mirror of
https://github.com/ZDoom/gzdoom.git
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249 lines
5 KiB
Text
249 lines
5 KiB
Text
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// The Cleric's Serpent Staff -----------------------------------------------
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class CWeapStaff : ClericWeapon
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{
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Default
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{
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Weapon.SelectionOrder 1600;
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Weapon.AmmoUse1 1;
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Weapon.AmmoGive1 25;
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Weapon.KickBack 150;
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Weapon.YAdjust 10;
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Weapon.AmmoType1 "Mana1";
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Inventory.PickupMessage "$TXT_WEAPON_C2";
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Obituary "$OB_MPCWEAPSTAFFM";
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Tag "$TAG_CWEAPSTAFF";
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}
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States
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{
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Spawn:
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WCSS A -1;
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Stop;
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Select:
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CSSF C 1 A_Raise;
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Loop;
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Deselect:
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CSSF B 3;
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CSSF C 4;
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CSSF C 1 A_Lower;
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Wait;
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Ready:
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CSSF C 4;
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CSSF B 3 A_CStaffInitBlink;
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CSSF AAAAAAA 1 A_WeaponReady;
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CSSF A 1 A_CStaffCheckBlink;
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Goto Ready + 2;
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Fire:
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CSSF A 1 Offset (0, 45) A_CStaffCheck;
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CSSF J 1 Offset (0, 50) A_CStaffAttack;
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CSSF J 2 Offset (0, 50);
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CSSF J 2 Offset (0, 45);
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CSSF A 2 Offset (0, 40);
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CSSF A 2 Offset (0, 36);
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Goto Ready + 2;
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Blink:
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CSSF BBBCCCCCBBB 1 A_WeaponReady;
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Goto Ready + 2;
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Drain:
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CSSF K 10 Offset (0, 36);
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Goto Ready + 2;
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}
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//============================================================================
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//
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// A_CStaffCheck
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//
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//============================================================================
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action void A_CStaffCheck()
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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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int damage = random[StaffCheck](20, 35);
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int max = player.mo.GetMaxHealth();
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for (int i = 0; i < 3; 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, 1.5 * DEFMELEERANGE, t, 0., ALF_CHECK3D);
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if (t.linetarget)
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{
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LineAttack(ang, 1.5 * DEFMELEERANGE, slope, damage, 'Melee', "CStaffPuff", false, t);
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if (t.linetarget != null)
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{
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angle = t.angleFromSource;
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if (((t.linetarget.player && (!t.linetarget.IsTeammate(self) || level.teamdamage != 0)) || t.linetarget.bIsMonster)
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&& (!t.linetarget.bDormant && !t.linetarget.bInvulnerable))
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{
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int newLife = player.health + (damage >> 3);
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newLife = newLife > max ? max : newLife;
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if (newLife > player.health)
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{
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health = player.health = newLife;
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}
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if (weapon != null)
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{
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State newstate = weapon.FindState("Drain");
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if (newstate != null) player.SetPsprite(PSP_WEAPON, newstate);
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}
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}
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if (weapon != null)
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{
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weapon.DepleteAmmo(weapon.bAltFire, false);
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}
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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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//============================================================================
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//
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// A_CStaffAttack
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//
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//============================================================================
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action void A_CStaffAttack()
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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 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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Actor mo = SpawnPlayerMissile ("CStaffMissile", angle - 3.0);
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if (mo)
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{
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mo.WeaveIndexXY = 32;
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}
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mo = SpawnPlayerMissile ("CStaffMissile", angle + 3.0);
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if (mo)
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{
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mo.WeaveIndexXY = 0;
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}
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A_PlaySound ("ClericCStaffFire", CHAN_WEAPON);
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}
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//============================================================================
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//
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// A_CStaffInitBlink
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//
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//============================================================================
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action void A_CStaffInitBlink()
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{
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weaponspecial = (random[CStaffBlink]() >> 1) + 20;
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}
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//============================================================================
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//
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// A_CStaffCheckBlink
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//
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//============================================================================
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action void A_CStaffCheckBlink()
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{
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if (player && player.ReadyWeapon)
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{
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if (!--weaponspecial)
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{
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player.SetPsprite(PSP_WEAPON, player.ReadyWeapon.FindState ("Blink"));
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weaponspecial = (random[CStaffBlink]() + 50) >> 2;
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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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// Serpent Staff Missile ----------------------------------------------------
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class CStaffMissile : Actor
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{
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Default
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{
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Speed 22;
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Radius 12;
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Height 10;
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Damage 5;
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RenderStyle "Add";
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Projectile;
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DeathSound "ClericCStaffExplode";
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Obituary "$OB_MPCWEAPSTAFFR";
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}
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States
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{
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Spawn:
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CSSF DDEE 1 Bright A_CStaffMissileSlither;
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Loop;
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Death:
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CSSF FG 4 Bright;
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CSSF HI 3 Bright;
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Stop;
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}
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override int DoSpecialDamage (Actor target, int damage, Name damagetype)
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{
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// Cleric Serpent Staff does poison damage
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if (target.player)
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{
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target.player.PoisonPlayer (self, self.target, 20);
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damage >>= 1;
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}
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return damage;
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}
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}
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extend class Actor
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{
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//============================================================================
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//
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// A_CStaffMissileSlither
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//
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//============================================================================
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void A_CStaffMissileSlither()
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{
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A_Weave(3, 0, 1., 0.);
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}
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}
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// Serpent Staff Puff -------------------------------------------------------
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class CStaffPuff : 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 "ClericCStaffHitThing";
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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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