mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-12-16 07:21:28 +00:00
134 lines
2.6 KiB
Text
134 lines
2.6 KiB
Text
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// The fighter --------------------------------------------------------------
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class FighterPlayer : PlayerPawn
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{
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Default
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{
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Health 100;
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PainChance 255;
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Radius 16;
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Height 64;
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Speed 1;
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+NOSKIN
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+NODAMAGETHRUST
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+PLAYERPAWN.NOTHRUSTWHENINVUL
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PainSound "PlayerFighterPain";
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RadiusDamageFactor 0.25;
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Player.JumpZ 9;
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Player.Viewheight 48;
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Player.SpawnClass "Fighter";
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Player.DisplayName "Fighter";
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Player.SoundClass "fighter";
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Player.ScoreIcon "FITEFACE";
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Player.HealRadiusType "Armor";
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Player.Hexenarmor 15, 25, 20, 15, 5;
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Player.StartItem "FWeapFist";
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Player.ForwardMove 1.08, 1.2;
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Player.SideMove 1.125, 1.475;
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Player.Portrait "P_FWALK1";
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Player.WeaponSlot 1, "FWeapFist";
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Player.WeaponSlot 2, "FWeapAxe";
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Player.WeaponSlot 3, "FWeapHammer";
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Player.WeaponSlot 4, "FWeapQuietus";
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Player.ColorRange 246, 254;
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Player.Colorset 0, "Gold", 246, 254, 253;
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Player.ColorsetFile 1, "Red", "TRANTBL0", 0xAC;
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Player.ColorsetFile 2, "Blue", "TRANTBL1", 0x9D;
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Player.ColorsetFile 3, "Dull Green", "TRANTBL2", 0x3E;
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Player.ColorsetFile 4, "Green", "TRANTBL3", 0xC8;
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Player.ColorsetFile 5, "Gray", "TRANTBL4", 0x2D;
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Player.ColorsetFile 6, "Brown", "TRANTBL5", 0x6F;
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Player.ColorsetFile 7, "Purple", "TRANTBL6", 0xEE;
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}
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States
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{
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Spawn:
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PLAY A -1;
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Stop;
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See:
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PLAY ABCD 4;
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Loop;
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Missile:
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Melee:
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PLAY EF 8;
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Goto Spawn;
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Pain:
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PLAY G 4;
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PLAY G 4 A_Pain;
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Goto Spawn;
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Death:
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PLAY H 6;
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PLAY I 6 A_PlayerScream;
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PLAY JK 6;
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PLAY L 6 A_NoBlocking;
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PLAY M 6;
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PLAY N -1;
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Stop;
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XDeath:
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PLAY O 5 A_PlayerScream;
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PLAY P 5 A_SkullPop("BloodyFighterSkull");
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PLAY R 5 A_NoBlocking;
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PLAY STUV 5;
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PLAY W -1;
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Stop;
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Ice:
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PLAY X 5 A_FreezeDeath;
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PLAY X 1 A_FreezeDeathChunks;
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Wait;
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Burn:
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FDTH A 5 BRIGHT A_PlaySound("*burndeath");
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FDTH B 4 BRIGHT;
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FDTH G 5 BRIGHT;
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FDTH H 4 BRIGHT A_PlayerScream;
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FDTH I 5 BRIGHT;
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FDTH J 4 BRIGHT;
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FDTH K 5 BRIGHT;
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FDTH L 4 BRIGHT;
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FDTH M 5 BRIGHT;
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FDTH N 4 BRIGHT;
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FDTH O 5 BRIGHT;
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FDTH P 4 BRIGHT;
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FDTH Q 5 BRIGHT;
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FDTH R 4 BRIGHT;
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FDTH S 5 BRIGHT A_NoBlocking;
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FDTH T 4 BRIGHT;
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FDTH U 5 BRIGHT;
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FDTH V 4 BRIGHT;
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ACLO E 35 A_CheckPlayerDone;
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Wait;
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ACLO E 8;
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Stop;
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}
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}
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// The fighter's bloody skull --------------------------------------------------------------
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class BloodyFighterSkull : PlayerChunk
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{
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Default
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{
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Radius 4;
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Height 4;
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Gravity 0.125;
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+NOBLOCKMAP
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+DROPOFF
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+CANNOTPUSH
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+SKYEXPLODE
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+NOBLOCKMONST
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+NOSKIN
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}
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States
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{
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Spawn:
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BSKL A 0;
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BSKL ABCDFGH 5 A_CheckFloor("Hit");
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Goto Spawn+1;
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Hit:
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BSKL I 16 A_CheckPlayerDone;
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Wait;
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}
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}
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