qzdoom-gpl/wadsrc/static/zscript/inventory/weapons.txt
2017-01-19 14:00:00 +01:00

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class Weapon : StateProvider native
{
enum EFireMode
{
PrimaryFire,
AltFire,
EitherFire
};
const ZOOM_INSTANT = 1;
const ZOOM_NOSCALETURNING = 2;
native uint WeaponFlags;
native class<Ammo> AmmoType1, AmmoType2; // Types of ammo used by this weapon
native int AmmoGive1, AmmoGive2; // Amount of each ammo to get when picking up weapon
native int MinAmmo1, MinAmmo2; // Minimum ammo needed to switch to this weapon
native int AmmoUse1, AmmoUse2; // How much ammo to use with each shot
native int Kickback;
native float YAdjust; // For viewing the weapon fullscreen (visual only so no need to be a double)
native sound UpSound, ReadySound; // Sounds when coming up and idle
native class<Weapon> SisterWeaponType; // Another weapon to pick up with this one
native class<Actor> ProjectileType; // Projectile used by primary attack
native class<Actor> AltProjectileType; // Projectile used by alternate attack
native int SelectionOrder; // Lower-numbered weapons get picked first
native int MinSelAmmo1, MinSelAmmo2; // Ignore in BestWeapon() if inadequate ammo
native double MoveCombatDist; // Used by bots, but do they *really* need it?
native int ReloadCounter; // For A_CheckForReload
native int BobStyle; // [XA] Bobbing style. Defines type of bobbing (e.g. Normal, Alpha) (visual only so no need to be a double)
native float BobSpeed; // [XA] Bobbing speed. Defines how quickly a weapon bobs.
native float BobRangeX, BobRangeY; // [XA] Bobbing range. Defines how far a weapon bobs in either direction.
native Ammo Ammo1, Ammo2; // In-inventory instance variables
native Weapon SisterWeapon;
native float FOVScale;
native int Crosshair; // 0 to use player's crosshair
native bool GivenAsMorphWeapon;
native bool bAltFire; // Set when this weapon's alternate fire is used.
native readonly bool bDehAmmo;
Default
{
Inventory.PickupSound "misc/w_pkup";
Weapon.DefaultKickback;
Weapon.BobSpeed 1.0;
Weapon.BobRangeX 1.0;
Weapon.BobRangeY 1.0;
+WEAPONSPAWN
DefaultStateUsage SUF_ACTOR|SUF_OVERLAY|SUF_WEAPON;
}
States
{
LightDone:
SHTG E 0 A_Light0;
Stop;
}
native bool CheckAmmo(int fireMode, bool autoSwitch, bool requireAmmo = false, int ammocount = -1);
native bool DepleteAmmo(bool altFire, bool checkEnough = true, int ammouse = -1);
native virtual void EndPowerup();
virtual State GetReadyState ()
{
return FindState('Ready');
}
virtual State GetUpState ()
{
return FindState('Select');
}
virtual State GetDownState ()
{
return FindState('Deselect');
}
virtual State GetAtkState (bool hold)
{
State s = null;
if (hold) s = FindState('Hold');
if (s == null) s = FindState('Fire');
return s;
}
virtual State GetAltAtkState (bool hold)
{
State s = null;
if (hold) s = FindState('AltHold');
if (s == null) s = FindState('AltFire');
return s;
}
action void A_GunFlash(statelabel flashlabel = null, int flags = 0)
{
let player = player;
if (null == player || player.ReadyWeapon == null)
{
return;
}
if (!(flags & GFF_NOEXTCHANGE))
{
player.mo.PlayAttacking2 ();
}
if (flashlabel == null)
{
if (player.ReadyWeapon.bAltFire)
{
flashlabel = 'AltFlash';
}
if (flashlabel == null)
{
flashlabel = 'Flash';
}
}
player.SetPsprite(PSP_FLASH, player.ReadyWeapon.FindState(flashlabel));
}
//---------------------------------------------------------------------------
//
// PROC A_Lower
//
//---------------------------------------------------------------------------
action void A_Lower(int lowerspeed = 6)
{
let player = player;
if (null == player)
{
return;
}
if (null == player.ReadyWeapon)
{
player.BringUpWeapon();
return;
}
let psp = player.GetPSprite(PSP_WEAPON);
if (player.morphTics || player.cheats & CF_INSTANTWEAPSWITCH)
{
psp.y = WEAPONBOTTOM;
}
else
{
psp.y += lowerspeed;
}
if (psp.y < WEAPONBOTTOM)
{ // Not lowered all the way yet
return;
}
if (player.playerstate == PST_DEAD)
{ // Player is dead, so don't bring up a pending weapon
// Player is dead, so keep the weapon off screen
player.SetPsprite(PSP_FLASH, null);
psp.SetState(player.ReadyWeapon.FindState('DeadLowered'));
return;
}
// [RH] Clear the flash state. Only needed for Strife.
player.SetPsprite(PSP_FLASH, null);
player.BringUpWeapon ();
return;
}
//---------------------------------------------------------------------------
//
// PROC A_Raise
//
//---------------------------------------------------------------------------
action void A_Raise(int raisespeed = 6)
{
let player = player;
if (null == player)
{
return;
}
if (player.PendingWeapon != WP_NOCHANGE)
{
player.DropWeapon();
return;
}
if (player.ReadyWeapon == null)
{
return;
}
let psp = player.GetPSprite(PSP_WEAPON);
psp.y -= raisespeed;
if (psp.y > WEAPONTOP)
{ // Not raised all the way yet
return;
}
psp.y = WEAPONTOP;
psp.SetState(player.ReadyWeapon.GetReadyState());
return;
}
//---------------------------------------------------------------------------
//
// PROC A_CheckReload
//
// Present in Doom, but unused. Also present in Strife, and actually used.
//
//---------------------------------------------------------------------------
action void A_CheckReload()
{
let player = self.player;
if (player != NULL)
{
player.ReadyWeapon.CheckAmmo (player.ReadyWeapon.bAltFire ? Weapon.AltFire : Weapon.PrimaryFire, true);
}
}
//===========================================================================
//
// A_ZoomFactor
//
//===========================================================================
action void A_ZoomFactor(double zoom = 1, int flags = 0)
{
let player = self.player;
if (player != NULL && player.ReadyWeapon != NULL)
{
zoom = 1 / clamp(zoom, 0.1, 50.0);
if (flags & 1)
{ // Make the zoom instant.
self.player.FOV = self.player.DesiredFOV * zoom;
}
if (flags & 2)
{ // Disable pitch/yaw scaling.
zoom = -zoom;
}
self.player.ReadyWeapon.FOVScale = zoom;
}
}
//===========================================================================
//
// A_SetCrosshair
//
//===========================================================================
action void A_SetCrosshair(int xhair)
{
let player = self.player;
if (player != NULL && player.ReadyWeapon != NULL)
{
player.ReadyWeapon.Crosshair = xhair;
}
}
}
class WeaponGiver : Weapon
{
double AmmoFactor;
Default
{
Weapon.AmmoGive1 -1;
Weapon.AmmoGive2 -1;
}
override bool TryPickup(in out Actor toucher)
{
DropItem di = GetDropItems();
Weapon weap;
if (di != NULL)
{
Class<Weapon> ti = di.Name;
if (ti != NULL)
{
if (master == NULL)
{
// save the spawned weapon in 'master' to avoid constant respawning if it cannot be picked up.
master = weap = Weapon(Spawn(di.Name));
if (weap != NULL)
{
weap.bAlwaysPickup = false; // use the flag of this item only.
weap.bDropped = bDropped;
// If our ammo gives are non-negative, transfer them to the real weapon.
if (AmmoGive1 >= 0) weap.AmmoGive1 = AmmoGive1;
if (AmmoGive2 >= 0) weap.AmmoGive2 = AmmoGive2;
// If AmmoFactor is non-negative, modify the given ammo amounts.
if (AmmoFactor > 0)
{
weap.AmmoGive1 = int(weap.AmmoGive1 * AmmoFactor);
weap.AmmoGive2 = int(weap.AmmoGive2 * AmmoFactor);
}
weap.BecomeItem();
}
else return false;
}
weap = Weapon(master);
bool res = false;
if (weap != null)
{
res = weap.CallTryPickup(toucher);
if (res)
{
GoAwayAndDie();
master = NULL;
}
}
return res;
}
}
return false;
}
}
struct WeaponSlots native
{
native bool, int, int LocateWeapon(class<Weapon> weap);
}