mirror of
https://github.com/ZDoom/gzdoom.git
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62ffe7e4e2
- Fixed: Heretic and Hexen completely skip all normal Z processing on mobjs with FLOATBOB set. To emulate that, we need to add NOGRAVITY to everything with that flag set.
150 lines
2.8 KiB
Text
150 lines
2.8 KiB
Text
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// Mage Weapon Piece --------------------------------------------------------
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ACTOR MageWeaponPiece : WeaponPiece
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{
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Inventory.PickupSound "misc/w_pkup"
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Inventory.PickupMessage "$TXT_BLOODSCOURGE_PIECE"
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Inventory.ForbiddenTo FighterPlayer, ClericPlayer
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WeaponPiece.Weapon MWeapBloodscourge
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+FLOATBOB
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+NOGRAVITY
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}
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// Mage Weapon Piece 1 ------------------------------------------------------
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ACTOR MWeaponPiece1 : MageWeaponPiece 21
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{
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Game Hexen
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SpawnID 37
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WeaponPiece.Number 1
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States
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{
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Spawn:
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WMS1 A -1 Bright
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Stop
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}
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}
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// Mage Weapon Piece 2 ------------------------------------------------------
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ACTOR MWeaponPiece2 : MageWeaponPiece 22
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{
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Game Hexen
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SpawnID 38
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WeaponPiece.Number 2
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States
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{
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Spawn:
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WMS2 A -1 Bright
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Stop
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}
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}
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// Mage Weapon Piece 3 ------------------------------------------------------
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ACTOR MWeaponPiece3 : MageWeaponPiece 23
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{
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Game Hexen
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SpawnID 39
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WeaponPiece.Number 3
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States
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{
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Spawn:
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WMS3 A -1 Bright
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Stop
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}
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}
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// Bloodscourge Drop --------------------------------------------------------
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ACTOR BloodscourgeDrop
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{
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States
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{
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Spawn:
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TNT1 A 1
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TNT1 A 1 A_DropWeaponPieces("MWeaponPiece1", "MWeaponPiece2", "MWeaponPiece3")
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Stop
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}
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}
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// The Mages's Staff (Bloodscourge) -----------------------------------------
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ACTOR MWeapBloodscourge : MageWeapon native
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{
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Game Hexen
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Health 3
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Weapon.SelectionOrder 3100
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Weapon.AmmoUse1 15
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Weapon.AmmoUse2 15
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Weapon.AmmoGive1 20
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Weapon.AmmoGive2 20
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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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Weapon.AmmoType2 "Mana2"
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+WEAPON.PRIMARY_USES_BOTH
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+Inventory.NoAttenPickupSound
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Inventory.PickupMessage "$TXT_WEAPON_M4"
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Inventory.PickupSound "WeaponBuild"
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Tag "$TAG_MWEAPBLOODSCOURGE"
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action native A_MStaffAttack();
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action native A_MStaffPalette();
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States
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{
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Spawn:
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TNT1 A -1
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Stop
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Select:
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MSTF A 1 A_Raise
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Loop
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Deselect:
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MSTF A 1 A_Lower
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Loop
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Ready:
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MSTF AAAAAABBBBBBCCCCCCDDDDDDEEEEEEFFFFF 1 A_WeaponReady
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Loop
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Fire:
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MSTF G 4 Offset (0, 40)
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MSTF H 4 Bright Offset (0, 48) A_MStaffAttack
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MSTF H 2 Bright Offset (0, 48) A_MStaffPalette
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MSTF II 2 Offset (0, 48) A_MStaffPalette
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MSTF I 1 Offset (0, 40)
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MSTF J 5 Offset (0, 36)
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Goto Ready
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}
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}
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// Mage Staff FX2 (Bloodscourge) --------------------------------------------
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ACTOR MageStaffFX2 native
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{
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Speed 17
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Height 8
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Damage 4
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DamageType "Fire"
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Projectile
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+SEEKERMISSILE
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+SCREENSEEKER
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+EXTREMEDEATH
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DeathSound "MageStaffExplode"
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Obituary "$OB_MPMWEAPBLOODSCOURGE"
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action native A_MStaffTrack();
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States
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{
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Spawn:
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MSP2 ABCD 2 Bright A_MStaffTrack
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Loop
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Death:
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MSP2 E 4 Bright A_SetTranslucent(1,1)
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MSP2 F 5 Bright A_Explode (80, 192, 0)
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MSP2 GH 5 Bright
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MSP2 I 4 Bright
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Stop
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}
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}
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