qzdoom-gpl/wadsrc/static/zscript/hexen/fighteraxe.txt

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2.8 KiB
Text

// The Fighter's Axe --------------------------------------------------------
class FWeapAxe : FighterWeapon
{
Default
{
Weapon.SelectionOrder 1500;
+WEAPON.AXEBLOOD +WEAPON.AMMO_OPTIONAL +WEAPON.MELEEWEAPON
Weapon.AmmoUse1 2;
Weapon.AmmoGive1 25;
Weapon.KickBack 150;
Weapon.YAdjust -12;
Weapon.AmmoType1 "Mana1";
Inventory.PickupMessage "$TXT_WEAPON_F2";
Obituary "$OB_MPFWEAPAXE";
Tag "$TAG_FWEAPAXE";
}
action native void A_FAxeCheckUp();
action native void A_FAxeCheckReady();
action native void A_FAxeCheckAtk();
action native void A_FAxeAttack();
action native void A_FAxeCheckUpG();
action native void A_FAxeCheckReadyG();
States
{
Spawn:
WFAX A -1;
Stop;
Select:
FAXE A 1 A_FAxeCheckUp;
Loop;
Deselect:
FAXE A 1 A_Lower;
Loop;
Ready:
FAXE A 1 A_FAxeCheckReady;
Loop;
Fire:
FAXE B 4 Offset (15, 32) A_FAxeCheckAtk;
FAXE C 3 Offset (15, 32);
FAXE D 2 Offset (15, 32);
FAXE D 1 Offset (-5, 70) A_FAxeAttack;
FAXE D 2 Offset (-25, 90);
FAXE E 1 Offset (15, 32);
FAXE E 2 Offset (10, 54);
FAXE E 7 Offset (10, 150);
FAXE A 1 Offset (0, 60) A_ReFire;
FAXE A 1 Offset (0, 52);
FAXE A 1 Offset (0, 44);
FAXE A 1 Offset (0, 36);
FAXE A 1;
Goto Ready;
SelectGlow:
FAXE L 1 A_FAxeCheckUpG;
Loop;
DeselectGlow:
FAXE L 1 A_Lower;
Loop;
ReadyGlow:
FAXE LLL 1 A_FAxeCheckReadyG;
FAXE MMM 1 A_FAxeCheckReadyG;
Loop;
FireGlow:
FAXE N 4 Offset (15, 32);
FAXE O 3 Offset (15, 32);
FAXE P 2 Offset (15, 32);
FAXE P 1 Offset (-5, 70) A_FAxeAttack;
FAXE P 2 Offset (-25, 90);
FAXE Q 1 Offset (15, 32);
FAXE Q 2 Offset (10, 54);
FAXE Q 7 Offset (10, 150);
FAXE A 1 Offset (0, 60) A_ReFire;
FAXE A 1 Offset (0, 52);
FAXE A 1 Offset (0, 44);
FAXE A 1 Offset (0, 36);
FAXE A 1;
Goto ReadyGlow;
}
override State GetUpState ()
{
return Ammo1.Amount ? FindState ("SelectGlow") : Super.GetUpState();
}
override State GetDownState ()
{
return Ammo1.Amount ? FindState ("DeselectGlow") : Super.GetDownState();
}
override State GetReadyState ()
{
return Ammo1.Amount ? FindState ("ReadyGlow") : Super.GetReadyState();
}
override State GetAtkState (bool hold)
{
return Ammo1.Amount ? FindState ("FireGlow") : Super.GetAtkState(hold);
}
}
// Axe Puff -----------------------------------------------------------------
class AxePuff : Actor
{
Default
{
+NOBLOCKMAP +NOGRAVITY
+PUFFONACTORS
RenderStyle "Translucent";
Alpha 0.6;
SeeSound "FighterAxeHitThing";
AttackSound "FighterHammerHitWall";
ActiveSound "FighterHammerMiss";
}
States
{
Spawn:
FHFX STUVW 4;
Stop;
}
}
// Glowing Axe Puff ---------------------------------------------------------
class AxePuffGlow : AxePuff
{
Default
{
+PUFFONACTORS
RenderStyle "Add";
Alpha 1;
}
States
{
Spawn:
FAXE RSTUVWX 4 Bright;
Stop;
}
}