mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-11-06 04:50:26 +00:00
286 lines
5.3 KiB
Text
286 lines
5.3 KiB
Text
// Mauler -------------------------------------------------------------------
|
|
// The scatter version
|
|
|
|
class Mauler : StrifeWeapon
|
|
{
|
|
Default
|
|
{
|
|
+FLOORCLIP
|
|
Weapon.SelectionOrder 300;
|
|
Weapon.AmmoUse1 20;
|
|
Weapon.AmmoGive1 40;
|
|
Weapon.AmmoType1 "EnergyPod";
|
|
Weapon.SisterWeapon "Mauler2";
|
|
Inventory.Icon "TRPDA0";
|
|
Tag "$TAG_MAULER1";
|
|
Inventory.PickupMessage "$TXT_MAULER";
|
|
Obituary "$OB_MPMAULER1";
|
|
}
|
|
|
|
States
|
|
{
|
|
Ready:
|
|
MAUL FGHA 6 A_WeaponReady;
|
|
Loop;
|
|
Deselect:
|
|
MAUL A 1 A_Lower;
|
|
Loop;
|
|
Select:
|
|
MAUL A 1 A_Raise;
|
|
Loop;
|
|
Fire:
|
|
BLSF A 5 Bright A_FireMauler1;
|
|
MAUL B 3 Bright A_Light1;
|
|
MAUL C 2 A_Light2;
|
|
MAUL DE 2;
|
|
MAUL A 7 A_Light0;
|
|
MAUL H 7;
|
|
MAUL G 7 A_CheckReload;
|
|
Goto Ready;
|
|
Spawn:
|
|
TRPD A -1;
|
|
Stop;
|
|
}
|
|
|
|
//============================================================================
|
|
//
|
|
// A_FireMauler1
|
|
//
|
|
// Hey! This is exactly the same as a super shotgun except for the sound
|
|
// and the bullet puffs and the disintegration death.
|
|
//
|
|
//============================================================================
|
|
|
|
action void A_FireMauler1()
|
|
{
|
|
if (player == null)
|
|
{
|
|
return;
|
|
}
|
|
|
|
A_PlaySound ("weapons/mauler1", CHAN_WEAPON);
|
|
Weapon weap = player.ReadyWeapon;
|
|
if (weap != null)
|
|
{
|
|
if (!weap.DepleteAmmo (weap.bAltFire, true, 2))
|
|
return;
|
|
|
|
}
|
|
player.mo.PlayAttacking2 ();
|
|
|
|
double pitch = BulletSlope ();
|
|
|
|
for (int i = 0 ; i < 20 ; i++)
|
|
{
|
|
int damage = 5 * random[Mauler1](1, 3);
|
|
double ang = angle + Random2[Mauler1]() * (11.25 / 256);
|
|
|
|
// Strife used a range of 2112 units for the mauler to signal that
|
|
// it should use a different puff. ZDoom's default range is longer
|
|
// than this, so let's not handicap it by being too faithful to the
|
|
// original.
|
|
|
|
LineAttack (ang, PLAYERMISSILERANGE, pitch + Random2[Mauler1]() * (7.097 / 256), damage, 'Hitscan', "MaulerPuff");
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
// Mauler Torpedo version ---------------------------------------------------
|
|
|
|
class Mauler2 : Mauler
|
|
{
|
|
Default
|
|
{
|
|
Weapon.SelectionOrder 3300;
|
|
Weapon.AmmoUse1 30;
|
|
Weapon.AmmoGive1 0;
|
|
Weapon.AmmoType1 "EnergyPod";
|
|
Weapon.SisterWeapon "Mauler";
|
|
Tag "$TAG_MAULER2";
|
|
}
|
|
|
|
States
|
|
{
|
|
Ready:
|
|
MAUL IJKL 7 A_WeaponReady;
|
|
Loop;
|
|
Deselect:
|
|
MAUL I 1 A_Lower;
|
|
Loop;
|
|
Select:
|
|
MAUL I 1 A_Raise;
|
|
Loop;
|
|
Fire:
|
|
MAUL I 20 A_FireMauler2Pre;
|
|
MAUL J 10 A_Light1;
|
|
BLSF A 10 Bright A_FireMauler2;
|
|
MAUL B 10 Bright A_Light2;
|
|
MAUL C 2;
|
|
MAUL D 2 A_Light0;
|
|
MAUL E 2 A_ReFire;
|
|
Goto Ready;
|
|
}
|
|
|
|
//============================================================================
|
|
//
|
|
// A_FireMauler2Pre
|
|
//
|
|
// Makes some noise and moves the psprite.
|
|
//
|
|
//============================================================================
|
|
|
|
action void A_FireMauler2Pre ()
|
|
{
|
|
A_PlaySound ("weapons/mauler2charge", CHAN_WEAPON);
|
|
|
|
if (player != null)
|
|
{
|
|
PSprite psp = player.GetPSprite(PSP_WEAPON);
|
|
psp.x += Random2[Mauler2]() / 64.;
|
|
psp.y += Random2[Mauler2]() / 64.;
|
|
}
|
|
}
|
|
|
|
//============================================================================
|
|
//
|
|
// A_FireMauler2Pre
|
|
//
|
|
// Fires the torpedo.
|
|
//
|
|
//============================================================================
|
|
|
|
action void A_FireMauler2 ()
|
|
{
|
|
if (player == null)
|
|
{
|
|
return;
|
|
}
|
|
|
|
Weapon weapon = player.ReadyWeapon;
|
|
if (weapon != null)
|
|
{
|
|
if (!weapon.DepleteAmmo (weapon.bAltFire))
|
|
return;
|
|
}
|
|
player.mo.PlayAttacking2 ();
|
|
|
|
SpawnPlayerMissile ("MaulerTorpedo");
|
|
DamageMobj (self, null, 20, 'Disintegrate');
|
|
Thrust(7.8125, Angle+180.);
|
|
}
|
|
}
|
|
|
|
|
|
// Mauler "Bullet" Puff -----------------------------------------------------
|
|
|
|
class MaulerPuff : Actor
|
|
{
|
|
Default
|
|
{
|
|
+NOBLOCKMAP
|
|
+NOGRAVITY
|
|
+PUFFONACTORS
|
|
RenderStyle "Add";
|
|
DamageType "Disintegrate";
|
|
}
|
|
States
|
|
{
|
|
Spawn:
|
|
MPUF AB 5;
|
|
POW1 ABCDE 4;
|
|
Stop;
|
|
}
|
|
}
|
|
|
|
// The Mauler's Torpedo -----------------------------------------------------
|
|
|
|
class MaulerTorpedo : Actor
|
|
{
|
|
Default
|
|
{
|
|
Speed 20;
|
|
Height 8;
|
|
Radius 13;
|
|
Damage 1;
|
|
DamageType "Disintegrate";
|
|
Projectile;
|
|
+STRIFEDAMAGE
|
|
MaxStepHeight 4;
|
|
RenderStyle "Add";
|
|
SeeSound "weapons/mauler2fire";
|
|
DeathSound "weapons/mauler2hit";
|
|
Obituary "$OB_MPMAULER";
|
|
}
|
|
|
|
States
|
|
{
|
|
Spawn:
|
|
TORP ABCD 4 Bright;
|
|
Loop;
|
|
Death:
|
|
THIT AB 8 Bright;
|
|
THIT C 8 Bright A_MaulerTorpedoWave;
|
|
THIT DE 8 Bright;
|
|
Stop;
|
|
}
|
|
|
|
//============================================================================
|
|
//
|
|
// A_MaulerTorpedoWave
|
|
//
|
|
// Launches lots of balls when the torpedo hits something.
|
|
//
|
|
//============================================================================
|
|
|
|
action void A_MaulerTorpedoWave()
|
|
{
|
|
readonly<Actor> wavedef = GetDefaultByType("MaulerTorpedoWave");
|
|
double savedz = pos.z;
|
|
angle += 180.;
|
|
|
|
// If the torpedo hit the ceiling, it should still spawn the wave
|
|
if (wavedef && ceilingz < pos.z + wavedef.Height)
|
|
{
|
|
SetZ(ceilingz - wavedef.Height);
|
|
}
|
|
|
|
for (int i = 0; i < 80; ++i)
|
|
{
|
|
Angle += 4.5;
|
|
SpawnSubMissile ("MaulerTorpedoWave", target);
|
|
}
|
|
SetZ(savedz);
|
|
}
|
|
}
|
|
|
|
|
|
// The mini torpedoes shot by the big torpedo --------------------------------
|
|
|
|
class MaulerTorpedoWave : Actor
|
|
{
|
|
Default
|
|
{
|
|
Speed 35;
|
|
Radius 13;
|
|
Height 13;
|
|
Damage 10;
|
|
DamageType "Disintegrate";
|
|
Projectile;
|
|
+STRIFEDAMAGE
|
|
MaxStepHeight 4;
|
|
RenderStyle "Add";
|
|
Obituary "$OB_MPMAULER";
|
|
}
|
|
States
|
|
{
|
|
Spawn:
|
|
TWAV AB 9 Bright;
|
|
Death:
|
|
TWAV C 9 Bright;
|
|
Stop;
|
|
}
|
|
|
|
}
|
|
|
|
|