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https://github.com/ZDoom/gzdoom.git
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d50da34664
- made APlayerPawn::PlayAttacking(2) virtual script functions so that mods have better control over player animations. Note that these have no native base so they skip the templated interface for managing virtual functions.
100 lines
No EOL
2.1 KiB
Text
100 lines
No EOL
2.1 KiB
Text
// --------------------------------------------------------------------------
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//
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// Pistol
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//
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// --------------------------------------------------------------------------
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class Pistol : DoomWeapon
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{
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Default
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{
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Weapon.SelectionOrder 1900;
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Weapon.AmmoUse 1;
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Weapon.AmmoGive 20;
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Weapon.AmmoType "Clip";
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Obituary "$OB_MPPISTOL";
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+WEAPON.WIMPY_WEAPON
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Inventory.Pickupmessage "$PICKUP_PISTOL_DROPPED";
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Tag "$TAG_PISTOL";
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}
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States
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{
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Ready:
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PISG A 1 A_WeaponReady;
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Loop;
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Deselect:
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PISG A 1 A_Lower;
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Loop;
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Select:
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PISG A 1 A_Raise;
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Loop;
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Fire:
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PISG A 4;
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PISG B 6 A_FirePistol;
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PISG C 4;
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PISG B 5 A_ReFire;
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Goto Ready;
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Flash:
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PISF A 7 Bright A_Light1;
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Goto LightDone;
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PISF A 7 Bright A_Light1;
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Goto LightDone;
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Spawn:
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PIST A -1;
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Stop;
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}
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}
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//===========================================================================
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//
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// Code (must be attached to StateProvider)
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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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// This is also used by the shotgun and chaingun
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//===========================================================================
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protected action void GunShot(bool accurate, Class<Actor> pufftype, double pitch)
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{
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int damage = 5 * random[GunShot](1, 3);
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double ang = angle;
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if (!accurate)
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{
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ang += Random2[GunShot]() * (5.625 / 256);
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}
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LineAttack(ang, PLAYERMISSILERANGE, pitch, damage, 'Hitscan', pufftype);
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}
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//===========================================================================
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action void A_FirePistol()
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{
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bool accurate;
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if (player != null)
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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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player.SetPsprite(PSP_FLASH, weap.FindState('Flash'), true);
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}
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player.mo.PlayAttacking2 ();
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accurate = !player.refire;
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}
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else
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{
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accurate = true;
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}
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A_PlaySound ("weapons/pistol", CHAN_WEAPON);
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GunShot (accurate, "BulletPuff", BulletSlope ());
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}
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} |