mirror of
https://github.com/ZDoom/qzdoom-gpl.git
synced 2024-11-23 12:22:45 +00:00
b0f3121bec
- moved health items to their own file. - scriptified ScoreItem and MapRevealer whose entire functionality was a small TryPickup method. - fixed: bit fields in global variables were not correctly written. This should conclude the inventory cleanup. It is now possible again to find things in there.
144 lines
3.6 KiB
Text
144 lines
3.6 KiB
Text
class Weapon : StateProvider native
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{
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enum EFireMode
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{
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PrimaryFire,
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AltFire,
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EitherFire
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};
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native uint WeaponFlags;
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native class<Ammo> AmmoType1, AmmoType2; // Types of ammo used by this weapon
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native int AmmoGive1, AmmoGive2; // Amount of each ammo to get when picking up weapon
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native int MinAmmo1, MinAmmo2; // Minimum ammo needed to switch to this weapon
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native int AmmoUse1, AmmoUse2; // How much ammo to use with each shot
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native int Kickback;
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native float YAdjust; // For viewing the weapon fullscreen (visual only so no need to be a double)
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native sound UpSound, ReadySound; // Sounds when coming up and idle
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native class<Weapon> SisterWeaponType; // Another weapon to pick up with this one
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native class<Actor> ProjectileType; // Projectile used by primary attack
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native class<Actor> AltProjectileType; // Projectile used by alternate attack
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native int SelectionOrder; // Lower-numbered weapons get picked first
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native int MinSelAmmo1, MinSelAmmo2; // Ignore in BestWeapon() if inadequate ammo
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native double MoveCombatDist; // Used by bots, but do they *really* need it?
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native int ReloadCounter; // For A_CheckForReload
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native int BobStyle; // [XA] Bobbing style. Defines type of bobbing (e.g. Normal, Alpha) (visual only so no need to be a double)
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native float BobSpeed; // [XA] Bobbing speed. Defines how quickly a weapon bobs.
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native float BobRangeX, BobRangeY; // [XA] Bobbing range. Defines how far a weapon bobs in either direction.
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native Ammo Ammo1, Ammo2; // In-inventory instance variables
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native Weapon SisterWeapon;
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native float FOVScale;
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native int Crosshair; // 0 to use player's crosshair
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native bool GivenAsMorphWeapon;
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native bool bAltFire; // Set when this weapon's alternate fire is used.
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native readonly bool bDehAmmo;
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Default
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{
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Inventory.PickupSound "misc/w_pkup";
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Weapon.DefaultKickback;
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Weapon.BobSpeed 1.0;
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Weapon.BobRangeX 1.0;
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Weapon.BobRangeY 1.0;
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+WEAPONSPAWN
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DefaultStateUsage SUF_ACTOR|SUF_OVERLAY|SUF_WEAPON;
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}
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States
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{
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LightDone:
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SHTG E 0 A_Light0;
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Stop;
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}
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native bool CheckAmmo(int fireMode, bool autoSwitch, bool requireAmmo = false, int ammocount = -1);
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native bool DepleteAmmo(bool altFire, bool checkEnough = true, int ammouse = -1);
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native virtual void EndPowerup();
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virtual State GetReadyState ()
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{
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return FindState('Ready');
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}
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virtual State GetUpState ()
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{
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return FindState('Select');
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}
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virtual State GetDownState ()
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{
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return FindState('Deselect');
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}
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virtual State GetAtkState (bool hold)
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{
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State s = null;
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if (hold) s = FindState('Hold');
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if (s == null) s = FindState('Fire');
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return s;
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}
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virtual State GetAltAtkState (bool hold)
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{
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State s = null;
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if (hold) s = FindState('AltHold');
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if (s == null) s = FindState('AltFire');
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return s;
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}
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native action void A_ZoomFactor(double scale = 1, int flags = 0);
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native action void A_SetCrosshair(int xhair);
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const ZOOM_INSTANT = 1;
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const ZOOM_NOSCALETURNING = 2;
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}
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class WeaponGiver : Weapon native
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{
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native double DropAmmoFactor;
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Default
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{
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Weapon.AmmoGive1 -1;
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Weapon.AmmoGive2 -1;
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}
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}
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class WeaponHolder : Inventory native
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{
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native int PieceMask;
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native Class<Actor> PieceWeapon;
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Default
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{
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+NOBLOCKMAP
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+NOSECTOR
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+INVENTORY.UNDROPPABLE
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}
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}
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class WeaponPiece : Inventory native
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{
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Default
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{
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+WEAPONSPAWN;
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}
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}
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class Ammo : Inventory native
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{
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native int BackpackAmount;
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native int BackpackMaxAmount;
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Default
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{
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+INVENTORY.KEEPDEPLETED
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Inventory.PickupSound "misc/ammo_pkup";
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}
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}
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class BackpackItem : Inventory native
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{
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native bool bDepleted;
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}
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