mirror of
https://github.com/ZDoom/qzdoom-gpl.git
synced 2024-11-16 09:11:17 +00:00
a7e40b56f6
have those escapes stripped before printing so that they do not merge with subsequent text. - Moved default weapon slot assignments into the player classes. Weapon.SlotNumber is now used solely for mods that want to add new weapons without completely redoing the player's arsenal. Restored some config-based weapon slot customization, though slots are no longer automatically saved to the config and section names have changed slightly. However, unlike before, config slots are now the definitive word on slot assignments and cannot be overridden by any other files loaded. - Fixed: Several weapons were missing a game filter from their definitions. - Removed storage of weapon slots in the config so that weapon slots can be setup in the weapons themselves. Slots are still configurable, since they need to be for KEYCONF to work; any changes simply won't be saved when you quit. - Removed limit on weapon slot sizes. SVN r1428 (trunk)
145 lines
2.7 KiB
Text
145 lines
2.7 KiB
Text
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// Mage Weapon Piece --------------------------------------------------------
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ACTOR MageWeaponPiece : WeaponPiece native
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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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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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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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+EXTREMEDEATH
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DeathSound "MageStaffExplode"
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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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