mirror of
https://github.com/ZDoom/qzdoom-gpl.git
synced 2024-11-17 01:32:19 +00:00
51b05d331d
- Converted P_MovePlayer and all associated variables to floating point because this wasn't working well with a mixture between float and fixed. Like the angle commit this has just been patched up to compile, the bulk of work is yet to be done.
813 lines
13 KiB
Text
813 lines
13 KiB
Text
|
|
ACTOR StrifeWeapon : Weapon
|
|
{
|
|
Weapon.Kickback 100
|
|
}
|
|
|
|
// Same as the bullet puff for Doom -----------------------------------------
|
|
|
|
ACTOR StrifePuff
|
|
{
|
|
+NOBLOCKMAP
|
|
+NOGRAVITY
|
|
+ALLOWPARTICLES
|
|
RenderStyle Translucent
|
|
Alpha 0.25
|
|
|
|
states
|
|
{
|
|
Spawn:
|
|
POW3 ABCDEFGH 3
|
|
Stop
|
|
Crash:
|
|
PUFY A 4 Bright
|
|
PUFY BCD 4
|
|
Stop
|
|
}
|
|
}
|
|
|
|
|
|
// A spark when you hit something that doesn't bleed ------------------------
|
|
// Only used by the dagger.
|
|
|
|
ACTOR StrifeSpark : StrifePuff
|
|
{
|
|
RenderStyle Add
|
|
States
|
|
{
|
|
Crash:
|
|
POW2 ABCD 4
|
|
Stop
|
|
}
|
|
}
|
|
|
|
// Punch Dagger -------------------------------------------------------------
|
|
|
|
ACTOR PunchDagger : StrifeWeapon
|
|
{
|
|
Weapon.SelectionOrder 3900
|
|
+WEAPON.NOALERT
|
|
Obituary "$OB_MPPUNCHDAGGER"
|
|
Tag "$TAG_PUNCHDAGGER"
|
|
|
|
action native A_JabDagger ();
|
|
|
|
States
|
|
{
|
|
Ready:
|
|
PNCH A 1 A_WeaponReady
|
|
Loop
|
|
Deselect:
|
|
PNCH A 1 A_Lower
|
|
Loop
|
|
Select:
|
|
PNCH A 1 A_Raise
|
|
Loop
|
|
Fire:
|
|
PNCH B 4
|
|
PNCH C 4 A_JabDagger
|
|
PNCH D 5
|
|
PNCH C 4
|
|
PNCH B 5 A_ReFire
|
|
Goto Ready
|
|
}
|
|
|
|
}
|
|
|
|
|
|
// The base for Strife projectiles that die with ZAP1 -----------------------
|
|
|
|
ACTOR StrifeZap1
|
|
{
|
|
+NOBLOCKMAP
|
|
+NOGRAVITY
|
|
+DROPOFF
|
|
States
|
|
{
|
|
Spawn:
|
|
Death:
|
|
ZAP1 A 3 A_AlertMonsters
|
|
ZAP1 BCDEFE 3
|
|
ZAP1 DCB 2
|
|
ZAP1 A 1
|
|
Stop
|
|
}
|
|
}
|
|
|
|
|
|
// Electric Bolt ------------------------------------------------------------
|
|
|
|
ACTOR ElectricBolt : StrifeZap1
|
|
{
|
|
Speed 30
|
|
Radius 10
|
|
Height 10
|
|
Damage 10
|
|
Projectile
|
|
+STRIFEDAMAGE
|
|
MaxStepHeight 4
|
|
SeeSound "misc/swish"
|
|
ActiveSound "misc/swish"
|
|
DeathSound "weapons/xbowhit"
|
|
Obituary "$OB_MPELECTRICBOLT"
|
|
States
|
|
{
|
|
Spawn:
|
|
AROW A 10 A_LoopActiveSound
|
|
Loop
|
|
}
|
|
}
|
|
|
|
|
|
// Poison Bolt --------------------------------------------------------------
|
|
|
|
ACTOR PoisonBolt native
|
|
{
|
|
Speed 30
|
|
Radius 10
|
|
Height 10
|
|
Damage 500
|
|
Projectile
|
|
+STRIFEDAMAGE
|
|
MaxStepHeight 4
|
|
SeeSound "misc/swish"
|
|
ActiveSound "misc/swish"
|
|
Obituary "$OB_MPPOISONBOLT"
|
|
States
|
|
{
|
|
Spawn:
|
|
ARWP A 10 A_LoopActiveSound
|
|
Loop
|
|
Death:
|
|
AROW A 1
|
|
Stop
|
|
}
|
|
}
|
|
|
|
|
|
// Strife's Crossbow --------------------------------------------------------
|
|
|
|
ACTOR StrifeCrossbow : StrifeWeapon
|
|
{
|
|
+FLOORCLIP
|
|
Weapon.SelectionOrder 1200
|
|
+WEAPON.NOALERT
|
|
Weapon.AmmoUse1 1
|
|
Weapon.AmmoGive1 8
|
|
Weapon.AmmoType1 "ElectricBolts"
|
|
Weapon.SisterWeapon "StrifeCrossbow2"
|
|
Inventory.PickupMessage "$TXT_STRIFECROSSBOW"
|
|
Tag "$TAG_STRIFECROSSBOW1"
|
|
Inventory.Icon "CBOWA0"
|
|
|
|
action native A_ClearFlash ();
|
|
action native A_ShowElectricFlash ();
|
|
action native A_FireArrow (class<Actor> proj);
|
|
|
|
states
|
|
{
|
|
Spawn:
|
|
CBOW A -1
|
|
Stop
|
|
Ready:
|
|
XBOW A 0 A_ShowElectricFlash
|
|
XBOW A 1 A_WeaponReady
|
|
Wait
|
|
Deselect:
|
|
XBOW A 1 A_Lower
|
|
Loop
|
|
Select:
|
|
XBOW A 1 A_Raise
|
|
Loop
|
|
Fire:
|
|
XBOW A 3 A_ClearFlash
|
|
XBOW B 6 A_FireArrow("ElectricBolt")
|
|
XBOW C 4
|
|
XBOW D 6
|
|
XBOW E 3
|
|
XBOW F 5
|
|
XBOW G 0 A_ShowElectricFlash
|
|
XBOW G 5 A_CheckReload
|
|
Goto Ready+1
|
|
Flash:
|
|
XBOW KLM 5
|
|
Loop
|
|
}
|
|
}
|
|
|
|
|
|
ACTOR StrifeCrossbow2 : StrifeCrossbow
|
|
{
|
|
Weapon.SelectionOrder 2700
|
|
Weapon.AmmoUse1 1
|
|
Weapon.AmmoGive1 0
|
|
Weapon.AmmoType1 "PoisonBolts"
|
|
Weapon.SisterWeapon "StrifeCrossbow"
|
|
Tag "$TAG_STRIFECROSSBOW2"
|
|
|
|
States
|
|
{
|
|
Ready:
|
|
XBOW H 1 A_WeaponReady
|
|
Loop
|
|
Deselect:
|
|
XBOW H 1 A_Lower
|
|
Loop
|
|
Select:
|
|
XBOW H 1 A_Raise
|
|
Loop
|
|
Fire:
|
|
XBOW H 3
|
|
XBOW B 6 A_FireArrow("PoisonBolt")
|
|
XBOW C 4
|
|
XBOW D 6
|
|
XBOW E 3
|
|
XBOW I 5
|
|
XBOW J 5 A_CheckReload
|
|
Goto Ready
|
|
Flash:
|
|
Stop
|
|
}
|
|
}
|
|
|
|
// Assault Gun --------------------------------------------------------------
|
|
|
|
actor AssaultGun : StrifeWeapon
|
|
{
|
|
+FLOORCLIP
|
|
Weapon.SelectionOrder 600
|
|
Weapon.AmmoUse1 1
|
|
Weapon.AmmoGive1 20
|
|
Weapon.AmmoType1 "ClipOfBullets"
|
|
Inventory.Icon "RIFLA0"
|
|
Tag "$TAG_ASSAULTGUN"
|
|
Inventory.PickupMessage "$TXT_ASSAULTGUN"
|
|
Obituary "$OB_MPASSAULTGUN"
|
|
States
|
|
{
|
|
Spawn:
|
|
RIFL A -1
|
|
Stop
|
|
Ready:
|
|
RIFG A 1 A_WeaponReady
|
|
Loop
|
|
Deselect:
|
|
RIFG B 1 A_Lower
|
|
Loop
|
|
Select:
|
|
RIFG A 1 A_Raise
|
|
Loop
|
|
Fire:
|
|
RIFF AB 3 A_FireAssaultGun
|
|
RIFG D 3 A_FireAssaultGun
|
|
RIFG C 0 A_ReFire
|
|
RIFG B 2 A_Light0
|
|
Goto Ready
|
|
}
|
|
}
|
|
|
|
|
|
// Standing variant of the assault gun --------------------------------------
|
|
|
|
ACTOR AssaultGunStanding : WeaponGiver
|
|
{
|
|
DropItem "AssaultGun"
|
|
Inventory.PickupMessage "$TXT_ASSAULTGUN"
|
|
States
|
|
{
|
|
Spawn:
|
|
RIFL B -1
|
|
Stop
|
|
}
|
|
}
|
|
|
|
|
|
// Mini-Missile Launcher ----------------------------------------------------
|
|
|
|
|
|
ACTOR MiniMissileLauncher : StrifeWeapon
|
|
{
|
|
+FLOORCLIP
|
|
Weapon.SelectionOrder 1800
|
|
Weapon.AmmoUse1 1
|
|
Weapon.AmmoGive1 8
|
|
Weapon.AmmoType1 "MiniMissiles"
|
|
Inventory.Icon "MMSLA0"
|
|
Tag "$TAG_MMLAUNCHER"
|
|
Inventory.PickupMessage "$TXT_MMLAUNCHER"
|
|
|
|
action native A_FireMiniMissile ();
|
|
|
|
States
|
|
{
|
|
Spawn:
|
|
MMSL A -1
|
|
Stop
|
|
Ready:
|
|
MMIS A 1 A_WeaponReady
|
|
Loop
|
|
Deselect:
|
|
MMIS A 1 A_Lower
|
|
Loop
|
|
Select:
|
|
MMIS A 1 A_Raise
|
|
Loop
|
|
Fire:
|
|
MMIS A 4 A_FireMiniMissile
|
|
MMIS B 4 A_Light1
|
|
MMIS C 5 Bright
|
|
MMIS D 2 Bright A_Light2
|
|
MMIS E 2 Bright
|
|
MMIS F 2 Bright A_Light0
|
|
MMIS F 0 A_ReFire
|
|
Goto Ready
|
|
}
|
|
}
|
|
|
|
|
|
// Rocket Trail -------------------------------------------------------------
|
|
|
|
ACTOR RocketTrail
|
|
{
|
|
+NOBLOCKMAP
|
|
+NOGRAVITY
|
|
RenderStyle Translucent
|
|
Alpha 0.25
|
|
SeeSound "misc/missileinflight"
|
|
States
|
|
{
|
|
Spawn:
|
|
PUFY BCBCD 4
|
|
Stop
|
|
}
|
|
}
|
|
|
|
// Rocket Puff --------------------------------------------------------------
|
|
|
|
ACTOR MiniMissilePuff : StrifePuff
|
|
{
|
|
-ALLOWPARTICLES
|
|
States
|
|
{
|
|
Spawn:
|
|
Goto Crash
|
|
}
|
|
}
|
|
|
|
// Mini Missile -------------------------------------------------------------
|
|
|
|
ACTOR MiniMissile
|
|
{
|
|
Speed 20
|
|
Radius 10
|
|
Height 14
|
|
Damage 10
|
|
Projectile
|
|
+STRIFEDAMAGE
|
|
MaxStepHeight 4
|
|
SeeSound "weapons/minimissile"
|
|
DeathSound "weapons/minimissilehit"
|
|
Obituary "$OB_MPMINIMISSILELAUNCHER"
|
|
States
|
|
{
|
|
Spawn:
|
|
MICR A 6 Bright A_RocketInFlight
|
|
Loop
|
|
Death:
|
|
SMIS A 0 Bright A_SetTranslucent(1,1)
|
|
SMIS A 0 Bright // State left for savegame compatibility
|
|
SMIS A 5 Bright A_Explode(64,64,1,1)
|
|
SMIS B 5 Bright
|
|
SMIS C 4 Bright
|
|
SMIS DEFG 2 Bright
|
|
Stop
|
|
}
|
|
}
|
|
|
|
// Flame Thrower ------------------------------------------------------------
|
|
|
|
ACTOR FlameThrower : StrifeWeapon
|
|
{
|
|
+FLOORCLIP
|
|
Weapon.SelectionOrder 2100
|
|
Weapon.Kickback 0
|
|
Weapon.AmmoUse1 1
|
|
Weapon.AmmoGive1 100
|
|
Weapon.UpSound "weapons/flameidle"
|
|
Weapon.ReadySound "weapons/flameidle"
|
|
Weapon.AmmoType1 "EnergyPod"
|
|
Inventory.Icon "FLAMA0"
|
|
Tag "$TAG_FLAMER"
|
|
Inventory.PickupMessage "$TXT_FLAMER"
|
|
|
|
action native A_FireFlamer ();
|
|
|
|
States
|
|
{
|
|
Spawn:
|
|
FLAM A -1
|
|
Stop
|
|
Ready:
|
|
FLMT AB 3 A_WeaponReady
|
|
Loop
|
|
Deselect:
|
|
FLMT A 1 A_Lower
|
|
Loop
|
|
Select:
|
|
FLMT A 1 A_Raise
|
|
Loop
|
|
Fire:
|
|
FLMF A 2 A_FireFlamer
|
|
FLMF B 3 A_ReFire
|
|
Goto Ready
|
|
}
|
|
}
|
|
|
|
|
|
// Flame Thrower Projectile -------------------------------------------------
|
|
|
|
ACTOR FlameMissile
|
|
{
|
|
Speed 15
|
|
Height 11
|
|
Radius 8
|
|
Mass 10
|
|
Damage 4
|
|
DamageType Fire
|
|
ReactionTime 8
|
|
Projectile
|
|
-NOGRAVITY
|
|
+STRIFEDAMAGE
|
|
MaxStepHeight 4
|
|
RenderStyle Add
|
|
SeeSound "weapons/flamethrower"
|
|
Obituary "$OB_MPFLAMETHROWER"
|
|
|
|
action native A_FlameDie ();
|
|
|
|
States
|
|
{
|
|
Spawn:
|
|
FRBL AB 3 Bright
|
|
FRBL C 3 Bright A_Countdown
|
|
Loop
|
|
Death:
|
|
FRBL D 5 Bright A_FlameDie
|
|
FRBL EFGHI 5 Bright
|
|
Stop
|
|
}
|
|
|
|
}
|
|
|
|
|
|
// Mauler -------------------------------------------------------------------
|
|
// The scatter version
|
|
|
|
ACTOR Mauler : StrifeWeapon
|
|
{
|
|
+FLOORCLIP
|
|
Weapon.SelectionOrder 300
|
|
Weapon.AmmoUse1 20
|
|
Weapon.AmmoGive1 40
|
|
Weapon.AmmoType1 "EnergyPod"
|
|
Weapon.SisterWeapon "Mauler2"
|
|
Inventory.Icon "TRPDA0"
|
|
Tag "$TAG_MAULER1"
|
|
Inventory.PickupMessage "$TXT_MAULER"
|
|
Obituary "$OB_MPMAULER1"
|
|
|
|
action native A_FireMauler1 ();
|
|
|
|
States
|
|
{
|
|
Ready:
|
|
MAUL FGHA 6 A_WeaponReady
|
|
Loop
|
|
Deselect:
|
|
MAUL A 1 A_Lower
|
|
Loop
|
|
Select:
|
|
MAUL A 1 A_Raise
|
|
Loop
|
|
Fire:
|
|
BLSF A 5 Bright A_FireMauler1
|
|
MAUL B 3 Bright A_Light1
|
|
MAUL C 2 A_Light2
|
|
MAUL DE 2
|
|
MAUL A 7 A_Light0
|
|
MAUL H 7
|
|
MAUL G 7 A_CheckReload
|
|
Goto Ready
|
|
Spawn:
|
|
TRPD A -1
|
|
Stop
|
|
}
|
|
}
|
|
|
|
|
|
// Mauler Torpedo version ---------------------------------------------------
|
|
|
|
ACTOR Mauler2 : Mauler
|
|
{
|
|
Weapon.SelectionOrder 3300
|
|
Weapon.AmmoUse1 30
|
|
Weapon.AmmoGive1 0
|
|
Weapon.AmmoType1 "EnergyPod"
|
|
Weapon.SisterWeapon "Mauler"
|
|
Tag "$TAG_MAULER2"
|
|
|
|
action native A_FireMauler2Pre ();
|
|
action native A_FireMauler2 ();
|
|
|
|
States
|
|
{
|
|
Ready:
|
|
MAUL IJKL 7 A_WeaponReady
|
|
Loop
|
|
Deselect:
|
|
MAUL I 1 A_Lower
|
|
Loop
|
|
Select:
|
|
MAUL I 1 A_Raise
|
|
Loop
|
|
Fire:
|
|
MAUL I 20 A_FireMauler2Pre
|
|
MAUL J 10 A_Light1
|
|
BLSF A 10 Bright A_FireMauler2
|
|
MAUL B 10 Bright A_Light2
|
|
MAUL C 2
|
|
MAUL D 2 A_Light0
|
|
MAUL E 2 A_ReFire
|
|
Goto Ready
|
|
}
|
|
}
|
|
|
|
|
|
// Mauler "Bullet" Puff -----------------------------------------------------
|
|
|
|
ACTOR MaulerPuff
|
|
{
|
|
+NOBLOCKMAP
|
|
+NOGRAVITY
|
|
+PUFFONACTORS
|
|
RenderStyle Add
|
|
DamageType Disintegrate
|
|
states
|
|
{
|
|
Spawn:
|
|
MPUF AB 5
|
|
POW1 ABCDE 4
|
|
Stop
|
|
}
|
|
}
|
|
|
|
// The Mauler's Torpedo -----------------------------------------------------
|
|
|
|
ACTOR MaulerTorpedo
|
|
{
|
|
Speed 20
|
|
Height 8
|
|
Radius 13
|
|
Damage 1
|
|
DamageType Disintegrate
|
|
Projectile
|
|
+STRIFEDAMAGE
|
|
MaxStepHeight 4
|
|
RenderStyle Add
|
|
SeeSound "weapons/mauler2fire"
|
|
DeathSound "weapons/mauler2hit"
|
|
Obituary "$OB_MPMAULER"
|
|
|
|
action native A_MaulerTorpedoWave ();
|
|
|
|
States
|
|
{
|
|
Spawn:
|
|
TORP ABCD 4 Bright
|
|
Loop
|
|
Death:
|
|
THIT AB 8 Bright
|
|
THIT C 8 Bright A_MaulerTorpedoWave
|
|
THIT DE 8 Bright
|
|
Stop
|
|
}
|
|
}
|
|
|
|
|
|
// The mini torpedoes shot by the big torpedo --------------------------------
|
|
|
|
ACTOR MaulerTorpedoWave
|
|
{
|
|
Speed 35
|
|
Radius 13
|
|
Height 13
|
|
Damage 10
|
|
DamageType Disintegrate
|
|
Projectile
|
|
+STRIFEDAMAGE
|
|
MaxStepHeight 4
|
|
RenderStyle Add
|
|
Obituary "$OB_MPMAULER"
|
|
States
|
|
{
|
|
Spawn:
|
|
TWAV AB 9 Bright
|
|
Death:
|
|
TWAV C 9 Bright
|
|
Stop
|
|
}
|
|
}
|
|
|
|
|
|
// High-Explosive Grenade ---------------------------------------------------
|
|
|
|
ACTOR HEGrenade
|
|
{
|
|
Speed 15
|
|
Radius 13
|
|
Height 13
|
|
Mass 20
|
|
Damage 1
|
|
Reactiontime 30
|
|
Projectile
|
|
-NOGRAVITY
|
|
+STRIFEDAMAGE
|
|
+BOUNCEONACTORS
|
|
+EXPLODEONWATER
|
|
MaxStepHeight 4
|
|
BounceType "Doom"
|
|
BounceFactor 0.5
|
|
BounceCount 2
|
|
SeeSound "weapons/hegrenadeshoot"
|
|
DeathSound "weapons/hegrenadebang"
|
|
Obituary "$OB_MPSTRIFEGRENADE"
|
|
States
|
|
{
|
|
Spawn:
|
|
GRAP AB 3 A_Countdown
|
|
Loop
|
|
Death:
|
|
BNG4 A 0 Bright A_NoGravity
|
|
BNG4 A 0 Bright A_SetTranslucent(1,1)
|
|
BNG4 A 2 Bright A_Explode(192,192,1,1)
|
|
BNG4 BCDEFGHIJKLMN 3 Bright
|
|
Stop
|
|
}
|
|
}
|
|
|
|
// White Phosphorous Grenade ------------------------------------------------
|
|
|
|
ACTOR PhosphorousGrenade
|
|
{
|
|
Speed 15
|
|
Radius 13
|
|
Height 13
|
|
Mass 20
|
|
Damage 1
|
|
Reactiontime 40
|
|
Projectile
|
|
-NOGRAVITY
|
|
+STRIFEDAMAGE
|
|
+BOUNCEONACTORS
|
|
+EXPLODEONWATER
|
|
BounceType "Doom"
|
|
MaxStepHeight 4
|
|
BounceFactor 0.5
|
|
BounceCount 2
|
|
SeeSound "weapons/phgrenadeshoot"
|
|
DeathSound "weapons/phgrenadebang"
|
|
Obituary "$OB_MPPHOSPHOROUSGRENADE"
|
|
States
|
|
{
|
|
Spawn:
|
|
GRIN AB 3 A_Countdown
|
|
Loop
|
|
Death:
|
|
BNG3 A 2 A_SpawnItemEx("PhosphorousFire")
|
|
Stop
|
|
}
|
|
}
|
|
|
|
// Fire from the Phoshorous Grenade -----------------------------------------
|
|
|
|
ACTOR PhosphorousFire native
|
|
{
|
|
Reactiontime 120
|
|
DamageType Fire
|
|
+NOBLOCKMAP
|
|
+FLOORCLIP
|
|
+NOTELEPORT
|
|
+NODAMAGETHRUST
|
|
+DONTSPLASH
|
|
RenderStyle Add
|
|
Obituary "$OB_MPPHOSPHOROUSGRENADE"
|
|
|
|
action native A_Burnarea ();
|
|
action native A_Burnination ();
|
|
|
|
states
|
|
{
|
|
Spawn:
|
|
BNG3 B 2 Bright A_Burnarea
|
|
BNG3 C 2 Bright A_Countdown
|
|
FLBE A 2 Bright A_Burnination
|
|
FLBE B 2 Bright A_Countdown
|
|
FLBE C 2 Bright A_Burnarea
|
|
FLBE D 3 Bright A_Countdown
|
|
FLBE E 3 Bright A_Burnarea
|
|
FLBE F 3 Bright A_Countdown
|
|
FLBE G 3 Bright A_Burnination
|
|
Goto Spawn+5
|
|
Death:
|
|
FLBE H 2 Bright
|
|
FLBE I 2 Bright A_Burnination
|
|
FLBE JK 2 Bright
|
|
Stop
|
|
}
|
|
}
|
|
|
|
// High-Explosive Grenade Launcher ------------------------------------------
|
|
|
|
ACTOR StrifeGrenadeLauncher : StrifeWeapon
|
|
{
|
|
+FLOORCLIP
|
|
Weapon.SelectionOrder 2400
|
|
Weapon.AmmoUse1 1
|
|
Weapon.AmmoGive1 12
|
|
Weapon.AmmoType1 "HEGrenadeRounds"
|
|
Weapon.SisterWeapon "StrifeGrenadeLauncher2"
|
|
Inventory.Icon "GRNDA0"
|
|
Tag "$TAG_GLAUNCHER1"
|
|
Inventory.PickupMessage "$TXT_GLAUNCHER"
|
|
|
|
action native A_FireGrenade (class<Actor> grenadetype, float angleofs, state flash);
|
|
|
|
States
|
|
{
|
|
Spawn:
|
|
GRND A -1
|
|
Stop
|
|
Ready:
|
|
GREN A 1 A_WeaponReady
|
|
Loop
|
|
Deselect:
|
|
GREN A 1 A_Lower
|
|
Loop
|
|
Select:
|
|
GREN A 1 A_Raise
|
|
Loop
|
|
Fire:
|
|
GREN A 5 A_FireGrenade("HEGrenade", -90, "Flash")
|
|
GREN B 10
|
|
GREN A 5 A_FireGrenade("HEGrenade", 90, "Flash2")
|
|
GREN C 10
|
|
GREN A 0 A_ReFire
|
|
Goto Ready
|
|
Flash:
|
|
GREF A 5 Bright A_Light1
|
|
Goto LightDone
|
|
Flash2:
|
|
GREF B 5 Bright A_Light2
|
|
Goto LightDone
|
|
}
|
|
|
|
}
|
|
|
|
// White Phosphorous Grenade Launcher ---------------------------------------
|
|
|
|
ACTOR StrifeGrenadeLauncher2 : StrifeGrenadeLauncher
|
|
{
|
|
Weapon.SelectionOrder 3200
|
|
Weapon.AmmoUse1 1
|
|
Weapon.AmmoGive1 0
|
|
Weapon.AmmoType1 "PhosphorusGrenadeRounds"
|
|
Weapon.SisterWeapon "StrifeGrenadeLauncher"
|
|
Tag "$TAG_GLAUNCHER2"
|
|
|
|
States
|
|
{
|
|
Ready:
|
|
GREN D 1 A_WeaponReady
|
|
Loop
|
|
Deselect:
|
|
GREN D 1 A_Lower
|
|
Loop
|
|
Select:
|
|
GREN D 1 A_Raise
|
|
Loop
|
|
Fire:
|
|
GREN D 5 A_FireGrenade("PhosphorousGrenade", -90, "Flash")
|
|
GREN E 10
|
|
GREN D 5 A_FireGrenade("PhosphorousGrenade", 90, "Flash2")
|
|
GREN F 10
|
|
GREN A 0 A_ReFire
|
|
Goto Ready
|
|
Flash:
|
|
GREF C 5 Bright A_Light1
|
|
Goto LightDone
|
|
Flash2:
|
|
GREF D 5 Bright A_Light2
|
|
Goto LightDone
|
|
}
|
|
}
|
|
|