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149 lines
2.4 KiB
Text
149 lines
2.4 KiB
Text
// --------------------------------------------------------------------------
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//
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// Plasma rifle
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//
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// --------------------------------------------------------------------------
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class PlasmaRifle : DoomWeapon
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{
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Default
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{
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Weapon.SelectionOrder 100;
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Weapon.AmmoUse 1;
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Weapon.AmmoGive 40;
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Weapon.AmmoType "Cell";
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Inventory.PickupMessage "$GOTPLASMA";
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Tag "$TAG_PLASMARIFLE";
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}
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States
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{
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Ready:
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PLSG A 1 A_WeaponReady;
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Loop;
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Deselect:
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PLSG A 1 A_Lower;
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Loop;
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Select:
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PLSG A 1 A_Raise;
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Loop;
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Fire:
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PLSG A 3 A_FirePlasma;
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PLSG B 20 A_ReFire;
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Goto Ready;
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Flash:
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PLSF A 4 Bright A_Light1;
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Goto LightDone;
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PLSF B 4 Bright A_Light1;
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Goto LightDone;
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Spawn:
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PLAS A -1;
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Stop;
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}
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}
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class PlasmaBall : Actor
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{
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Default
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{
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Radius 13;
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Height 8;
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Speed 25;
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Damage 5;
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Projectile;
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+RANDOMIZE
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+ZDOOMTRANS
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RenderStyle "Add";
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Alpha 0.75;
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SeeSound "weapons/plasmaf";
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DeathSound "weapons/plasmax";
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Obituary "$OB_MPPLASMARIFLE";
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}
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States
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{
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Spawn:
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PLSS AB 6 Bright;
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Loop;
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Death:
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PLSE ABCDE 4 Bright;
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Stop;
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}
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}
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// --------------------------------------------------------------------------
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//
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// BFG 2704
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//
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// --------------------------------------------------------------------------
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class PlasmaBall1 : PlasmaBall
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{
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Default
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{
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Damage 4;
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BounceType "Classic";
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BounceFactor 1.0;
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Obituary "$OB_MPBFG_MBF";
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}
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States
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{
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Spawn:
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PLS1 AB 6 Bright;
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Loop;
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Death:
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PLS1 CDEFG 4 Bright;
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Stop;
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}
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}
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class PlasmaBall2 : PlasmaBall1
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{
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States
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{
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Spawn:
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PLS2 AB 6 Bright;
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Loop;
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Death:
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PLS2 CDE 4 Bright;
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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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//
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// A_FirePlasma
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//
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//===========================================================================
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action void A_FirePlasma()
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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[FirePlasma]()&1);
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}
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}
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SpawnPlayerMissile ("PlasmaBall");
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}
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}
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