gzdoom/wadsrc/static/zscript/heretic/weaponwand.txt
Christoph Oelckers 0770c0022c - cleaned up use of the random function in script files.
Many uses of random() & value have been turned into random(0, value).
This is not only more efficient, it also ensures better random distribution because the parameter-less variant only returns values between 0 and 255.
2018-12-21 12:40:05 +01:00

219 lines
3.6 KiB
Text

// Gold wand ----------------------------------------------------------------
class GoldWand : HereticWeapon
{
Default
{
+BLOODSPLATTER
Weapon.SelectionOrder 2000;
Weapon.AmmoGive 25;
Weapon.AmmoUse 1;
Weapon.AmmoType "GoldWandAmmo";
Weapon.SisterWeapon "GoldWandPowered";
Weapon.YAdjust 5;
Inventory.PickupMessage "$TXT_WPNGOLDWAND";
Obituary "$OB_MPGOLDWAND";
Tag "$TAG_GOLDWAND";
}
States
{
Spawn:
GWAN A -1;
Stop;
Ready:
GWND A 1 A_WeaponReady;
Loop;
Deselect:
GWND A 1 A_Lower;
Loop;
Select:
GWND A 1 A_Raise;
Loop;
Fire:
GWND B 3;
GWND C 5 A_FireGoldWandPL1;
GWND D 3;
GWND D 0 A_ReFire;
Goto Ready;
}
//----------------------------------------------------------------------------
//
// PROC A_FireGoldWandPL1
//
//----------------------------------------------------------------------------
action void A_FireGoldWandPL1 ()
{
if (player == null)
{
return;
}
Weapon weapon = player.ReadyWeapon;
if (weapon != null)
{
if (!weapon.DepleteAmmo (weapon.bAltFire))
return;
}
double pitch = BulletSlope();
int damage = random[FireGoldWand](7, 14);
double ang = angle;
if (player.refire)
{
ang += Random2[FireGoldWand]() * (5.625 / 256);
}
LineAttack(ang, PLAYERMISSILERANGE, pitch, damage, 'Hitscan', "GoldWandPuff1");
A_PlaySound("weapons/wandhit", CHAN_WEAPON);
}
}
class GoldWandPowered : GoldWand
{
Default
{
+WEAPON.POWERED_UP
Weapon.AmmoGive 0;
Weapon.SisterWeapon "GoldWand";
Obituary "$OB_MPPGOLDWAND";
Tag "$TAG_GOLDWANDP";
}
States
{
Fire:
GWND B 3;
GWND C 4 A_FireGoldWandPL2;
GWND D 3;
GWND D 0 A_ReFire;
Goto Ready;
}
//----------------------------------------------------------------------------
//
// PROC A_FireGoldWandPL2
//
//----------------------------------------------------------------------------
action void A_FireGoldWandPL2 ()
{
if (player == null)
{
return;
}
Weapon weapon = player.ReadyWeapon;
if (weapon != null)
{
if (!weapon.DepleteAmmo (weapon.bAltFire))
return;
}
double pitch = BulletSlope();
double vz = -GetDefaultByType("GoldWandFX2").Speed * clamp(tan(pitch), -5, 5);
SpawnMissileAngle("GoldWandFX2", angle - (45. / 8), vz);
SpawnMissileAngle("GoldWandFX2", angle + (45. / 8), vz);
double ang = angle - (45. / 8);
for(int i = 0; i < 5; i++)
{
int damage = random[FireGoldWand](1, 8);
LineAttack (ang, PLAYERMISSILERANGE, pitch, damage, 'Hitscan', "GoldWandPuff2");
ang += ((45. / 8) * 2) / 4;
}
A_PlaySound("weapons/wandhit", CHAN_WEAPON);
}
}
// Gold wand FX1 ------------------------------------------------------------
class GoldWandFX1 : Actor
{
Default
{
Radius 10;
Height 6;
Speed 22;
Damage 2;
Projectile;
RenderStyle "Add";
+ZDOOMTRANS
DeathSound "weapons/wandhit";
Obituary "$OB_MPPGOLDWAND";
}
States
{
Spawn:
FX01 AB 6 BRIGHT;
Loop;
Death:
FX01 EFGH 3 BRIGHT;
Stop;
}
}
// Gold wand FX2 ------------------------------------------------------------
class GoldWandFX2 : GoldWandFX1
{
Default
{
Speed 18;
Damage 1;
DeathSound "";
}
States
{
Spawn:
FX01 CD 6 BRIGHT;
Loop;
}
}
// Gold wand puff 1 ---------------------------------------------------------
class GoldWandPuff1 : Actor
{
Default
{
+NOBLOCKMAP
+NOGRAVITY
+PUFFONACTORS
+ZDOOMTRANS
RenderStyle "Add";
}
States
{
Spawn:
PUF2 ABCDE 3 BRIGHT;
Stop;
}
}
// Gold wand puff 2 ---------------------------------------------------------
class GoldWandPuff2 : GoldWandFX1
{
Default
{
Skip_Super;
+NOBLOCKMAP
+NOGRAVITY
+PUFFONACTORS
}
States
{
Spawn:
Goto Super::Death;
}
}