mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-12-18 08:31:03 +00:00
371712c53a
- fixed emission of the self pointer in FxVMFunctionCall. I did not realize that the self expression only sets up a register for the value, not pushing it onto the stack.
98 lines
1.4 KiB
Text
98 lines
1.4 KiB
Text
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// The Mage's Frost Cone ----------------------------------------------------
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class MWeapFrost : MageWeapon
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{
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Default
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{
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+BLOODSPLATTER
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Weapon.SelectionOrder 1700;
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Weapon.AmmoUse1 3;
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Weapon.AmmoGive1 25;
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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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Inventory.PickupMessage "$TXT_WEAPON_M2";
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Obituary "$OB_MPMWEAPFROST";
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Tag "$TAG_MWEAPFROST";
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}
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native void A_FireConePL1();
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States
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{
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Spawn:
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WMCS ABC 8 Bright;
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Loop;
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Select:
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CONE A 1 A_Raise;
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Loop;
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Deselect:
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CONE A 1 A_Lower;
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Loop;
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Ready:
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CONE A 1 A_WeaponReady;
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Loop;
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Fire:
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CONE B 3;
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CONE C 4;
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Hold:
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CONE D 3;
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CONE E 5;
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CONE F 3 A_FireConePL1;
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CONE G 3;
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CONE A 9;
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CONE A 10 A_ReFire;
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Goto Ready;
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}
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}
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// Frost Missile ------------------------------------------------------------
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class FrostMissile : Actor native
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{
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Default
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{
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Speed 25;
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Radius 13;
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Height 8;
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Damage 1;
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DamageType "Ice";
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Projectile;
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DeathSound "MageShardsExplode";
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Obituary "$OB_MPMWEAPFROST";
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}
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native void A_ShedShard();
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States
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{
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Spawn:
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SHRD A 2 Bright;
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SHRD A 3 Bright A_ShedShard;
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SHRD B 3 Bright;
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SHRD C 3 Bright;
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Loop;
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Death:
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SHEX ABCDE 5 Bright;
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Stop;
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}
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}
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// Ice Shard ----------------------------------------------------------------
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class IceShard : FrostMissile
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{
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Default
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{
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DamageType "Ice";
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-ACTIVATEIMPACT
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-ACTIVATEPCROSS
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}
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States
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{
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Spawn:
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SHRD ABC 3 Bright;
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Loop;
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}
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}
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