qzdoom-gpl/wadsrc/static/zscript/heretic/hereticartifacts.txt
Christoph Oelckers 371712c53a - turned everything I could into non-action functions.
- fixed emission of the self pointer in FxVMFunctionCall. I did not realize that the self expression only sets up a register for the value, not pushing it onto the stack.
2016-10-22 17:49:08 +02:00

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Text

// Super map ----------------------------------------------------------------
Class SuperMap : MapRevealer
{
Default
{
+COUNTITEM
+INVENTORY.ALWAYSPICKUP
+FLOATBOB
Inventory.MaxAmount 0;
Inventory.PickupMessage "$TXT_ITEMSUPERMAP";
}
States
{
Spawn:
SPMP A -1;
Stop;
}
}
// Invisibility -------------------------------------------------------------
Class ArtiInvisibility : PowerupGiver
{
Default
{
+COUNTITEM
+FLOATBOB
Inventory.PickupFlash "PickupFlash";
RenderStyle "Translucent";
Alpha 0.4;
Inventory.RespawnTics 4230;
Inventory.Icon "ARTIINVS";
Powerup.Type "PowerGhost";
Inventory.PickupMessage "$TXT_ARTIINVISIBILITY";
Tag "$TAG_ARTIINVISIBILITY";
}
States
{
Spawn:
INVS A 350 Bright;
Loop;
}
}
// Tome of power ------------------------------------------------------------
Class ArtiTomeOfPower : PowerupGiver native
{
Default
{
+COUNTITEM
+FLOATBOB
Inventory.PickupFlash "PickupFlash";
Inventory.Icon "ARTIPWBK";
Powerup.Type "Weaponlevel2";
Inventory.PickupMessage "$TXT_ARTITOMEOFPOWER";
Tag "$TAG_ARTITOMEOFPOWER";
}
States
{
Spawn:
PWBK A 350;
Loop;
}
}
// Time bomb ----------------------------------------------------------------
Class ActivatedTimeBomb : Actor
{
Default
{
+NOGRAVITY
RenderStyle "Translucent";
Alpha 0.4;
DeathSound "misc/timebomb";
}
native void A_Timebomb();
States
{
Spawn:
FBMB ABCD 10;
FBMB E 6 A_Scream;
XPL1 A 4 BRIGHT A_Timebomb;
XPL1 BCDEF 4 BRIGHT;
Stop;
}
}
Class ArtiTimeBomb : Inventory native
{
Default
{
+COUNTITEM
+FLOATBOB
Inventory.PickupFlash "PickupFlash";
+INVENTORY.INVBAR
+INVENTORY.FANCYPICKUPSOUND
Inventory.Icon "ARTIFBMB";
Inventory.PickupSound "misc/p_pkup";
Inventory.PickupMessage "$TXT_ARTIFIREBOMB";
Tag "$TAG_ARTIFIREBOMB";
Inventory.DefMaxAmount;
}
States
{
Spawn:
FBMB E 350;
Loop;
}
}