qzdoom-gpl/wadsrc/static/actors/strife/sigil.txt

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// The Almighty Sigil! ------------------------------------------------------
ACTOR Sigil : Weapon native
{
Weapon.Kickback 100
Weapon.SelectionOrder 4000
Health 1
+FLOORCLIP
+WEAPON.CHEATNOTWEAPON
Inventory.PickupSound "weapons/sigilcharge"
Tag "$TAG_SIGIL"
Inventory.Icon "I_SGL1"
Inventory.PickupMessage "$TXT_SIGIL"
action native A_SelectPiece ();
action native A_SelectSigilView ();
action native A_SelectSigilDown ();
action native A_SelectSigilAttack ();
action native A_SigilCharge ();
action native A_FireSigil1 ();
action native A_FireSigil2 ();
action native A_FireSigil3 ();
action native A_FireSigil4 ();
action native A_FireSigil5 ();
States
{
Spawn:
SIGL A 1
SIGL A -1 A_SelectPiece
Stop
SIGL B -1
Stop
SIGL C -1
Stop
SIGL D -1
Stop
SIGL E -1
Stop
Ready:
SIGH A 0 Bright A_SelectSigilView
Wait
SIGH A 1 Bright A_WeaponReady
Wait
SIGH B 1 Bright A_WeaponReady
Wait
SIGH C 1 Bright A_WeaponReady
Wait
SIGH D 1 Bright A_WeaponReady
Wait
SIGH E 1 Bright A_WeaponReady
Wait
Deselect:
SIGH A 1 Bright A_SelectSigilDown
Wait
SIGH A 1 Bright A_Lower
Wait
SIGH B 1 Bright A_Lower
Wait
SIGH C 1 Bright A_Lower
Wait
SIGH D 1 Bright A_Lower
Wait
SIGH E 1 Bright A_Lower
Wait
Select:
SIGH A 1 Bright A_SelectSigilView
Wait
SIGH A 1 Bright A_Raise
Wait
SIGH B 1 Bright A_Raise
Wait
SIGH C 1 Bright A_Raise
Wait
SIGH D 1 Bright A_Raise
Wait
SIGH E 1 Bright A_Raise
Wait
Fire:
SIGH A 0 Bright A_SelectSigilAttack
SIGH A 18 Bright A_SigilCharge
SIGH A 3 Bright A_GunFlash
SIGH A 10 A_FireSigil1
SIGH A 5
Goto Ready
SIGH B 18 Bright A_SigilCharge
SIGH B 3 Bright A_GunFlash
SIGH B 10 A_FireSigil2
SIGH B 5
Goto Ready
SIGH C 18 Bright A_SigilCharge
SIGH C 3 Bright A_GunFlash
SIGH C 10 A_FireSigil3
SIGH C 5
Goto Ready
SIGH D 18 Bright A_SigilCharge
SIGH D 3 Bright A_GunFlash
SIGH D 10 A_FireSigil4
SIGH D 5
Goto Ready
SIGH E 18 Bright A_SigilCharge
SIGH E 3 Bright A_GunFlash
SIGH E 10 A_FireSigil5
SIGH E 5
Goto Ready
Flash:
SIGF A 4 Bright A_Light2
SIGF B 6 Bright A_LightInverse
SIGF C 4 Bright A_Light1
SIGF C 0 Bright A_Light0
Stop
}
}
// Sigil 1 ------------------------------------------------------------------
ACTOR Sigil1 : Sigil
{
Inventory.Icon "I_SGL1"
Health 1
}
// Sigil 2 ------------------------------------------------------------------
ACTOR Sigil2 : Sigil
{
Inventory.Icon "I_SGL2"
Health 2
}
// Sigil 3 ------------------------------------------------------------------
ACTOR Sigil3 : Sigil
{
Inventory.Icon "I_SGL3"
Health 3
}
// Sigil 4 ------------------------------------------------------------------
ACTOR Sigil4 : Sigil
{
Inventory.Icon "I_SGL4"
Health 4
}
// Sigil 5 ------------------------------------------------------------------
ACTOR Sigil5 : Sigil
{
Inventory.Icon "I_SGL5"
Health 5
}