qzdoom-gpl/wadsrc/static/zscript/strife/weaponcrossbow.txt

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// Strife's Crossbow --------------------------------------------------------
class StrifeCrossbow : StrifeWeapon
{
Default
{
+FLOORCLIP
Weapon.SelectionOrder 1200;
+WEAPON.NOALERT
Weapon.AmmoUse1 1;
Weapon.AmmoGive1 8;
Weapon.AmmoType1 "ElectricBolts";
Weapon.SisterWeapon "StrifeCrossbow2";
Inventory.PickupMessage "$TXT_STRIFECROSSBOW";
Tag "$TAG_STRIFECROSSBOW1";
Inventory.Icon "CBOWA0";
}
States
{
Spawn:
CBOW A -1;
Stop;
Ready:
XBOW A 0 A_ShowElectricFlash;
XBOW A 1 A_WeaponReady;
Wait;
Deselect:
XBOW A 1 A_Lower;
Loop;
Select:
XBOW A 1 A_Raise;
Loop;
Fire:
XBOW A 3 A_ClearFlash;
XBOW B 6 A_FireArrow("ElectricBolt");
XBOW C 4;
XBOW D 6;
XBOW E 3;
XBOW F 5;
XBOW G 0 A_ShowElectricFlash;
XBOW G 5 A_CheckReload;
Goto Ready+1;
Flash:
XBOW KLM 5;
Loop;
}
//============================================================================
//
// A_ClearFlash
//
//============================================================================
action void A_ClearFlash ()
{
if (player == null)
return;
player.SetPsprite (PSP_FLASH, null);
}
//============================================================================
//
// A_ShowElectricFlash
//
//============================================================================
action void A_ShowElectricFlash ()
{
if (player != null)
{
player.SetPsprite (PSP_FLASH, player.ReadyWeapon.FindState('Flash'));
}
}
//============================================================================
//
// A_FireElectric
//
//============================================================================
action void A_FireArrow (class<Actor> proj)
{
if (player == null)
{
return;
}
Weapon weapon = player.ReadyWeapon;
if (weapon != null)
{
if (!weapon.DepleteAmmo (weapon.bAltFire))
return;
}
if (proj)
{
double savedangle = angle;
angle += Random2[Electric]() * (5.625/256) * AccuracyFactor();
player.mo.PlayAttacking2 ();
SpawnPlayerMissile (proj);
angle = savedangle;
A_PlaySound ("weapons/xbowshoot", CHAN_WEAPON);
}
}
}
class StrifeCrossbow2 : StrifeCrossbow
{
Default
{
Weapon.SelectionOrder 2700;
Weapon.AmmoUse1 1;
Weapon.AmmoGive1 0;
Weapon.AmmoType1 "PoisonBolts";
Weapon.SisterWeapon "StrifeCrossbow";
Tag "$TAG_STRIFECROSSBOW2";
}
States
{
Ready:
XBOW H 1 A_WeaponReady;
Loop;
Deselect:
XBOW H 1 A_Lower;
Loop;
Select:
XBOW H 1 A_Raise;
Loop;
Fire:
XBOW H 3;
XBOW B 6 A_FireArrow("PoisonBolt");
XBOW C 4;
XBOW D 6;
XBOW E 3;
XBOW I 5;
XBOW J 5 A_CheckReload;
Goto Ready;
Flash:
Stop;
}
}
// Electric Bolt ------------------------------------------------------------
class ElectricBolt : Actor
{
Default
{
Speed 30;
Radius 10;
Height 10;
Damage 10;
Projectile;
+STRIFEDAMAGE
+NOBLOCKMAP
+NOGRAVITY
+DROPOFF
MaxStepHeight 4;
SeeSound "misc/swish";
ActiveSound "misc/swish";
DeathSound "weapons/xbowhit";
Obituary "$OB_MPELECTRICBOLT";
}
States
{
Spawn:
AROW A 10 A_LoopActiveSound;
Loop;
Death:
ZAP1 A 3 A_AlertMonsters;
ZAP1 BCDEFE 3;
ZAP1 DCB 2;
ZAP1 A 1;
Stop;
}
}
// Poison Bolt --------------------------------------------------------------
class PoisonBolt : Actor
{
Default
{
Speed 30;
Radius 10;
Height 10;
Damage 500;
Projectile;
+STRIFEDAMAGE
MaxStepHeight 4;
SeeSound "misc/swish";
ActiveSound "misc/swish";
Obituary "$OB_MPPOISONBOLT";
}
States
{
Spawn:
ARWP A 10 A_LoopActiveSound;
Loop;
Death:
AROW A 1;
Stop;
}
override int DoSpecialDamage (Actor target, int damage, Name damagetype)
{
if (target.bNoBlood)
{
return -1;
}
if (target.health < 1000000)
{
if (!target.bBoss)
return target.health + 10;
else
return 50;
}
return 1;
}
}