mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-11-07 21:41:07 +00:00
7db035abba
I have no idea why this was ever deemed proper - but it clearly breaks some Hexen maps and it not even remotely mimics the original behavior. Even now, it's not the same but since the items fall down they at least end up where they are supposed to be.
149 lines
2.8 KiB
Text
149 lines
2.8 KiB
Text
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// Mage Weapon Piece --------------------------------------------------------
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ACTOR MageWeaponPiece : WeaponPiece
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{
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Inventory.PickupSound "misc/w_pkup"
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Inventory.PickupMessage "$TXT_BLOODSCOURGE_PIECE"
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Inventory.ForbiddenTo FighterPlayer, ClericPlayer
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WeaponPiece.Weapon MWeapBloodscourge
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+FLOATBOB
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}
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// Mage Weapon Piece 1 ------------------------------------------------------
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ACTOR MWeaponPiece1 : MageWeaponPiece 21
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{
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Game Hexen
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SpawnID 37
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WeaponPiece.Number 1
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States
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{
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Spawn:
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WMS1 A -1 Bright
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Stop
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}
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}
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// Mage Weapon Piece 2 ------------------------------------------------------
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ACTOR MWeaponPiece2 : MageWeaponPiece 22
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{
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Game Hexen
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SpawnID 38
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WeaponPiece.Number 2
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States
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{
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Spawn:
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WMS2 A -1 Bright
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Stop
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}
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}
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// Mage Weapon Piece 3 ------------------------------------------------------
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ACTOR MWeaponPiece3 : MageWeaponPiece 23
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{
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Game Hexen
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SpawnID 39
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WeaponPiece.Number 3
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States
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{
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Spawn:
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WMS3 A -1 Bright
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Stop
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}
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}
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// Bloodscourge Drop --------------------------------------------------------
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ACTOR BloodscourgeDrop
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{
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States
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{
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Spawn:
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TNT1 A 1
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TNT1 A 1 A_DropWeaponPieces("MWeaponPiece1", "MWeaponPiece2", "MWeaponPiece3")
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Stop
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}
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}
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// The Mages's Staff (Bloodscourge) -----------------------------------------
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ACTOR MWeapBloodscourge : MageWeapon native
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{
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Game Hexen
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Health 3
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Weapon.SelectionOrder 3100
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Weapon.AmmoUse1 15
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Weapon.AmmoUse2 15
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Weapon.AmmoGive1 20
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Weapon.AmmoGive2 20
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Weapon.KickBack 150
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Weapon.YAdjust 20
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Weapon.AmmoType1 "Mana1"
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Weapon.AmmoType2 "Mana2"
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+WEAPON.PRIMARY_USES_BOTH
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+Inventory.NoAttenPickupSound
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Inventory.PickupMessage "$TXT_WEAPON_M4"
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Inventory.PickupSound "WeaponBuild"
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Tag "$TAG_MWEAPBLOODSCOURGE"
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action native A_MStaffAttack();
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action native A_MStaffPalette();
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States
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{
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Spawn:
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TNT1 A -1
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Stop
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Select:
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MSTF A 1 A_Raise
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Loop
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Deselect:
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MSTF A 1 A_Lower
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Loop
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Ready:
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MSTF AAAAAABBBBBBCCCCCCDDDDDDEEEEEEFFFFF 1 A_WeaponReady
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Loop
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Fire:
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MSTF G 4 Offset (0, 40)
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MSTF H 4 Bright Offset (0, 48) A_MStaffAttack
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MSTF H 2 Bright Offset (0, 48) A_MStaffPalette
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MSTF II 2 Offset (0, 48) A_MStaffPalette
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MSTF I 1 Offset (0, 40)
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MSTF J 5 Offset (0, 36)
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Goto Ready
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}
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}
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// Mage Staff FX2 (Bloodscourge) --------------------------------------------
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ACTOR MageStaffFX2 native
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{
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Speed 17
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Height 8
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Damage 4
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DamageType "Fire"
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Projectile
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+SEEKERMISSILE
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+SCREENSEEKER
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+EXTREMEDEATH
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DeathSound "MageStaffExplode"
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Obituary "$OB_MPMWEAPBLOODSCOURGE"
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action native A_MStaffTrack();
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States
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{
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Spawn:
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MSP2 ABCD 2 Bright A_MStaffTrack
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Loop
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Death:
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MSP2 E 4 Bright A_SetTranslucent(1,1)
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MSP2 F 5 Bright A_Explode (80, 192, 0)
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MSP2 GH 5 Bright
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MSP2 I 4 Bright
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Stop
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}
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}
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