qzdoom-gpl/wadsrc/static/zscript/doom/doomweapons.txt
2016-11-20 00:45:06 +01:00

352 lines
5.3 KiB
Text

// --------------------------------------------------------------------------
//
// Doom weapon base class
//
// --------------------------------------------------------------------------
class DoomWeapon : Weapon
{
Default
{
Weapon.Kickback 100;
}
}
// --------------------------------------------------------------------------
//
// Rocket launcher
//
// --------------------------------------------------------------------------
class RocketLauncher : DoomWeapon
{
Default
{
Weapon.SelectionOrder 2500;
Weapon.AmmoUse 1;
Weapon.AmmoGive 2;
Weapon.AmmoType "RocketAmmo";
+WEAPON.NOAUTOFIRE
Inventory.PickupMessage "$GOTLAUNCHER";
Tag "$TAG_ROCKETLAUNCHER";
}
States
{
Ready:
MISG A 1 A_WeaponReady;
Loop;
Deselect:
MISG A 1 A_Lower;
Loop;
Select:
MISG A 1 A_Raise;
Loop;
Fire:
MISG B 8 A_GunFlash;
MISG B 12 A_FireMissile;
MISG B 0 A_ReFire;
Goto Ready;
Flash:
MISF A 3 Bright A_Light1;
MISF B 4 Bright;
MISF CD 4 Bright A_Light2;
Goto LightDone;
Spawn:
LAUN A -1;
Stop;
}
}
class Rocket : Actor
{
Default
{
Radius 11;
Height 8;
Speed 20;
Damage 20;
Projectile;
+RANDOMIZE
+DEHEXPLOSION
+ROCKETTRAIL
SeeSound "weapons/rocklf";
DeathSound "weapons/rocklx";
Obituary "$OB_MPROCKET";
}
States
{
Spawn:
MISL A 1 Bright;
Loop;
Death:
MISL B 8 Bright A_Explode;
MISL C 6 Bright;
MISL D 4 Bright;
Stop;
BrainExplode:
MISL BC 10 Bright;
MISL D 10 A_BrainExplode;
Stop;
}
}
// --------------------------------------------------------------------------
//
// Grenade -- Taken and adapted from Skulltag, with MBF stuff added to it
//
// --------------------------------------------------------------------------
class Grenade : Actor
{
Default
{
Radius 8;
Height 8;
Speed 25;
Damage 20;
Projectile;
-NOGRAVITY
+RANDOMIZE
+DEHEXPLOSION
+GRENADETRAIL
BounceType "Doom";
Gravity 0.25;
SeeSound "weapons/grenlf";
DeathSound "weapons/grenlx";
BounceSound "weapons/grbnce";
Obituary "$OB_GRENADE";
DamageType "Grenade";
}
States
{
Spawn:
SGRN A 1 Bright;
Loop;
Death:
MISL B 8 Bright A_Explode;
MISL C 6 Bright;
MISL D 4 Bright;
Stop;
Grenade:
MISL A 1000 A_Die;
Wait;
Detonate:
MISL B 4 A_Scream;
MISL C 6 A_Detonate;
MISL D 10;
Stop;
Mushroom:
MISL B 8 A_Mushroom;
Goto Death+1;
}
}
// --------------------------------------------------------------------------
//
// Plasma rifle
//
// --------------------------------------------------------------------------
class PlasmaRifle : DoomWeapon
{
Default
{
Weapon.SelectionOrder 100;
Weapon.AmmoUse 1;
Weapon.AmmoGive 40;
Weapon.AmmoType "Cell";
Inventory.PickupMessage "$GOTPLASMA";
Tag "$TAG_PLASMARIFLE";
}
States
{
Ready:
PLSG A 1 A_WeaponReady;
Loop;
Deselect:
PLSG A 1 A_Lower;
Loop;
Select:
PLSG A 1 A_Raise;
Loop;
Fire:
PLSG A 3 A_FirePlasma;
PLSG B 20 A_ReFire;
Goto Ready;
Flash:
PLSF A 4 Bright A_Light1;
Goto LightDone;
PLSF B 4 Bright A_Light1;
Goto LightDone;
Spawn:
PLAS A -1;
Stop;
}
}
class PlasmaBall : Actor
{
Default
{
Radius 13;
Height 8;
Speed 25;
Damage 5;
Projectile;
+RANDOMIZE
RenderStyle "Add";
Alpha 0.75;
SeeSound "weapons/plasmaf";
DeathSound "weapons/plasmax";
Obituary "$OB_MPPLASMARIFLE";
}
States
{
Spawn:
PLSS AB 6 Bright;
Loop;
Death:
PLSE ABCDE 4 Bright;
Stop;
}
}
// --------------------------------------------------------------------------
//
// BFG 2704
//
// --------------------------------------------------------------------------
class PlasmaBall1 : PlasmaBall
{
Default
{
Damage 4;
BounceType "Classic";
BounceFactor 1.0;
Obituary "$OB_MPBFG_MBF";
}
States
{
Spawn:
PLS1 AB 6 Bright;
Loop;
Death:
PLS1 CDEFG 4 Bright;
Stop;
}
}
class PlasmaBall2 : PlasmaBall1
{
States
{
Spawn:
PLS2 AB 6 Bright;
Loop;
Death:
PLS2 CDE 4 Bright;
Stop;
}
}
// --------------------------------------------------------------------------
//
// BFG 9000
//
// --------------------------------------------------------------------------
class BFG9000 : DoomWeapon
{
Default
{
Height 20;
Weapon.SelectionOrder 2800;
Weapon.AmmoUse 40;
Weapon.AmmoGive 40;
Weapon.AmmoType "Cell";
+WEAPON.NOAUTOFIRE;
Inventory.PickupMessage "$GOTBFG9000";
Tag "$TAG_BFG9000";
}
States
{
Ready:
BFGG A 1 A_WeaponReady;
Loop;
Deselect:
BFGG A 1 A_Lower;
Loop;
Select:
BFGG A 1 A_Raise;
Loop;
Fire:
BFGG A 20 A_BFGsound;
BFGG B 10 A_GunFlash;
BFGG B 10 A_FireBFG;
BFGG B 20 A_ReFire;
Goto Ready;
Flash:
BFGF A 11 Bright A_Light1;
BFGF B 6 Bright A_Light2;
Goto LightDone;
Spawn:
BFUG A -1;
Stop;
OldFire:
BFGG A 10 A_BFGsound;
BFGG BBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBB 1 A_FireOldBFG;
BFGG B 0 A_Light0;
BFGG B 20 A_ReFire;
Goto Ready;
}
}
class BFGBall : Actor
{
Default
{
Radius 13;
Height 8;
Speed 25;
Damage 100;
Projectile;
+RANDOMIZE
RenderStyle "Add";
Alpha 0.75;
DeathSound "weapons/bfgx";
Obituary "$OB_MPBFG_BOOM";
}
States
{
Spawn:
BFS1 AB 4 Bright;
Loop;
Death:
BFE1 AB 8 Bright;
BFE1 C 8 Bright A_BFGSpray;
BFE1 DEF 8 Bright;
Stop;
}
}
class BFGExtra : Actor
{
Default
{
+NOBLOCKMAP
+NOGRAVITY
RenderStyle "Add";
Alpha 0.75;
DamageType "BFGSplash";
}
States
{
Spawn:
BFE2 ABCD 8 Bright;
Stop;
}
}