gzdoom/wadsrc/static/zscript/strife/sigil.txt
Christoph Oelckers a2f4cd7cda - fixed: All functions that are callable from weapon states and not members of Actor need to be declared 'action'.
With the stricter type checks of the self pointer that were now implemented these all produced errors.
2016-11-13 14:20:30 +01:00

178 lines
3.1 KiB
Text

// The Almighty Sigil! ------------------------------------------------------
class Sigil : Weapon native
{
Default
{
Weapon.Kickback 100;
Weapon.SelectionOrder 4000;
Health 1;
+FLOORCLIP
+WEAPON.CHEATNOTWEAPON
Inventory.PickupSound "weapons/sigilcharge";
Tag "$TAG_SIGIL";
Inventory.Icon "I_SGL1";
Inventory.PickupMessage "$TXT_SIGIL";
}
action native void A_SelectPiece ();
action native void A_SelectSigilView ();
action native void A_SelectSigilDown ();
action native void A_SelectSigilAttack ();
action native void A_SigilCharge ();
action native void A_FireSigil1 ();
action native void A_FireSigil2 ();
action native void A_FireSigil3 ();
action native void A_FireSigil4 ();
action native void A_FireSigil5 ();
States
{
Spawn:
SIGL A 1;
SIGL A -1 A_SelectPiece;
Stop;
SIGL B -1;
Stop;
SIGL C -1;
Stop;
SIGL D -1;
Stop;
SIGL E -1;
Stop;
Ready:
SIGH A 0 Bright A_SelectSigilView;
Wait;
SIGH A 1 Bright A_WeaponReady;
Wait;
SIGH B 1 Bright A_WeaponReady;
Wait;
SIGH C 1 Bright A_WeaponReady;
Wait;
SIGH D 1 Bright A_WeaponReady;
Wait;
SIGH E 1 Bright A_WeaponReady;
Wait;
Deselect:
SIGH A 1 Bright A_SelectSigilDown;
Wait;
SIGH A 1 Bright A_Lower;
Wait;
SIGH B 1 Bright A_Lower;
Wait;
SIGH C 1 Bright A_Lower;
Wait;
SIGH D 1 Bright A_Lower;
Wait;
SIGH E 1 Bright A_Lower;
Wait;
Select:
SIGH A 1 Bright A_SelectSigilView;
Wait;
SIGH A 1 Bright A_Raise;
Wait;
SIGH B 1 Bright A_Raise;
Wait;
SIGH C 1 Bright A_Raise;
Wait;
SIGH D 1 Bright A_Raise;
Wait;
SIGH E 1 Bright A_Raise;
Wait;
Fire:
SIGH A 0 Bright A_SelectSigilAttack;
SIGH A 18 Bright A_SigilCharge;
SIGH A 3 Bright A_GunFlash;
SIGH A 10 A_FireSigil1;
SIGH A 5;
Goto Ready;
SIGH B 18 Bright A_SigilCharge;
SIGH B 3 Bright A_GunFlash;
SIGH B 10 A_FireSigil2;
SIGH B 5;
Goto Ready;
SIGH C 18 Bright A_SigilCharge;
SIGH C 3 Bright A_GunFlash;
SIGH C 10 A_FireSigil3;
SIGH C 5;
Goto Ready;
SIGH D 18 Bright A_SigilCharge;
SIGH D 3 Bright A_GunFlash;
SIGH D 10 A_FireSigil4;
SIGH D 5;
Goto Ready;
SIGH E 18 Bright A_SigilCharge;
SIGH E 3 Bright A_GunFlash;
SIGH E 10 A_FireSigil5;
SIGH E 5;
Goto Ready;
Flash:
SIGF A 4 Bright A_Light2;
SIGF B 6 Bright A_LightInverse;
SIGF C 4 Bright A_Light1;
SIGF C 0 Bright A_Light0;
Stop;
}
}
// Sigil 1 ------------------------------------------------------------------
class Sigil1 : Sigil
{
Default
{
Inventory.Icon "I_SGL1";
Health 1;
}
}
// Sigil 2 ------------------------------------------------------------------
class Sigil2 : Sigil
{
Default
{
Inventory.Icon "I_SGL2";
Health 2;
}
}
// Sigil 3 ------------------------------------------------------------------
class Sigil3 : Sigil
{
Default
{
Inventory.Icon "I_SGL3";
Health 3;
}
}
// Sigil 4 ------------------------------------------------------------------
class Sigil4 : Sigil
{
Default
{
Inventory.Icon "I_SGL4";
Health 4;
}
}
// Sigil 5 ------------------------------------------------------------------
class Sigil5 : Sigil
{
Default
{
Inventory.Icon "I_SGL5";
Health 5;
}
}