mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-11-23 20:43:15 +00:00
319 lines
6.4 KiB
Text
319 lines
6.4 KiB
Text
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// The Fighter's Axe --------------------------------------------------------
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class FWeapAxe : FighterWeapon
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{
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const AXERANGE = (2.25 * DEFMELEERANGE);
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Default
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{
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Weapon.SelectionOrder 1500;
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+WEAPON.AXEBLOOD +WEAPON.AMMO_OPTIONAL +WEAPON.MELEEWEAPON
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Weapon.AmmoUse1 2;
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Weapon.AmmoGive1 25;
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Weapon.KickBack 150;
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Weapon.YAdjust -12;
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Weapon.AmmoType1 "Mana1";
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Inventory.PickupMessage "$TXT_WEAPON_F2";
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Obituary "$OB_MPFWEAPAXE";
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Tag "$TAG_FWEAPAXE";
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}
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States
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{
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Spawn:
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WFAX A -1;
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Stop;
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Select:
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FAXE A 1 A_FAxeCheckUp;
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Loop;
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Deselect:
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FAXE A 1 A_Lower;
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Loop;
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Ready:
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FAXE A 1 A_FAxeCheckReady;
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Loop;
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Fire:
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FAXE B 4 Offset (15, 32) A_FAxeCheckAtk;
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FAXE C 3 Offset (15, 32);
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FAXE D 2 Offset (15, 32);
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FAXE D 1 Offset (-5, 70) A_FAxeAttack;
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FAXE D 2 Offset (-25, 90);
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FAXE E 1 Offset (15, 32);
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EndAttack:
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FAXE E 2 Offset (10, 54);
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FAXE E 7 Offset (10, 150);
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FAXE A 1 Offset (0, 60) A_ReFire;
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FAXE A 1 Offset (0, 52);
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FAXE A 1 Offset (0, 44);
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FAXE A 1 Offset (0, 36);
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FAXE A 1;
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Goto Ready;
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SelectGlow:
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FAXE L 1 A_FAxeCheckUpG;
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Loop;
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DeselectGlow:
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FAXE L 1 A_Lower;
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Loop;
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ReadyGlow:
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FAXE LLL 1 A_FAxeCheckReadyG;
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FAXE MMM 1 A_FAxeCheckReadyG;
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Loop;
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FireGlow:
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FAXE N 4 Offset (15, 32);
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FAXE O 3 Offset (15, 32);
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FAXE P 2 Offset (15, 32);
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FAXE P 1 Offset (-5, 70) A_FAxeAttack;
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FAXE P 2 Offset (-25, 90);
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FAXE Q 1 Offset (15, 32);
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FAXE Q 2 Offset (10, 54);
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FAXE Q 7 Offset (10, 150);
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FAXE A 1 Offset (0, 60) A_ReFire;
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FAXE A 1 Offset (0, 52);
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FAXE A 1 Offset (0, 44);
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FAXE A 1 Offset (0, 36);
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FAXE A 1;
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Goto ReadyGlow;
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}
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override State GetUpState ()
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{
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return Ammo1.Amount ? FindState ("SelectGlow") : Super.GetUpState();
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}
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override State GetDownState ()
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{
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return Ammo1.Amount ? FindState ("DeselectGlow") : Super.GetDownState();
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}
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override State GetReadyState ()
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{
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return Ammo1.Amount ? FindState ("ReadyGlow") : Super.GetReadyState();
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}
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override State GetAtkState (bool hold)
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{
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return Ammo1.Amount ? FindState ("FireGlow") : Super.GetAtkState(hold);
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}
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//============================================================================
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//
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// A_FAxeCheckReady
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//
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//============================================================================
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action void A_FAxeCheckReady()
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{
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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 w = player.ReadyWeapon;
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if (w.Ammo1 && w.Ammo1.Amount > 0)
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{
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player.SetPsprite(PSP_WEAPON, w.FindState("ReadyGlow"));
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}
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else
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{
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A_WeaponReady();
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}
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}
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//============================================================================
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//
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// A_FAxeCheckReadyG
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//
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//============================================================================
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action void A_FAxeCheckReadyG()
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{
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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 w = player.ReadyWeapon;
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if (!w.Ammo1 || w.Ammo1.Amount <= 0)
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{
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player.SetPsprite(PSP_WEAPON, w.FindState("Ready"));
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}
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else
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{
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A_WeaponReady();
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}
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}
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//============================================================================
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//
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// A_FAxeCheckUp
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//
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//============================================================================
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action void A_FAxeCheckUp()
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{
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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 w = player.ReadyWeapon;
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if (w.Ammo1 && w.Ammo1.Amount > 0)
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{
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player.SetPsprite(PSP_WEAPON, w.FindState("SelectGlow"));
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}
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else
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{
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A_Raise();
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}
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}
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//============================================================================
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//
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// A_FAxeCheckUpG
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//
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//============================================================================
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action void A_FAxeCheckUpG()
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{
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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 w = player.ReadyWeapon;
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if (!w.Ammo1 || w.Ammo1.Amount <= 0)
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{
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player.SetPsprite(PSP_WEAPON, w.FindState("Select"));
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}
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else
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{
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A_Raise();
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}
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}
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//============================================================================
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//
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// A_FAxeCheckAtk
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//
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//============================================================================
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action void A_FAxeCheckAtk()
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{
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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 w = player.ReadyWeapon;
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if (w.Ammo1 && w.Ammo1.Amount > 0)
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{
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player.SetPsprite(PSP_WEAPON, w.FindState("FireGlow"));
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}
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}
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//============================================================================
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//
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// A_FAxeAttack
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//
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//============================================================================
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action void A_FAxeAttack()
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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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int damage = 40+(random[AxeAtk]() & 15);
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damage += random[AxeAtk]() & 7;
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int power = 0;
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Weapon weapon = player.ReadyWeapon;
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class<Actor> pufftype;
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int usemana;
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if ((usemana = (weapon.Ammo1 && weapon.Ammo1.Amount > 0)))
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{
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damage <<= 1;
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power = 6;
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pufftype = "AxePuffGlow";
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}
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else
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{
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pufftype = "AxePuff";
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}
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for (int i = 0; i < 16; i++)
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{
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for (int j = 1; j >= -1; j -= 2)
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{
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double ang = angle + j*i*(45. / 16);
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double slope = AimLineAttack(ang, AXERANGE, t);
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if (t.linetarget)
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{
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LineAttack(ang, AXERANGE, slope, damage, 'Melee', pufftype, true, t);
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if (t.linetarget != null)
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{
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if (t.linetarget.bIsMonster || t.linetarget.player)
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{
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t.linetarget.Thrust(power, t.attackAngleFromSource);
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}
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AdjustPlayerAngle(t);
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weapon.DepleteAmmo (weapon.bAltFire, false);
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if ((weapon.Ammo1 == null || weapon.Ammo1.Amount == 0) &&
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(!(weapon.bPrimary_Uses_Both) ||
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weapon.Ammo2 == null || weapon.Ammo2.Amount == 0))
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{
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player.SetPsprite(PSP_WEAPON, weapon.FindState("EndAttack"));
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}
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return;
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}
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}
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}
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}
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// didn't find any creatures, so try to strike any walls
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self.weaponspecial = 0;
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double slope = AimLineAttack (angle, DEFMELEERANGE);
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LineAttack (angle, DEFMELEERANGE, slope, damage, 'Melee', pufftype, true);
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}
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}
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// Axe Puff -----------------------------------------------------------------
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class AxePuff : Actor
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{
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Default
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{
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+NOBLOCKMAP +NOGRAVITY
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+PUFFONACTORS
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RenderStyle "Translucent";
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Alpha 0.6;
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SeeSound "FighterAxeHitThing";
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AttackSound "FighterHammerHitWall";
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ActiveSound "FighterHammerMiss";
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}
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States
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{
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Spawn:
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FHFX STUVW 4;
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Stop;
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}
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}
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// Glowing Axe Puff ---------------------------------------------------------
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class AxePuffGlow : AxePuff
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{
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Default
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{
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+PUFFONACTORS
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RenderStyle "Add";
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Alpha 1;
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}
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States
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{
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Spawn:
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FAXE RSTUVWX 4 Bright;
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Stop;
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}
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}
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