mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-11-11 15:22:16 +00:00
145 lines
3.6 KiB
Text
145 lines
3.6 KiB
Text
|
class Weapon : StateProvider native
|
||
|
{
|
||
|
enum EFireMode
|
||
|
{
|
||
|
PrimaryFire,
|
||
|
AltFire,
|
||
|
EitherFire
|
||
|
};
|
||
|
|
||
|
native uint WeaponFlags;
|
||
|
native class<Ammo> AmmoType1, AmmoType2; // Types of ammo used by this weapon
|
||
|
native int AmmoGive1, AmmoGive2; // Amount of each ammo to get when picking up weapon
|
||
|
native int MinAmmo1, MinAmmo2; // Minimum ammo needed to switch to this weapon
|
||
|
native int AmmoUse1, AmmoUse2; // How much ammo to use with each shot
|
||
|
native int Kickback;
|
||
|
native float YAdjust; // For viewing the weapon fullscreen (visual only so no need to be a double)
|
||
|
native sound UpSound, ReadySound; // Sounds when coming up and idle
|
||
|
native class<Weapon> SisterWeaponType; // Another weapon to pick up with this one
|
||
|
native class<Actor> ProjectileType; // Projectile used by primary attack
|
||
|
native class<Actor> AltProjectileType; // Projectile used by alternate attack
|
||
|
native int SelectionOrder; // Lower-numbered weapons get picked first
|
||
|
native int MinSelAmmo1, MinSelAmmo2; // Ignore in BestWeapon() if inadequate ammo
|
||
|
native double MoveCombatDist; // Used by bots, but do they *really* need it?
|
||
|
native int ReloadCounter; // For A_CheckForReload
|
||
|
native int BobStyle; // [XA] Bobbing style. Defines type of bobbing (e.g. Normal, Alpha) (visual only so no need to be a double)
|
||
|
native float BobSpeed; // [XA] Bobbing speed. Defines how quickly a weapon bobs.
|
||
|
native float BobRangeX, BobRangeY; // [XA] Bobbing range. Defines how far a weapon bobs in either direction.
|
||
|
native Ammo Ammo1, Ammo2; // In-inventory instance variables
|
||
|
native Weapon SisterWeapon;
|
||
|
native float FOVScale;
|
||
|
native int Crosshair; // 0 to use player's crosshair
|
||
|
native bool GivenAsMorphWeapon;
|
||
|
native bool bAltFire; // Set when this weapon's alternate fire is used.
|
||
|
native readonly bool bDehAmmo;
|
||
|
|
||
|
Default
|
||
|
{
|
||
|
Inventory.PickupSound "misc/w_pkup";
|
||
|
Weapon.DefaultKickback;
|
||
|
Weapon.BobSpeed 1.0;
|
||
|
Weapon.BobRangeX 1.0;
|
||
|
Weapon.BobRangeY 1.0;
|
||
|
+WEAPONSPAWN
|
||
|
DefaultStateUsage SUF_ACTOR|SUF_OVERLAY|SUF_WEAPON;
|
||
|
}
|
||
|
States
|
||
|
{
|
||
|
LightDone:
|
||
|
SHTG E 0 A_Light0;
|
||
|
Stop;
|
||
|
}
|
||
|
|
||
|
native bool CheckAmmo(int fireMode, bool autoSwitch, bool requireAmmo = false, int ammocount = -1);
|
||
|
native bool DepleteAmmo(bool altFire, bool checkEnough = true, int ammouse = -1);
|
||
|
native virtual void EndPowerup();
|
||
|
|
||
|
virtual State GetReadyState ()
|
||
|
{
|
||
|
return FindState('Ready');
|
||
|
}
|
||
|
|
||
|
virtual State GetUpState ()
|
||
|
{
|
||
|
return FindState('Select');
|
||
|
}
|
||
|
|
||
|
virtual State GetDownState ()
|
||
|
{
|
||
|
return FindState('Deselect');
|
||
|
}
|
||
|
|
||
|
virtual State GetAtkState (bool hold)
|
||
|
{
|
||
|
State s = null;
|
||
|
if (hold) s = FindState('Hold');
|
||
|
if (s == null) s = FindState('Fire');
|
||
|
return s;
|
||
|
}
|
||
|
|
||
|
virtual State GetAltAtkState (bool hold)
|
||
|
{
|
||
|
State s = null;
|
||
|
if (hold) s = FindState('AltHold');
|
||
|
if (s == null) s = FindState('AltFire');
|
||
|
return s;
|
||
|
}
|
||
|
|
||
|
native action void A_ZoomFactor(double scale = 1, int flags = 0);
|
||
|
native action void A_SetCrosshair(int xhair);
|
||
|
const ZOOM_INSTANT = 1;
|
||
|
const ZOOM_NOSCALETURNING = 2;
|
||
|
|
||
|
}
|
||
|
|
||
|
class WeaponGiver : Weapon native
|
||
|
{
|
||
|
|
||
|
native double DropAmmoFactor;
|
||
|
|
||
|
Default
|
||
|
{
|
||
|
Weapon.AmmoGive1 -1;
|
||
|
Weapon.AmmoGive2 -1;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
class WeaponHolder : Inventory native
|
||
|
{
|
||
|
native int PieceMask;
|
||
|
native Class<Actor> PieceWeapon;
|
||
|
|
||
|
Default
|
||
|
{
|
||
|
+NOBLOCKMAP
|
||
|
+NOSECTOR
|
||
|
+INVENTORY.UNDROPPABLE
|
||
|
}
|
||
|
}
|
||
|
|
||
|
class WeaponPiece : Inventory native
|
||
|
{
|
||
|
Default
|
||
|
{
|
||
|
+WEAPONSPAWN;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
class Ammo : Inventory native
|
||
|
{
|
||
|
native int BackpackAmount;
|
||
|
native int BackpackMaxAmount;
|
||
|
|
||
|
Default
|
||
|
{
|
||
|
+INVENTORY.KEEPDEPLETED
|
||
|
Inventory.PickupSound "misc/ammo_pkup";
|
||
|
}
|
||
|
}
|
||
|
|
||
|
class BackpackItem : Inventory native
|
||
|
{
|
||
|
native bool bDepleted;
|
||
|
}
|
||
|
|