mirror of
https://github.com/ZDoom/qzdoom-gpl.git
synced 2024-12-15 06:31:01 +00:00
5822729943
BOUNCE_MBF and BOUNCE_UseSeeSound, too, when clearing one of these flags. - Fixed: When adding the AVOIDMELEE code the code was accidentally changed so that friendly monsters could no longer acquire targets by themselves. - Renamed WIF_BOT_MELEE to WIF_MELEEWEAPON because it's no longer a bot only flag. - Added MBF's monster_backing feature as an actor flag: AVOIDMELEE. SVN r1848 (trunk)
1138 lines
17 KiB
Text
1138 lines
17 KiB
Text
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ACTOR HereticWeapon : Weapon
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{
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Weapon.Kickback 150
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}
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// Staff --------------------------------------------------------------------
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ACTOR Staff : HereticWeapon
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{
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Game Heretic
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Weapon.SelectionOrder 3800
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+THRUGHOST
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+WIMPY_WEAPON
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+MELEEWEAPON
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Weapon.sisterweapon "StaffPowered"
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action native A_StaffAttack (int damage, class<Actor> puff);
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States
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{
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Ready:
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STFF A 1 A_WeaponReady
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Loop
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Deselect:
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STFF A 1 A_Lower
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Loop
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Select:
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STFF A 1 A_Raise
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Loop
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Fire:
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STFF B 6
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STFF C 8 A_StaffAttack(random[StaffAttack](5, 20), "StaffPuff")
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STFF B 8 A_ReFire
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Goto Ready
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}
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}
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ACTOR StaffPowered : Staff
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{
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Game Heretic
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Weapon.sisterweapon "Staff"
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Weapon.ReadySound "weapons/staffcrackle"
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+WEAPON.POWERED_UP
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+WEAPON.READYSNDHALF
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+WEAPON.STAFF2_KICKBACK
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States
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{
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Ready:
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STFF DEF 4 A_WeaponReady
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Loop
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Deselect:
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STFF D 1 A_Lower
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Loop
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Select:
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STFF D 1 A_Raise
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Loop
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Fire:
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STFF G 6
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STFF H 8 A_StaffAttack(random[StaffAttack](18, 81), "StaffPuff2")
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STFF G 8 A_ReFire
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Goto Ready
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}
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}
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// Staff puff ---------------------------------------------------------------
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ACTOR StaffPuff
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{
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RenderStyle Translucent
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Alpha 0.4
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VSpeed 1
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+NOBLOCKMAP
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+NOGRAVITY
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+PUFFONACTORS
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AttackSound "weapons/staffhit"
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States
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{
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Spawn:
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PUF3 A 4 BRIGHT
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PUF3 BCD 4
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Stop
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}
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}
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// Staff puff 2 -------------------------------------------------------------
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ACTOR StaffPuff2
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{
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RenderStyle Add
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+NOBLOCKMAP
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+NOGRAVITY
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+PUFFONACTORS
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AttackSound "weapons/staffpowerhit"
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States
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{
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Spawn:
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PUF4 ABCDEF 4 BRIGHT
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Stop
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}
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}
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// Gold wand ----------------------------------------------------------------
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ACTOR GoldWand : HereticWeapon
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{
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Game Heretic
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+BLOODSPLATTER
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Weapon.SelectionOrder 2000
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Weapon.AmmoGive 25
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Weapon.AmmoUse 1
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Weapon.AmmoType "GoldWandAmmo"
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Weapon.SisterWeapon "GoldWandPowered"
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Weapon.YAdjust 5
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action native A_FireGoldWandPL1 ();
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States
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{
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Ready:
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GWND A 1 A_WeaponReady
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Loop
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Deselect:
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GWND A 1 A_Lower
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Loop
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Select:
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GWND A 1 A_Raise
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Loop
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Fire:
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GWND B 3
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GWND C 5 A_FireGoldWandPL1
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GWND D 3
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GWND D 0 A_ReFire
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Goto Ready
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}
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}
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ACTOR GoldWandPowered : GoldWand
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{
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Game Heretic
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+WEAPON.POWERED_UP
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Weapon.AmmoGive 0
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Weapon.SisterWeapon "GoldWand"
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action native A_FireGoldWandPL2 ();
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States
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{
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Fire:
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GWND B 3
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GWND C 4 A_FireGoldWandPL2
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GWND D 3
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GWND D 0 A_ReFire
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Goto Ready
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}
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}
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// Gold wand FX1 ------------------------------------------------------------
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ACTOR GoldWandFX1
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{
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Game Heretic
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SpawnID 151
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Radius 10
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Height 6
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Speed 22
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Damage 2
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Projectile
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RenderStyle Add
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DeathSound "weapons/wandhit"
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States
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{
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Spawn:
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FX01 AB 6 BRIGHT
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Loop
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Death:
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FX01 EFGH 3 BRIGHT
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Stop
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}
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}
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// Gold wand FX2 ------------------------------------------------------------
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ACTOR GoldWandFX2 : GoldWandFX1
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{
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Game Heretic
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SpawnID 152
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Speed 18
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Damage 1
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DeathSound ""
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States
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{
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Spawn:
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FX01 CD 6 BRIGHT
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Loop
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}
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}
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// Gold wand puff 1 ---------------------------------------------------------
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ACTOR GoldWandPuff1
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{
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+NOBLOCKMAP
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+NOGRAVITY
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+PUFFONACTORS
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RenderStyle Add
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States {
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Spawn:
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PUF2 ABCDE 3 BRIGHT
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Stop
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}
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}
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// Gold wand puff 2 ---------------------------------------------------------
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ACTOR GoldWandPuff2 : GoldWandFX1
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{
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Skip_Super
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+NOBLOCKMAP
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+NOGRAVITY
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States
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{
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Spawn:
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Goto Super::Death
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}
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}
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// Crossbow -----------------------------------------------------------------
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ACTOR Crossbow : HereticWeapon 2001
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{
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Game Heretic
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SpawnID 27
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Weapon.SelectionOrder 800
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Weapon.AmmoUse 1
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Weapon.AmmoGive 10
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Weapon.AmmoType "CrossbowAmmo"
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Weapon.SisterWeapon "CrossbowPowered"
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Weapon.YAdjust 15
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Inventory.PickupMessage "$TxT_WPNCROSSBOW"
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action native A_FireCrossbowPL1 ();
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States
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{
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Spawn:
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WBOW A -1
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Stop
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Ready:
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CRBW AAAAAABBBBBBCCCCCC 1 A_WeaponReady
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Loop
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Deselect:
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CRBW A 1 A_Lower
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Loop
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Select:
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CRBW A 1 A_Raise
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Loop
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Fire:
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CRBW D 6 A_FireCrossbowPL1
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CRBW EFGH 3
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CRBW AB 4
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CRBW C 5 A_ReFire
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Goto Ready
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}
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}
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ACTOR CrossbowPowered : Crossbow
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{
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Game Heretic
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+WEAPON.POWERED_UP
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Weapon.AmmoGive 0
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Weapon.SisterWeapon "Crossbow"
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action native A_FireCrossbowPL2();
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States
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{
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Fire:
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CRBW D 5 A_FireCrossbowPL2
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CRBW E 3
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CRBW F 2
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CRBW G 3
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CRBW H 2
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CRBW A 3
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CRBW B 3
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CRBW C 4 A_ReFire
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Goto Ready
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}
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}
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// Crossbow FX1 -------------------------------------------------------------
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ACTOR CrossbowFX1
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{
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Game Heretic
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SpawnID 147
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Radius 11
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Height 8
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Speed 30
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Damage 10
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Projectile
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RenderStyle Add
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SeeSound "weapons/bowshoot"
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DeathSound "weapons/bowhit"
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States
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{
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Spawn:
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FX03 B 1 BRIGHT
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Loop
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Death:
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FX03 HIJ 8 BRIGHT
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Stop
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}
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}
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// Crossbow FX2 -------------------------------------------------------------
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ACTOR CrossbowFX2 : CrossbowFX1
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{
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Game Heretic
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SpawnID 148
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Speed 32
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Damage 6
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States
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{
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Spawn:
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FX03 B 1 BRIGHT A_SpawnItemEx("CrossbowFX4", random2[BoltSpark]()*0.015625, random2[BoltSpark]()*0.015625, 0, 0,0,0,0,SXF_ABSOLUTEPOSITION, 50)
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Loop
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}
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}
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// Crossbow FX3 -------------------------------------------------------------
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ACTOR CrossbowFX3 : CrossbowFX1
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{
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Game Heretic
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SpawnID 149
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Speed 20
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Damage 2
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SeeSound ""
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-NOBLOCKMAP
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+WINDTHRUST
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+THRUGHOST
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States
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{
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Spawn:
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FX03 A 1 BRIGHT
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Loop
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Death:
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FX03 CDE 8 BRIGHT
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Stop
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}
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}
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// Crossbow FX4 -------------------------------------------------------------
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ACTOR CrossbowFX4
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{
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+NOBLOCKMAP
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Gravity 0.125
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RenderStyle Add
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States
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{
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Spawn:
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FX03 FG 8 BRIGHT
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Stop
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}
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}
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// Gauntlets ----------------------------------------------------------------
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ACTOR Gauntlets : Weapon 2005
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{
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Game Heretic
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SpawnID 32
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+BLOODSPLATTER
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Weapon.SelectionOrder 2300
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+WEAPON.WIMPY_WEAPON
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+WEAPON.MELEEWEAPON
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Weapon.Kickback 0
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Weapon.YAdjust 15
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Weapon.UpSound "weapons/gauntletsactivate"
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Weapon.SisterWeapon "GauntletsPowered"
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Inventory.PickupMessage "$TXT_WPNGAUNTLETS"
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action native A_GauntletAttack (int power);
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States
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{
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Spawn:
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WGNT A -1
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Stop
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Ready:
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GAUN A 1 A_WeaponReady
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Loop
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Deselect:
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GAUN A 1 A_Lower
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Loop
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Select:
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GAUN A 1 A_Raise
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Loop
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Fire:
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GAUN B 4 A_PlayWeaponSound("weapons/gauntletsuse")
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GAUN C 4
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Hold:
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GAUN DEF 4 BRIGHT A_GauntletAttack(0)
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GAUN C 4 A_ReFire
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GAUN B 4 A_Light0
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Goto Ready
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}
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}
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ACTOR GauntletsPowered : Gauntlets
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{
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Game Heretic
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+POWERED_UP
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Weapon.SisterWeapon "Gauntlets"
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States
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{
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Ready:
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GAUN GHI 4 A_WeaponReady
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Loop
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Deselect:
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GAUN G 1 A_Lower
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Loop
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Select:
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GAUN G 1 A_Raise
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Loop
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Fire:
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GAUN J 4 A_PlayWeaponSound("weapons/gauntletsuse")
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GAUN K 4
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Hold:
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GAUN LMN 4 BRIGHT A_GauntletAttack(1)
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GAUN K 4 A_ReFire
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GAUN J 4 A_Light0
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Goto Ready
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}
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}
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// Gauntlet puff 1 ----------------------------------------------------------
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ACTOR GauntletPuff1
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{
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+NOBLOCKMAP
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+NOGRAVITY
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+PUFFONACTORS
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RenderStyle Translucent
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Alpha 0.4
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VSpeed 0.8
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States
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{
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Spawn:
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PUF1 ABCD 4 BRIGHT
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Stop
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}
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}
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// Gauntlett puff 2 ---------------------------------------------------------
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ACTOR GauntletPuff2 : GauntletPuff1
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{
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States
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{
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Spawn:
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PUF1 EFGH 4 BRIGHT
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Stop
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}
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}
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// The mace itself ----------------------------------------------------------
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ACTOR Mace : HereticWeapon
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{
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Game Heretic
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SpawnID 31
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Weapon.SelectionOrder 1400
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Weapon.AmmoUse 1
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Weapon.AmmoGive1 50
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Weapon.YAdjust 15
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Weapon.AmmoType "MaceAmmo"
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Weapon.SisterWeapon "MacePowered"
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Inventory.PickupMessage "$TxT_WPNMACE"
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action native A_FireMacePL1();
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States
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{
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Spawn:
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WMCE A -1
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Stop
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Ready:
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MACE A 1 A_WeaponReady
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Loop
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Deselect:
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MACE A 1 A_Lower
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Loop
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Select:
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MACE A 1 A_Raise
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Loop
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Fire:
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MACE B 4
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Hold:
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MACE CDEF 3 A_FireMacePL1
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MACE C 4 A_ReFire
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MACE DEFB 4
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Goto Ready
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}
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}
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ACTOR MacePowered : Mace
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{
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Game Heretic
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+WEAPON.POWERED_UP
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Weapon.AmmoUse 5
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Weapon.AmmoGive 0
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Weapon.SisterWeapon "Mace"
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action native A_FireMacePL2();
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States
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{
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Fire:
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Hold:
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MACE B 4
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MACE D 4 A_FireMacePL2
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MACE B 4
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MACE A 8 A_ReFire
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Goto Ready
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}
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}
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|
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// Mace FX1 -----------------------------------------------------------------
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ACTOR MaceFX1
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{
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Game Heretic
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SpawnID 154
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|
Radius 8
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Height 6
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Speed 20
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|
Damage 2
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|
Projectile
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+THRUGHOST
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BounceType "HereticCompat"
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SeeSound "weapons/maceshoot"
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action native A_MacePL1Check();
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action native A_MaceBallImpact();
|
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|
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States
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{
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Spawn:
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FX02 AB 4 A_MacePL1Check
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Loop
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Death:
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FX02 F 4 BRIGHT A_MaceBallImpact
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FX02 GHIJ 4 BRIGHT
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Stop
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}
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}
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|
|
|
// Mace FX2 -----------------------------------------------------------------
|
|
|
|
ACTOR MaceFX2 : MaceFX1
|
|
{
|
|
Game Heretic
|
|
SpawnID 156
|
|
Speed 10
|
|
Damage 6
|
|
Gravity 0.125
|
|
-NOGRAVITY
|
|
SeeSound ""
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|
|
|
action native A_MaceBallImpact2();
|
|
|
|
States
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{
|
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Spawn:
|
|
FX02 CD 4
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|
Loop
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|
Death:
|
|
FX02 F 4 A_MaceBallImpact2
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goto Super::Death+1
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}
|
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}
|
|
|
|
// Mace FX3 -----------------------------------------------------------------
|
|
|
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ACTOR MaceFX3 : MaceFX1
|
|
{
|
|
Game Heretic
|
|
SpawnID 155
|
|
Speed 7
|
|
Damage 4
|
|
-NOGRAVITY
|
|
Gravity 0.125
|
|
States
|
|
{
|
|
Spawn:
|
|
FX02 AB 4
|
|
Loop
|
|
}
|
|
}
|
|
|
|
|
|
// Mace FX4 -----------------------------------------------------------------
|
|
|
|
ACTOR MaceFX4 native
|
|
{
|
|
Game Heretic
|
|
SpawnID 153
|
|
Radius 8
|
|
Height 6
|
|
Speed 7
|
|
Damage 18
|
|
Gravity 0.125
|
|
Projectile
|
|
-NOGRAVITY
|
|
+TELESTOMP
|
|
+THRUGHOST
|
|
-NOTELEPORT
|
|
BounceType "HereticCompat"
|
|
SeeSound ""
|
|
|
|
action native A_DeathBallImpact();
|
|
|
|
States
|
|
{
|
|
Spawn:
|
|
FX02 E 99
|
|
Loop
|
|
Death:
|
|
FX02 C 4 A_DeathBallImpact
|
|
FX02 GHIJ 4 BRIGHT
|
|
Stop
|
|
}
|
|
}
|
|
|
|
|
|
// Mace spawn spot ----------------------------------------------------------
|
|
|
|
ACTOR MaceSpawner : SpecialSpot 2002
|
|
{
|
|
Game Heretic
|
|
+NOSECTOR
|
|
+NOBLOCKMAP
|
|
States
|
|
{
|
|
Spawn:
|
|
TNT1 A 1
|
|
TNT1 A -1 A_SpawnSingleItem("Mace", 64, 64, 0)
|
|
Stop
|
|
}
|
|
}
|
|
|
|
|
|
// Blaster ------------------------------------------------------------------
|
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ACTOR Blaster : HereticWeapon 53
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{
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Game Heretic
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SpawnID 28
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+BLOODSPLATTER
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Weapon.SelectionOrder 500
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Weapon.AmmoUse 1
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Weapon.AmmoGive 30
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Weapon.YAdjust 15
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Weapon.AmmoType "BlasterAmmo"
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Weapon.SisterWeapon "BlasterPowered"
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Inventory.PickupMessage "$TxT_WPNBLASTER"
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action native A_FireBlasterPL1();
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States
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{
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Spawn:
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WBLS A -1
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Stop
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Ready:
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BLSR A 1 A_WeaponReady
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Loop
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Deselect:
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BLSR A 1 A_Lower
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Loop
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Select:
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BLSR A 1 A_Raise
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Loop
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Fire:
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BLSR BC 3
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Hold:
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BLSR D 2 A_FireBlasterPL1
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BLSR CB 2
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BLSR A 0 A_ReFire
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Goto Ready
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}
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}
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ACTOR BlasterPowered : Blaster
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{
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Game Heretic
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+WEAPON.POWERED_UP
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Weapon.AmmoUse 5
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Weapon.AmmoGive 0
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Weapon.SisterWeapon "Blaster"
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States
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{
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Fire:
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BLSR BC 0
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Hold:
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BLSR D 3 A_FireCustomMissile("BlasterFX1")
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BLSR CB 4
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BLSR A 0 A_ReFire
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Goto Ready
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}
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}
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// Blaster FX 1 -------------------------------------------------------------
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ACTOR BlasterFX1 : FastProjectile native
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{
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Radius 12
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Height 8
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Speed 184
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Damage 2
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SeeSound "weapons/blastershoot"
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DeathSound "weapons/blasterhit"
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+SPAWNSOUNDSOURCE
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action native A_SpawnRippers();
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States
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{
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Spawn:
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ACLO E 200
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Loop
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Death:
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FX18 A 3 BRIGHT A_SpawnRippers
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FX18 B 3 BRIGHT
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FX18 CDEFG 4 BRIGHT
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Stop
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}
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}
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// Blaster smoke ------------------------------------------------------------
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ACTOR BlasterSmoke
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{
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+NOBLOCKMAP
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+NOGRAVITY
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+NOTELEPORT
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+CANNOTPUSH
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RenderStyle Translucent
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Alpha 0.4
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States
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{
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Spawn:
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FX18 HIJKL 4
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Stop
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}
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}
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// Ripper -------------------------------------------------------------------
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ACTOR Ripper native
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{
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Game Heretic
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SpawnID 157
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Radius 8
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Height 6
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Speed 14
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Damage 1
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Projectile
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+RIPPER
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DeathSound "weapons/blasterpowhit"
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States
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{
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Spawn:
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FX18 M 4
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FX18 N 5
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Loop
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Death:
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FX18 OPQRS 4 BRIGHT
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Stop
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}
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}
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// Blaster Puff -------------------------------------------------------------
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ACTOR BlasterPuff
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{
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+NOBLOCKMAP
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+NOGRAVITY
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+PUFFONACTORS
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RenderStyle Add
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States
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{
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Crash:
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FX17 ABCDE 4 BRIGHT
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Stop
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Spawn:
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FX17 FG 3 BRIGHT
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FX17 HIJKL 4 BRIGHT
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Stop
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}
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}
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// Skull (Horn) Rod ---------------------------------------------------------
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ACTOR SkullRod : HereticWeapon 2004
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{
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Game Heretic
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SpawnID 30
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Weapon.SelectionOrder 200
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Weapon.AmmoUse1 1
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Weapon.AmmoGive1 50
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Weapon.YAdjust 15
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Weapon.AmmoType1 "SkullRodAmmo"
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Weapon.SisterWeapon "SkullRodPowered"
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Inventory.PickupMessage "$TxT_WPNSKULLROD"
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action native A_FireSkullRodPL1();
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States
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{
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Spawn:
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WSKL A -1
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Stop
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Ready:
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HROD A 1 A_WeaponReady
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Loop
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Deselect:
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HROD A 1 A_Lower
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Loop
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Select:
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HROD A 1 A_Raise
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Loop
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Fire:
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HROD AB 4 A_FireSkullRodPL1
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HROD B 0 A_ReFire
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Goto Ready
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}
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}
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ACTOR SkullRodPowered : SkullRod
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{
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Game Heretic
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+WEAPON.POWERED_UP
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Weapon.AmmoUse1 5
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Weapon.AmmoGive1 0
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Weapon.SisterWeapon "SkullRod"
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action native A_FireSkullRodPL2();
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States
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{
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Fire:
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HROD C 2
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HROD D 3
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HROD E 2
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HROD F 3
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HROD G 4 A_FireSkullRodPL2
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HROD F 2
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HROD E 3
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HROD D 2
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HROD C 2 A_ReFire
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Goto Ready
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}
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}
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// Horn Rod FX 1 ------------------------------------------------------------
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ACTOR HornRodFX1
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{
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Game Heretic
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SpawnID 160
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Radius 12
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Height 8
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Speed 22
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Damage 3
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Projectile
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+WINDTHRUST
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-NOBLOCKMAP
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RenderStyle Add
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SeeSound "weapons/hornrodshoot"
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DeathSound "weapons/hornrodhit"
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States
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{
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Spawn:
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FX00 AB 6 BRIGHT
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Loop
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Death:
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FX00 HI 5 BRIGHT
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FX00 JK 4 BRIGHT
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FX00 LM 3 BRIGHT
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Stop
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}
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}
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// Horn Rod FX 2 ------------------------------------------------------------
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ACTOR HornRodFX2 native
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{
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Radius 12
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Height 8
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Speed 22
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Damage 10
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Health 140
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Projectile
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RenderStyle Add
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SeeSound "weapons/hornrodpowshoot"
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DeathSound "weapons/hornrodpowhit"
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action native A_AddPlayerRain();
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action native A_HideInCeiling();
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action native A_SkullRodStorm();
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States
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{
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Spawn:
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FX00 C 3 BRIGHT
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FX00 D 3 BRIGHT A_SeekerMissile(10, 30)
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FX00 E 3 BRIGHT
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FX00 F 3 BRIGHT A_SeekerMissile(10, 30)
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Loop
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Death:
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FX00 H 5 BRIGHT A_AddPlayerRain
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FX00 I 5 BRIGHT
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FX00 J 4 BRIGHT
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FX00 KLM 3 BRIGHT
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FX00 G 1 A_HideInCeiling
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FX00 G 1 A_SkullRodStorm
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Wait
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}
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}
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// Rain pillar 1 ------------------------------------------------------------
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ACTOR RainPillar native
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{
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Radius 5
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Height 12
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Speed 12
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Damage 5
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Mass 5
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Projectile
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-ACTIVATEPCROSS
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-ACTIVATEIMPACT
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RenderStyle Add
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action native A_RainImpact();
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States
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{
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Spawn:
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FX22 A -1 BRIGHT
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Stop
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Death:
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FX22 B 4 BRIGHT A_RainImpact
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FX22 CDEF 4 BRIGHT
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Stop
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NotFloor:
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FX22 GHI 4 BRIGHT
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Stop
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}
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}
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// Rain tracker "inventory" item --------------------------------------------
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ACTOR RainTracker : Inventory native
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{
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+INVENTORY.UNDROPPABLE
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}
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// Phoenix Rod --------------------------------------------------------------
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ACTOR PhoenixRod : Weapon 2003 native
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{
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Game Heretic
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SpawnID 29
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+WEAPON.NOAUTOFIRE
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Weapon.SelectionOrder 2600
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Weapon.Kickback 150
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Weapon.YAdjust 15
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Weapon.AmmoUse 1
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Weapon.AmmoGive 2
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Weapon.AmmoType "PhoenixRodAmmo"
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Weapon.Sisterweapon "PhoenixRodPowered"
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Inventory.PickupMessage "$TxT_WPNPHOENIxROD"
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action native A_FirePhoenixPL1();
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States
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{
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Spawn:
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WPHX A -1
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Stop
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Ready:
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PHNX A 1 A_WeaponReady
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Loop
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Deselect:
|
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PHNX A 1 A_Lower
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Loop
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Select:
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PHNX A 1 A_Raise
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Loop
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Fire:
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PHNX B 5
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PHNX C 7 A_FirePhoenixPL1
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PHNX DB 4
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PHNX B 0 A_ReFire
|
|
Goto Ready
|
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}
|
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}
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ACTOR PhoenixRodPowered : PhoenixRod native
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{
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Game Heretic
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+WEAPON.POWERED_UP
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+WEAPON.MELEEWEAPON
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Weapon.SisterWeapon "PhoenixRod"
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Weapon.AmmoGive 0
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action native A_InitPhoenixPL2();
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action native A_FirePhoenixPL2();
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action native A_ShutdownPhoenixPL2();
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States
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{
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Fire:
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PHNX B 3 A_InitPhoenixPL2
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Hold:
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PHNX C 1 A_FirePhoenixPL2
|
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PHNX B 4 A_ReFire
|
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Powerdown:
|
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PHNX B 4 A_ShutdownPhoenixPL2
|
|
Goto Ready
|
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}
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}
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// Phoenix FX 1 -------------------------------------------------------------
|
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ACTOR PhoenixFX1 native
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{
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Game Heretic
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SpawnID 163
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Radius 11
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Height 8
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Speed 20
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Damage 20
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DamageType Fire
|
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Projectile
|
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+THRUGHOST
|
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+SPECIALFIREDAMAGE
|
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SeeSound "weapons/phoenixshoot"
|
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DeathSound "weapons/phoenixhit"
|
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action native A_PhoenixPuff();
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States
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{
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Spawn:
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FX04 A 4 BRIGHT A_PhoenixPuff
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Loop
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Death:
|
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FX08 A 6 BRIGHT A_Explode
|
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FX08 BC 5 BRIGHT
|
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FX08 DEFGH 4 BRIGHT
|
|
Stop
|
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}
|
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}
|
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|
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// Phoenix puff -------------------------------------------------------------
|
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ACTOR PhoenixPuff
|
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{
|
|
+NOBLOCKMAP
|
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+NOGRAVITY
|
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+NOTELEPORT
|
|
+CANNOTPUSH
|
|
RenderStyle Translucent
|
|
Alpha 0.4
|
|
States
|
|
{
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Spawn:
|
|
FX04 BCDEF 4
|
|
Stop
|
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}
|
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}
|
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|
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// Phoenix FX 2 -------------------------------------------------------------
|
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ACTOR PhoenixFX2 native
|
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{
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Radius 6
|
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Height 8
|
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Speed 10
|
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Damage 2
|
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DamageType Fire
|
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Projectile
|
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RenderStyle Add
|
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action native A_FlameEnd();
|
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action native A_FloatPuff();
|
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|
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States
|
|
{
|
|
Spawn:
|
|
FX09 ABABA 2 BRIGHT
|
|
FX09 B 2 BRIGHT A_FlameEnd
|
|
FX09 CDEF 2 BRIGHT
|
|
Stop
|
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Death:
|
|
FX09 G 3 BRIGHT
|
|
FX09 H 3 BRIGHT A_FloatPuff
|
|
FX09 I 4 BRIGHT
|
|
FX09 JK 5 BRIGHT
|
|
Stop
|
|
}
|
|
}
|
|
|