gzdoom/wadsrc/static/actors/hexen/magelightning.txt
Christoph Oelckers f4c07c45ec - Removed DECORATE's ParseClass because it was only used to add data to fully
internal actor classes which no longer exist.
- Changed the state structure so that the Tics value doesn't need to be hacked
  into misc1 with SF_BIGTIC anymore. 
- Changed sprite processing so that sprite names are converted to indices 
  during parsing so that an additional postprocessing step is no longer needed.
- Fixed: Sprite names in DECORATE were case sensitive.
- Exported AActor's defaults to DECORATE and removed all code for the 
  internal property parser which is no longer needed.


SVN r1146 (trunk)
2008-08-10 14:19:47 +00:00

147 lines
2.7 KiB
Text

// The Mage's Lightning Arc of Death ----------------------------------------
ACTOR MWeapLightning : MageWeapon 8040
{
Game Hexen
+NOGRAVITY
Weapon.SelectionOrder 1100
Weapon.AmmoUse1 5
Weapon.AmmoGive1 25
Weapon.KickBack 0
Weapon.YAdjust 20
Weapon.AmmoType1 "Mana2"
Inventory.PickupMessage "$TXT_WEAPON_M3"
action native A_LightningReady();
action native A_MLightningAttack();
States
{
Spawn:
WMLG ABCDEFGH 4 Bright
Loop
Select:
MLNG A 1 Bright A_Raise
Loop
Deselect:
MLNG A 1 Bright A_Lower
Loop
Ready:
MLNG AAAAA 1 Bright A_WeaponReady
MLNG A 1 Bright A_LightningReady
MLNG BBBBBB 1 Bright A_WeaponReady
MLNG CCCCC 1 Bright A_WeaponReady
MLNG C 1 Bright A_LightningReady
MLNG BBBBBB 1 Bright A_WeaponReady
Loop
Fire:
MLNG DE 3 Bright
MLNG F 4 Bright A_MLightningAttack
MLNG G 4 Bright
MLNG HI 3 Bright
MLNG I 6 Bright Offset (0, 199)
MLNG C 2 Bright Offset (0, 55)
MLNG B 2 Bright Offset (0, 50)
MLNG B 2 Bright Offset (0, 45)
MLNG B 2 Bright Offset (0, 40)
Goto Ready
}
}
// Ceiling Lightning --------------------------------------------------------
ACTOR Lightning native
{
}
ACTOR LightningCeiling : Lightning
{
Health 144
Speed 25
Radius 16
Height 40
Damage 8
Projectile
+CEILINGHUGGER
RenderStyle Add
action native A_LightningZap();
action native A_LightningClip();
action native A_LightningRemove();
States
{
Spawn:
MLFX A 2 Bright A_LightningZap
MLFX BCD 2 Bright A_LightningClip
Loop
Death:
MLF2 A 2 Bright A_LightningRemove
MLF2 BCDEKLM 3 Bright
ACLO E 35
MLF2 NO 3 Bright
MLF2 P 4 Bright
MLF2 QP 3 Bright
MLF2 Q 4 Bright
MLF2 P 3 Bright
MLF2 O 3 Bright
MLF2 P 3 Bright
MLF2 P 1 Bright A_HideThing
ACLO E 1050
Stop
}
}
// Floor Lightning ----------------------------------------------------------
ACTOR LightningFloor : LightningCeiling
{
-CEILINGHUGGER
+FLOORHUGGER
RenderStyle Add
action native A_LastZap();
States
{
Spawn:
MLFX E 2 Bright A_LightningZap
MLFX FGH 2 Bright A_LightningClip
Loop
Death:
MLF2 F 2 Bright A_LightningRemove
MLF2 GHIJKLM 3 Bright
ACLO E 20
MLF2 NO 3 Bright
MLF2 P 4 Bright
MLF2 QP 3 Bright
MLF2 Q 4 Bright A_LastZap
MLF2 POP 3 Bright
MLF2 P 1 Bright A_HideThing
Goto Super::Death + 19
}
}
// Lightning Zap ------------------------------------------------------------
ACTOR LightningZap native
{
Radius 15
Height 35
Damage 2
+NOBLOCKMAP +NOGRAVITY +DROPOFF +MISSILE
RenderStyle Add
action native A_ZapMimic();
States
{
Spawn:
MLFX IJKLM 2 Bright A_ZapMimic
Loop
Death:
MLFX NOPQRSTU 2 Bright
Stop
}
}