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https://github.com/ZDoom/gzdoom.git
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ef2c9243c5
- AActor::PreExplode is gone now that the last item that was using it has been converted. - Converted the Sigil and the remaining things in a_strifeitems.cpp to DECORATE. SVN r1132 (trunk)
100 lines
1.8 KiB
Text
100 lines
1.8 KiB
Text
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// The Fighter's Hammer -----------------------------------------------------
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ACTOR FWeapHammer : FighterWeapon 123
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{
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Game Hexen
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SpawnID 28
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+BLOODSPLATTER
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Weapon.SelectionOrder 900
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+WEAPON.AMMO_OPTIONAL +WEAPON.MELEEWEAPON
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Weapon.AmmoUse1 3
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Weapon.AmmoGive1 25
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Weapon.KickBack 150
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Weapon.YAdjust -10
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Weapon.AmmoType1 "Mana2"
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Inventory.PickupMessage "$TXT_WEAPON_F3"
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action native A_FHammerAttack();
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action native A_FHammerThrow();
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States
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{
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Spawn:
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WFHM A -1
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Stop
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Select:
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FHMR A 1 A_Raise
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Loop
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Deselect:
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FHMR A 1 A_Lower
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Loop
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Ready:
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FHMR A 1 A_WeaponReady
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Loop
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Fire:
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FHMR B 6 Offset (5, 0)
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FHMR C 3 Offset (5, 0) A_FHammerAttack
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FHMR D 3 Offset (5, 0)
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FHMR E 2 Offset (5, 0)
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FHMR E 10 Offset (5, 150) A_FHammerThrow
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FHMR A 1 Offset (0, 60)
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FHMR A 1 Offset (0, 55)
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FHMR A 1 Offset (0, 50)
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FHMR A 1 Offset (0, 45)
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FHMR A 1 Offset (0, 40)
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FHMR A 1 Offset (0, 35)
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FHMR A 1
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Goto Ready
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}
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}
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// Hammer Missile -----------------------------------------------------------
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ACTOR HammerMissile
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{
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Speed 25
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Radius 14
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Height 20
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Damage 10
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DamageType "Fire"
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Projectile
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DeathSound "FighterHammerExplode"
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States
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{
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Spawn:
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FHFX A 2 Bright
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FHFX B 2 Bright A_PlaySound ("FighterHammerContinuous")
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FHFX CDEFGH 2 Bright
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Loop
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Death:
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FHFX I 3 Bright A_SetTranslucent(1,1)
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FHFX J 3 Bright
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FHFX K 3 Bright A_Explode (128, 128, 0)
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FHFX LM 3 Bright
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FHFX N 3
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FHFX OPQR 3 Bright
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Stop
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}
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}
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// Hammer Puff (also used by fist) ------------------------------------------
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ACTOR HammerPuff
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{
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+NOBLOCKMAP +NOGRAVITY
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+PUFFONACTORS
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RenderStyle "Translucent"
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Alpha 0.6
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VSpeed 0.8
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SeeSound "FighterHammerHitThing"
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AttackSound "FighterHammerHitWall"
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ActiveSound "FighterHammerMiss"
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States
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{
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Spawn:
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FHFX STUVW 4
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Stop
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}
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}
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