:
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MSTF A 1 A_Raise;
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Loop;
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Deselect:
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MSTF A 1 A_Lower;
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Loop;
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Ready:
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MSTF AAAAAABBBBBBCCCCCCDDDDDDEEEEEEFFFFF 1 A_WeaponReady;
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Loop;
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Fire:
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MSTF G 4 Offset (0, 40);
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MSTF H 4 Bright Offset (0, 48) A_MStaffAttack;
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MSTF H 2 Bright Offset (0, 48) A_MStaffPalette;
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MSTF II 2 Offset (0, 48) A_MStaffPalette;
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MSTF I 1 Offset (0, 40);
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MSTF J 5 Offset (0, 36);
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Goto Ready;
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}
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//============================================================================
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//
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//
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//
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//============================================================================
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override Color GetBlend ()
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{
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if (paletteflash & PF_HEXENWEAPONS)
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{
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if (MStaffCount == 3)
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return Color(128, 100, 73, 0);
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else if (MStaffCount == 2)
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return Color(128, 125, 92, 0);
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else if (MStaffCount == 1)
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return Color(128, 150, 110, 0);
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else
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return Color(0, 0, 0, 0);
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}
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else
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{
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return Color (MStaffCount * 128 / 3, 151, 110, 0);
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}
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}
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//============================================================================
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//
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// MStaffSpawn
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//
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//============================================================================
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private action void MStaffSpawn (double angle, Actor alttarget)
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{
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FTranslatedLineTarget t;
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Actor mo = SpawnPlayerMissile ("MageStaffFX2", angle, pLineTarget:t);
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if (mo)
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{
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mo.target = self;
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if (t.linetarget && !t.unlinked)
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mo.tracer = t.linetarget;
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else
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mo.tracer = alttarget;
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}
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}
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//============================================================================
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//
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// A_MStaffAttack
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//
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//============================================================================
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action void A_MStaffAttack()
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{
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FTranslatedLineTarget t;
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if (player == null)
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{
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return;
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}
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Weapon weapon = player.ReadyWeapon;
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if (weapon != NULL)
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{
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if (!weapon.DepleteAmmo (weapon.bAltFire))
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return;
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}
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// [RH] Let's try and actually track what the player aimed at
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AimLineAttack (angle, PLAYERMISSILERANGE, t, 32.);
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if (t.linetarget == NULL)
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{
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t.linetarget = RoughMonsterSearch(10, true, true);
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}
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MStaffSpawn (angle, t.linetarget);
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MStaffSpawn (angle-5, t.linetarget);
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MStaffSpawn (angle+5, t.linetarget);
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A_StartSound ("MageStaffFire", CHAN_WEAPON);
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invoker.MStaffCount = 3;
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}
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//============================================================================
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//
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// A_MStaffPalette
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//
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//============================================================================
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action void A_MStaffPalette()
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{
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if (invoker.MStaffCount > 0) invoker.MStaffCount--;
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}
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}
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// Mage Staff FX2 (Bloodscourge) --------------------------------------------
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class MageStaffFX2 : Actor
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{
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Default
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{
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Speed 17;
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Height 8;
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Damage 4;
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DamageType "Fire";
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Projectile;
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+SEEKERMISSILE
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+SCREENSEEKER
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+EXTREMEDEATH
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DeathSound "MageStaffExplode";
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Obituary "$OB_MPMWEAPBLOODSCOURGE";
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}
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States
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{
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Spawn:
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MSP2 ABCD 2 Bright A_MStaffTrack;
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Loop;
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Death:
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MSP2 E 4 Bright A_SetTranslucent(1,1);
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MSP2 F 5 Bright A_Explode (80, 192, 0);
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MSP2 GH 5 Bright;
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MSP2 I 4 Bright;
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Stop;
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}
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//============================================================================
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//
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//
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//
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//============================================================================
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override int SpecialMissileHit (Actor victim)
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{
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if (victim != target && !victim.player && !victim.bBoss)
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{
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victim.DamageMobj (self, target, 10, 'Fire');
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return MHIT_PASS; // Keep going
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}
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return MHIT_DEFAULT;
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}
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override bool SpecialBlastHandling (Actor source, double strength)
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{
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// Reflect to originator
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tracer = target;
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target = source;
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return true;
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}
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//============================================================================
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//
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// A_MStaffTrack
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//
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//============================================================================
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void A_MStaffTrack()
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{
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if (tracer == null && random[MStaffTrack]() < 50)
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{
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tracer = RoughMonsterSearch (10, true);
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}
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A_SeekerMissile(2, 10);
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}
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}
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