gzdoom/wadsrc/static/actors/hexen/fighterquietus.txt
Christoph Oelckers b695330e90 - Removed FourthWeaponClass and based Hexen's fourth weapons on the generic weapon
pieces.
- Added DECORATE conversions for Hexen's Fighter weapons by Karate Chris.
- Added aWeaponGiver class to generalize the standing AssaultGun.
- converted a_Strifeweapons.cpp to DECORATE, except for the Sigil.


SVN r1129 (trunk)
2008-08-08 10:24:08 +00:00

167 lines
3 KiB
Text

// Fighter Weapon Piece -----------------------------------------------------
ACTOR FighterWeaponPiece : WeaponPiece native
{
}
// Fighter Weapon Piece 1 ---------------------------------------------------
ACTOR FWeaponPiece1 : FighterWeaponPiece 12
{
Game Hexen
SpawnID 29
Inventory.PickupMessage "$TXT_QUIETUS_PIECE"
WeaponPiece.Number 1
WeaponPiece.Weapon FWeapQuietus
+FLOATBOB
States
{
Spawn:
WFR1 A -1 Bright
Stop
}
}
// Fighter Weapon Piece 2 ---------------------------------------------------
ACTOR FWeaponPiece2 : FWeaponPiece1 13
{
Game Hexen
SpawnID 30
WeaponPiece.Number 2
+FLOATBOB
States
{
Spawn:
WFR2 A -1 Bright
Stop
}
}
// Fighter Weapon Piece 3 ---------------------------------------------------
ACTOR FWeaponPiece3 : FWeaponPiece1 16
{
Game Hexen
SpawnID 31
WeaponPiece.Number 3
+FLOATBOB
States
{
Spawn:
WFR3 A -1 Bright
Stop
}
}
// Quietus Drop -------------------------------------------------------------
ACTOR QuietusDrop
{
States
{
Spawn:
TNT1 A 1
TNT1 A 1 A_DropWeaponPieces("FWeaponPiece1", "FWeaponPiece2", "FWeaponPiece3")
Stop
}
}
// The Fighter's Sword (Quietus) --------------------------------------------
ACTOR FWeapQuietus : FighterWeapon
{
Health 3
Weapon.SelectionOrder 2900
+WEAPON.PRIMARY_USES_BOTH
Weapon.AmmoUse1 14
Weapon.AmmoUse2 14
Weapon.AmmoGive1 20
Weapon.AmmoGive2 20
Weapon.KickBack 150
Weapon.YAdjust 10
Weapon.AmmoType1 "Mana1"
Weapon.AmmoType2 "Mana2"
Inventory.PickupMessage "$TXT_WEAPON_F4"
Inventory.PickupSound "WeaponBuild"
action native A_FSwordAttack();
States
{
Spawn:
TNT1 A -1
Stop
Select:
FSRD A 1 Bright A_Raise
Loop
Deselect:
FSRD A 1 Bright A_Lower
Loop
Ready:
FSRD AAAABBBBCCCC 1 Bright A_WeaponReady
Loop
Fire:
FSRD DE 3 Bright Offset (5, 36)
FSRD F 2 Bright Offset (5, 36)
FSRD G 3 Bright Offset (5, 36) A_FSwordAttack
FSRD H 2 Bright Offset (5, 36)
FSRD I 2 Bright Offset (5, 36)
FSRD I 10 Bright Offset (5, 150)
FSRD A 1 Bright Offset (5, 60)
FSRD B 1 Bright Offset (5, 55)
FSRD C 1 Bright Offset (5, 50)
FSRD A 1 Bright Offset (5, 45)
FSRD B 1 Bright Offset (5, 40)
Goto Ready
}
}
// Fighter Sword Missile ----------------------------------------------------
ACTOR FSwordMissile native
{
Speed 30
Radius 16
Height 8
Damage 8
Projectile
+EXTREMEDEATH
RenderStyle Add
DeathSound "FighterSwordExplode"
action native A_FSwordFlames();
States
{
Spawn:
FSFX ABC 3 Bright
Loop
Death:
FSFX D 4 Bright
FSFX E 3 Bright A_FSwordFlames
FSFX F 4 Bright A_Explode (64, 128, 0)
FSFX G 3 Bright
FSFX H 4 Bright
FSFX I 3 Bright
FSFX J 4 Bright
FSFX KLM 3 Bright
Stop
}
}
// Fighter Sword Flame ------------------------------------------------------
ACTOR FSwordFlame
{
+NOBLOCKMAP +NOGRAVITY
RenderStyle Translucent
Alpha 0.6
States
{
Spawn:
FSFX NOPQRSTUVW 3 Bright
Stop
}
}