mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-11-06 13:01:03 +00:00
210 lines
3.7 KiB
Text
210 lines
3.7 KiB
Text
// Gauntlets ----------------------------------------------------------------
|
|
|
|
class Gauntlets : Weapon
|
|
{
|
|
Default
|
|
{
|
|
+BLOODSPLATTER
|
|
Weapon.SelectionOrder 2300;
|
|
+WEAPON.WIMPY_WEAPON
|
|
+WEAPON.MELEEWEAPON
|
|
Weapon.Kickback 0;
|
|
Weapon.YAdjust 15;
|
|
Weapon.UpSound "weapons/gauntletsactivate";
|
|
Weapon.SisterWeapon "GauntletsPowered";
|
|
Inventory.PickupMessage "$TXT_WPNGAUNTLETS";
|
|
Tag "$TAG_GAUNTLETS";
|
|
Obituary "$OB_MPGAUNTLETS";
|
|
}
|
|
|
|
States
|
|
{
|
|
Spawn:
|
|
WGNT A -1;
|
|
Stop;
|
|
Ready:
|
|
GAUN A 1 A_WeaponReady;
|
|
Loop;
|
|
Deselect:
|
|
GAUN A 1 A_Lower;
|
|
Loop;
|
|
Select:
|
|
GAUN A 1 A_Raise;
|
|
Loop;
|
|
Fire:
|
|
GAUN B 4 A_PlaySound("weapons/gauntletsuse", CHAN_WEAPON);
|
|
GAUN C 4;
|
|
Hold:
|
|
GAUN DEF 4 BRIGHT A_GauntletAttack(0);
|
|
GAUN C 4 A_ReFire;
|
|
GAUN B 4 A_Light0;
|
|
Goto Ready;
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
// PROC A_GauntletAttack
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
action void A_GauntletAttack (int power)
|
|
{
|
|
int damage;
|
|
double dist;
|
|
Class<Actor> pufftype;
|
|
FTranslatedLineTarget t;
|
|
int actualdamage = 0;
|
|
Actor puff;
|
|
|
|
if (player == null)
|
|
{
|
|
return;
|
|
}
|
|
|
|
Weapon weapon = player.ReadyWeapon;
|
|
if (weapon != null)
|
|
{
|
|
if (!weapon.DepleteAmmo (weapon.bAltFire))
|
|
return;
|
|
|
|
player.GetPSprite(PSP_WEAPON).x = ((random[GauntletAtk]() & 3) - 2);
|
|
player.GetPSprite(PSP_WEAPON).y = WEAPONTOP + (random[GauntletAtk]() & 3);
|
|
}
|
|
double ang = angle;
|
|
if (power)
|
|
{
|
|
damage = random[GauntletAtk](1, 8) * 2;
|
|
dist = 4*DEFMELEERANGE;
|
|
ang += random2[GauntletAtk]() * (2.8125 / 256);
|
|
pufftype = "GauntletPuff2";
|
|
}
|
|
else
|
|
{
|
|
damage = random[GauntletAtk](1, 8) * 2;
|
|
dist = SAWRANGE;
|
|
ang += random2[GauntletAtk]() * (5.625 / 256);
|
|
pufftype = "GauntletPuff1";
|
|
}
|
|
double slope = AimLineAttack (ang, dist);
|
|
[puff, actualdamage] = LineAttack (ang, dist, slope, damage, 'Melee', pufftype, false, t);
|
|
if (!t.linetarget)
|
|
{
|
|
if (random[GauntletAtk]() > 64)
|
|
{
|
|
player.extralight = !player.extralight;
|
|
}
|
|
A_PlaySound ("weapons/gauntletson", CHAN_AUTO);
|
|
return;
|
|
}
|
|
int randVal = random[GauntletAtk]();
|
|
if (randVal < 64)
|
|
{
|
|
player.extralight = 0;
|
|
}
|
|
else if (randVal < 160)
|
|
{
|
|
player.extralight = 1;
|
|
}
|
|
else
|
|
{
|
|
player.extralight = 2;
|
|
}
|
|
if (power)
|
|
{
|
|
if (!t.linetarget.bDontDrain) GiveBody (actualdamage >> 1);
|
|
A_PlaySound ("weapons/gauntletspowhit", CHAN_AUTO);
|
|
}
|
|
else
|
|
{
|
|
A_PlaySound ("weapons/gauntletshit", CHAN_AUTO);
|
|
}
|
|
// turn to face target
|
|
ang = t.angleFromSource;
|
|
double anglediff = deltaangle(angle, ang);
|
|
|
|
if (anglediff < 0.0)
|
|
{
|
|
if (anglediff < -4.5)
|
|
angle = ang + 90.0 / 21;
|
|
else
|
|
angle -= 4.5;
|
|
}
|
|
else
|
|
{
|
|
if (anglediff > 4.5)
|
|
angle = ang - 90.0 / 21;
|
|
else
|
|
angle += 4.5;
|
|
}
|
|
bJustAttacked = true;
|
|
}
|
|
}
|
|
|
|
|
|
class GauntletsPowered : Gauntlets
|
|
{
|
|
Default
|
|
{
|
|
+WEAPON.POWERED_UP
|
|
Tag "$TAG_GAUNTLETSP";
|
|
Obituary "$OB_MPPGAUNTLETS";
|
|
Weapon.SisterWeapon "Gauntlets";
|
|
}
|
|
|
|
States
|
|
{
|
|
Ready:
|
|
GAUN GHI 4 A_WeaponReady;
|
|
Loop;
|
|
Deselect:
|
|
GAUN G 1 A_Lower;
|
|
Loop;
|
|
Select:
|
|
GAUN G 1 A_Raise;
|
|
Loop;
|
|
Fire:
|
|
GAUN J 4 A_PlaySound("weapons/gauntletsuse", CHAN_WEAPON);
|
|
GAUN K 4;
|
|
Hold:
|
|
GAUN LMN 4 BRIGHT A_GauntletAttack(1);
|
|
GAUN K 4 A_ReFire;
|
|
GAUN J 4 A_Light0;
|
|
Goto Ready;
|
|
}
|
|
}
|
|
|
|
|
|
// Gauntlet puff 1 ----------------------------------------------------------
|
|
|
|
class GauntletPuff1 : Actor
|
|
{
|
|
Default
|
|
{
|
|
+NOBLOCKMAP
|
|
+NOGRAVITY
|
|
+PUFFONACTORS
|
|
RenderStyle "Translucent";
|
|
Alpha 0.4;
|
|
VSpeed 0.8;
|
|
}
|
|
|
|
States
|
|
{
|
|
Spawn:
|
|
PUF1 ABCD 4 BRIGHT;
|
|
Stop;
|
|
}
|
|
}
|
|
|
|
// Gauntlet puff 2 ---------------------------------------------------------
|
|
|
|
class GauntletPuff2 : GauntletPuff1
|
|
{
|
|
States
|
|
{
|
|
Spawn:
|
|
PUF1 EFGH 4 BRIGHT;
|
|
Stop;
|
|
}
|
|
}
|
|
|