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

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// The Fighter's Axe --------------------------------------------------------
class FWeapAxe : FighterWeapon
{
const AXERANGE = (2.25 * DEFMELEERANGE);
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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";
}
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);
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EndAttack:
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);
}
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//============================================================================
//
// A_FAxeCheckReady
//
//============================================================================
action void A_FAxeCheckReady()
{
if (player == null)
{
return;
}
Weapon w = player.ReadyWeapon;
if (w.Ammo1 && w.Ammo1.Amount > 0)
{
player.SetPsprite(PSP_WEAPON, w.FindState("ReadyGlow"));
}
else
{
A_WeaponReady();
}
}
//============================================================================
//
// A_FAxeCheckReadyG
//
//============================================================================
action void A_FAxeCheckReadyG()
{
if (player == null)
{
return;
}
Weapon w = player.ReadyWeapon;
if (!w.Ammo1 || w.Ammo1.Amount <= 0)
{
player.SetPsprite(PSP_WEAPON, w.FindState("Ready"));
}
else
{
A_WeaponReady();
}
}
//============================================================================
//
// A_FAxeCheckUp
//
//============================================================================
action void A_FAxeCheckUp()
{
if (player == null)
{
return;
}
Weapon w = player.ReadyWeapon;
if (w.Ammo1 && w.Ammo1.Amount > 0)
{
player.SetPsprite(PSP_WEAPON, w.FindState("SelectGlow"));
}
else
{
A_Raise();
}
}
//============================================================================
//
// A_FAxeCheckUpG
//
//============================================================================
action void A_FAxeCheckUpG()
{
if (player == null)
{
return;
}
Weapon w = player.ReadyWeapon;
if (!w.Ammo1 || w.Ammo1.Amount <= 0)
{
player.SetPsprite(PSP_WEAPON, w.FindState("Select"));
}
else
{
A_Raise();
}
}
//============================================================================
//
// A_FAxeCheckAtk
//
//============================================================================
action void A_FAxeCheckAtk()
{
if (player == null)
{
return;
}
Weapon w = player.ReadyWeapon;
if (w.Ammo1 && w.Ammo1.Amount > 0)
{
player.SetPsprite(PSP_WEAPON, w.FindState("FireGlow"));
}
}
//============================================================================
//
// A_FAxeAttack
//
//============================================================================
action void A_FAxeAttack()
{
FTranslatedLineTarget t;
if (player == null)
{
return;
}
int damage = 40+(random[AxeAtk]() & 15);
damage += random[AxeAtk]() & 7;
int power = 0;
Weapon weapon = player.ReadyWeapon;
class<Actor> pufftype;
int usemana;
if ((usemana = (weapon.Ammo1 && weapon.Ammo1.Amount > 0)))
{
damage <<= 1;
power = 6;
pufftype = "AxePuffGlow";
}
else
{
pufftype = "AxePuff";
}
for (int i = 0; i < 16; i++)
{
for (int j = 1; j >= -1; j -= 2)
{
double ang = angle + j*i*(45. / 16);
double slope = AimLineAttack(ang, AXERANGE, t, 0., ALF_CHECK3D);
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if (t.linetarget)
{
LineAttack(ang, AXERANGE, slope, damage, 'Melee', pufftype, true, t);
if (t.linetarget != null)
{
if (t.linetarget.bIsMonster || t.linetarget.player)
{
t.linetarget.Thrust(power, t.attackAngleFromSource);
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}
AdjustPlayerAngle(t);
weapon.DepleteAmmo (weapon.bAltFire, false);
if ((weapon.Ammo1 == null || weapon.Ammo1.Amount == 0) &&
(!(weapon.bPrimary_Uses_Both) ||
weapon.Ammo2 == null || weapon.Ammo2.Amount == 0))
{
player.SetPsprite(PSP_WEAPON, weapon.FindState("EndAttack"));
}
return;
}
}
}
}
// didn't find any creatures, so try to strike any walls
self.weaponspecial = 0;
double slope = AimLineAttack (angle, DEFMELEERANGE, null, 0., ALF_CHECK3D);
LineAttack (angle, DEFMELEERANGE, slope, damage, 'Melee', pufftype, true);
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}
}
// 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
+ZDOOMTRANS
RenderStyle "Add";
Alpha 1;
}
States
{
Spawn:
FAXE RSTUVWX 4 Bright;
Stop;
}
}