qzdoom/wadsrc/static/actors/hexen/clericholy.txt

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// Cleric Weapon Piece ------------------------------------------------------
ACTOR ClericWeaponPiece : FourthWeaponPiece native
{
Game Hexen
Inventory.PickupMessage "$TXT_WRAITHVERGE_PIECE"
}
// Cleric Weapon Piece 1 ----------------------------------------------------
ACTOR CWeaponPiece1 : ClericWeaponPiece 18 native
{
Game Hexen
SpawnID 33
+FLOATBOB
States
{
Spawn:
WCH1 A -1
Stop
}
}
// Cleric Weapon Piece 2 ----------------------------------------------------
ACTOR CWeaponPiece2 : ClericWeaponPiece 19 native
{
Game Hexen
SpawnID 34
+FLOATBOB
States
{
Spawn:
WCH2 A -1
Stop
}
}
// Cleric Weapon Piece 3 ----------------------------------------------------
ACTOR CWeaponPiece3 : ClericWeaponPiece 20 native
{
Game Hexen
SpawnID 35
+FLOATBOB
States
{
Spawn:
WCH3 A -1
Stop
}
}
// Wraithverge Drop ---------------------------------------------------------
ACTOR WraithvergeDrop
{
action native A_DropWraithvergePieces();
States
{
Spawn:
TNT1 A 1
TNT1 A 1 A_DropWraithvergePieces
Stop
}
}
// Cleric's Wraithverge (Holy Symbol?) --------------------------------------
ACTOR CWeapWraithverge : ClericWeapon native
{
Weapon.SelectionOrder 3000
+WEAPON.PRIMARY_USES_BOTH
Weapon.AmmoUse1 18
Weapon.AmmoUse2 18
Weapon.AmmoGive1 0
Weapon.AmmoGive2 0
Weapon.KickBack 150
Weapon.AmmoType1 "Mana1"
Weapon.AmmoType2 "Mana2"
Inventory.PickupMessage "$TXT_WEAPON_C4"
action native A_CHolyAttack();
action native A_CHolyPalette();
States
{
Spawn:
TNT1 A -1
Stop
Ready:
CHLY A 1 A_WeaponReady
Loop
Select:
CHLY A 1 A_Raise
Loop
Deselect:
CHLY A 1 A_Lower
Loop
Fire:
CHLY AB 1 Bright Offset (0, 40)
CHLY CD 2 Bright Offset (0, 43)
CHLY E 2 Bright Offset (0, 45)
CHLY F 6 Bright Offset (0, 48) A_CHolyAttack
CHLY GG 2 Bright Offset (0, 40) A_CHolyPalette
CHLY G 2 Offset (0, 36) A_CHolyPalette
Goto Ready
}
}
// Holy Missile -------------------------------------------------------------
ACTOR HolyMissile
{
Speed 30
Radius 15
Height 8
Damage 4
Projectile
-ACTIVATEIMPACT -ACTIVATEPCROSS
+EXTREMEDEATH
action native A_CHolyAttack2();
States
{
Spawn:
SPIR PPPP 3 Bright A_SpawnItemEx("HolyMissilePuff")
Death:
SPIR P 1 Bright A_CHolyAttack2
Stop
}
}
// Holy Missile Puff --------------------------------------------------------
ACTOR HolyMissilePuff
{
Radius 4
Height 8
+NOBLOCKMAP +NOGRAVITY +DROPOFF
+NOTELEPORT
RenderStyle "Translucent"
Alpha 0.4
States
{
Spawn:
SPIR QRSTU 3
Stop
}
}
// Holy Puff ----------------------------------------------------------------
ACTOR HolyPuff
{
+NOBLOCKMAP +NOGRAVITY
RenderStyle Translucent
Alpha 0.6
States
{
Spawn:
SPIR KLMNO 3
Stop
}
}
// Holy Spirit --------------------------------------------------------------
ACTOR HolySpirit native
{
Health 105
Speed 12
Radius 10
Height 6
Damage 3
Projectile
+RIPPER +SEEKERMISSILE
+FOILINVUL +SKYEXPLODE +NOEXPLODEFLOOR +CANBLAST
+EXTREMEDEATH
RenderStyle Translucent
Alpha 0.4
DeathSound "SpiritDie"
action native A_CHolySeek();
action native A_CHolyCheckScream();
States
{
Spawn:
SPIR AAB 2 A_CHolySeek
SPIR B 2 A_CHolyCheckScream
Loop
Death:
SPIR D 4
SPIR E 4 A_Scream
SPIR FGHI 4
Stop
}
}
// Holy Tail ----------------------------------------------------------------
ACTOR HolyTail
{
Radius 1
Height 1
+NOBLOCKMAP +NOGRAVITY +DROPOFF +NOCLIP
+NOTELEPORT
RenderStyle Translucent
Alpha 0.6
action native A_CHolyTail();
States
{
Spawn:
SPIR C 1 A_CHolyTail
Loop
TailTrail:
SPIR D -1
Stop
}
}
// Holy Tail Trail ---------------------------------------------------------
ACTOR HolyTailTrail : HolyTail
{
States
{
Spawn:
Goto TailTrail
}
}