mirror of
https://github.com/ZDoom/qzdoom-gpl.git
synced 2024-11-27 14:12:28 +00:00
227 lines
3.8 KiB
Text
227 lines
3.8 KiB
Text
// Strife's Crossbow --------------------------------------------------------
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class StrifeCrossbow : StrifeWeapon
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{
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Default
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{
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+FLOORCLIP
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Weapon.SelectionOrder 1200;
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+WEAPON.NOALERT
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Weapon.AmmoUse1 1;
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Weapon.AmmoGive1 8;
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Weapon.AmmoType1 "ElectricBolts";
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Weapon.SisterWeapon "StrifeCrossbow2";
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Inventory.PickupMessage "$TXT_STRIFECROSSBOW";
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Tag "$TAG_STRIFECROSSBOW1";
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Inventory.Icon "CBOWA0";
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}
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States
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{
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Spawn:
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CBOW A -1;
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Stop;
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Ready:
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XBOW A 0 A_ShowElectricFlash;
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XBOW A 1 A_WeaponReady;
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Wait;
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Deselect:
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XBOW A 1 A_Lower;
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Loop;
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Select:
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XBOW A 1 A_Raise;
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Loop;
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Fire:
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XBOW A 3 A_ClearFlash;
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XBOW B 6 A_FireArrow("ElectricBolt");
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XBOW C 4;
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XBOW D 6;
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XBOW E 3;
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XBOW F 5;
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XBOW G 0 A_ShowElectricFlash;
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XBOW G 5 A_CheckReload;
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Goto Ready+1;
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Flash:
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XBOW KLM 5;
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Loop;
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}
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//============================================================================
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//
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// A_ClearFlash
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//
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//============================================================================
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action void A_ClearFlash ()
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{
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if (player == null)
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return;
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player.SetPsprite (PSP_FLASH, null);
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}
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//============================================================================
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//
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// A_ShowElectricFlash
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//
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//============================================================================
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action void A_ShowElectricFlash ()
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{
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if (player != null)
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{
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player.SetPsprite (PSP_FLASH, player.ReadyWeapon.FindState('Flash'));
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}
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}
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//============================================================================
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//
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// A_FireElectric
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//
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//============================================================================
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action void A_FireArrow (class<Actor> proj)
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{
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if (player == null)
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{
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return;
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}
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Weapon weapon = player.ReadyWeapon;
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if (weapon != null)
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{
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if (!weapon.DepleteAmmo (weapon.bAltFire))
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return;
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}
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if (proj)
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{
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double savedangle = angle;
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angle += Random2[Electric]() * (5.625/256) * AccuracyFactor();
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player.mo.PlayAttacking2 ();
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SpawnPlayerMissile (proj);
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angle = savedangle;
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A_PlaySound ("weapons/xbowshoot", CHAN_WEAPON);
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}
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}
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}
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class StrifeCrossbow2 : StrifeCrossbow
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{
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Default
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{
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Weapon.SelectionOrder 2700;
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Weapon.AmmoUse1 1;
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Weapon.AmmoGive1 0;
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Weapon.AmmoType1 "PoisonBolts";
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Weapon.SisterWeapon "StrifeCrossbow";
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Tag "$TAG_STRIFECROSSBOW2";
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}
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States
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{
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Ready:
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XBOW H 1 A_WeaponReady;
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Loop;
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Deselect:
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XBOW H 1 A_Lower;
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Loop;
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Select:
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XBOW H 1 A_Raise;
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Loop;
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Fire:
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XBOW H 3;
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XBOW B 6 A_FireArrow("PoisonBolt");
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XBOW C 4;
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XBOW D 6;
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XBOW E 3;
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XBOW I 5;
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XBOW J 5 A_CheckReload;
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Goto Ready;
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Flash:
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Stop;
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}
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}
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// Electric Bolt ------------------------------------------------------------
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class ElectricBolt : Actor
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{
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Default
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{
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Speed 30;
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Radius 10;
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Height 10;
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Damage 10;
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Projectile;
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+STRIFEDAMAGE
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+NOBLOCKMAP
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+NOGRAVITY
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+DROPOFF
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MaxStepHeight 4;
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SeeSound "misc/swish";
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ActiveSound "misc/swish";
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DeathSound "weapons/xbowhit";
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Obituary "$OB_MPELECTRICBOLT";
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}
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States
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{
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Spawn:
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AROW A 10 A_LoopActiveSound;
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Loop;
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Death:
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ZAP1 A 3 A_AlertMonsters;
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ZAP1 BCDEFE 3;
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ZAP1 DCB 2;
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ZAP1 A 1;
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Stop;
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}
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}
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// Poison Bolt --------------------------------------------------------------
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class PoisonBolt : Actor
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{
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Default
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{
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Speed 30;
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Radius 10;
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Height 10;
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Damage 500;
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Projectile;
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+STRIFEDAMAGE
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MaxStepHeight 4;
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SeeSound "misc/swish";
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ActiveSound "misc/swish";
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Obituary "$OB_MPPOISONBOLT";
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}
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States
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{
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Spawn:
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ARWP A 10 A_LoopActiveSound;
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Loop;
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Death:
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AROW A 1;
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Stop;
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}
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override int DoSpecialDamage (Actor target, int damage, Name damagetype)
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{
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if (target.bNoBlood)
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{
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return -1;
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}
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if (target.health < 1000000)
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{
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if (!target.bBoss)
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return target.health + 10;
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else
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return 50;
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}
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return 1;
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}
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}
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