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64 lines
1.3 KiB
Text
64 lines
1.3 KiB
Text
// --------------------------------------------------------------------------
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//
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// Doom weap base class
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//
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// --------------------------------------------------------------------------
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class DoomWeapon : Weapon
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{
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Default
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{
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Weapon.Kickback 100;
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}
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}
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extend class StateProvider
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{
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//
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// [RH] A_FireRailgun
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// [TP] This now takes a puff type to retain Skulltag's railgun's ability to pierce armor.
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//
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action void A_FireRailgun(class<Actor> puffType = "BulletPuff", int offset_xy = 0)
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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 weap = player.ReadyWeapon;
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if (weap != null && invoker == weap && stateinfo != null && stateinfo.mStateType == STATE_Psprite)
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{
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if (!weap.DepleteAmmo (weap.bAltFire, true, 1))
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return;
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State flash = weap.FindState('Flash');
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if (flash != null)
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{
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player.SetSafeFlash(weap, flash, random[FireRail](0, 1));
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}
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}
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int damage = deathmatch ? 100 : 150;
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A_RailAttack(damage, offset_xy, false, pufftype: puffType); // note that this function handles ammo depletion itself for Dehacked compatibility purposes.
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}
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action void A_FireRailgunLeft()
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{
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A_FireRailgun(offset_xy: -10);
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}
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action void A_FireRailgunRight()
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{
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A_FireRailgun(offset_xy: 10);
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}
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action void A_RailWait()
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{
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// only here to satisfy old Dehacked patches.
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}
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}
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