mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-11-27 22:33:17 +00:00
190 lines
No EOL
3.6 KiB
Text
190 lines
No EOL
3.6 KiB
Text
// --------------------------------------------------------------------------
|
|
//
|
|
// Rocket launcher
|
|
//
|
|
// --------------------------------------------------------------------------
|
|
|
|
class RocketLauncher : DoomWeapon
|
|
{
|
|
Default
|
|
{
|
|
Weapon.SelectionOrder 2500;
|
|
Weapon.AmmoUse 1;
|
|
Weapon.AmmoGive 2;
|
|
Weapon.AmmoType "RocketAmmo";
|
|
+WEAPON.NOAUTOFIRE
|
|
Inventory.PickupMessage "$GOTLAUNCHER";
|
|
Tag "$TAG_ROCKETLAUNCHER";
|
|
}
|
|
States
|
|
{
|
|
Ready:
|
|
MISG A 1 A_WeaponReady;
|
|
Loop;
|
|
Deselect:
|
|
MISG A 1 A_Lower;
|
|
Loop;
|
|
Select:
|
|
MISG A 1 A_Raise;
|
|
Loop;
|
|
Fire:
|
|
MISG B 8 A_GunFlash;
|
|
MISG B 12 A_FireMissile;
|
|
MISG B 0 A_ReFire;
|
|
Goto Ready;
|
|
Flash:
|
|
MISF A 3 Bright A_Light1;
|
|
MISF B 4 Bright;
|
|
MISF CD 4 Bright A_Light2;
|
|
Goto LightDone;
|
|
Spawn:
|
|
LAUN A -1;
|
|
Stop;
|
|
}
|
|
}
|
|
|
|
class Rocket : Actor
|
|
{
|
|
Default
|
|
{
|
|
Radius 11;
|
|
Height 8;
|
|
Speed 20;
|
|
Damage 20;
|
|
Projectile;
|
|
+RANDOMIZE
|
|
+DEHEXPLOSION
|
|
+ROCKETTRAIL
|
|
+ZDOOMTRANS
|
|
SeeSound "weapons/rocklf";
|
|
DeathSound "weapons/rocklx";
|
|
Obituary "$OB_MPROCKET";
|
|
}
|
|
States
|
|
{
|
|
Spawn:
|
|
MISL A 1 Bright;
|
|
Loop;
|
|
Death:
|
|
MISL B 8 Bright A_Explode;
|
|
MISL C 6 Bright;
|
|
MISL D 4 Bright;
|
|
Stop;
|
|
BrainExplode:
|
|
MISL BC 10 Bright;
|
|
MISL D 10 A_BrainExplode;
|
|
Stop;
|
|
}
|
|
}
|
|
|
|
// --------------------------------------------------------------------------
|
|
//
|
|
// Grenade -- Taken and adapted from Skulltag, with MBF stuff added to it
|
|
//
|
|
// --------------------------------------------------------------------------
|
|
|
|
class Grenade : Actor
|
|
{
|
|
Default
|
|
{
|
|
Radius 8;
|
|
Height 8;
|
|
Speed 25;
|
|
Damage 20;
|
|
Projectile;
|
|
-NOGRAVITY
|
|
+RANDOMIZE
|
|
+DEHEXPLOSION
|
|
+GRENADETRAIL
|
|
BounceType "Doom";
|
|
Gravity 0.25;
|
|
SeeSound "weapons/grenlf";
|
|
DeathSound "weapons/grenlx";
|
|
BounceSound "weapons/grbnce";
|
|
Obituary "$OB_GRENADE";
|
|
DamageType "Grenade";
|
|
}
|
|
States
|
|
{
|
|
Spawn:
|
|
SGRN A 1 Bright;
|
|
Loop;
|
|
Death:
|
|
MISL B 8 Bright A_Explode;
|
|
MISL C 6 Bright;
|
|
MISL D 4 Bright;
|
|
Stop;
|
|
Grenade:
|
|
MISL A 1000 A_Die;
|
|
Wait;
|
|
Detonate:
|
|
MISL B 4 A_Scream;
|
|
MISL C 6 A_Detonate;
|
|
MISL D 10;
|
|
Stop;
|
|
Mushroom:
|
|
MISL B 8 A_Mushroom;
|
|
Goto Death+1;
|
|
}
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// Code (must be attached to StateProvider)
|
|
//
|
|
//===========================================================================
|
|
|
|
extend class StateProvider
|
|
{
|
|
|
|
//===========================================================================
|
|
//
|
|
// A_FireMissile
|
|
//
|
|
//===========================================================================
|
|
|
|
action void A_FireMissile()
|
|
{
|
|
if (player == null)
|
|
{
|
|
return;
|
|
}
|
|
Weapon weap = player.ReadyWeapon;
|
|
if (weap != null && invoker == weap && stateinfo != null && stateinfo.mStateType == STATE_Psprite)
|
|
{
|
|
if (!weap.DepleteAmmo (weap.bAltFire, true, 1))
|
|
return;
|
|
}
|
|
|
|
SpawnPlayerMissile ("Rocket");
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// A_FireSTGrenade: not exactly backported from ST, but should work the same
|
|
//
|
|
//===========================================================================
|
|
|
|
action void A_FireSTGrenade(class<Actor> grenadetype = "Grenade")
|
|
{
|
|
if (grenadetype == null)
|
|
return;
|
|
|
|
if (player == null)
|
|
{
|
|
return;
|
|
}
|
|
Weapon weap = player.ReadyWeapon;
|
|
if (weap != null && invoker == weap && stateinfo != null && stateinfo.mStateType == STATE_Psprite)
|
|
{
|
|
if (!weap.DepleteAmmo (weap.bAltFire, true, 1))
|
|
return;
|
|
}
|
|
|
|
// Temporarily raise the pitch to send the grenadetype slightly upwards
|
|
double savedpitch = pitch;
|
|
pitch -= 6.328125;
|
|
SpawnPlayerMissile(grenadetype);
|
|
pitch = SavedPitch;
|
|
}
|
|
} |