mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-11-10 14:51:51 +00:00
- scriptified the Phoenix Rod, completing the Heretic weapons.
This commit is contained in:
parent
53ff7f0c73
commit
4f370ba181
10 changed files with 372 additions and 473 deletions
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@ -858,7 +858,6 @@ set( NOT_COMPILED_SOURCE_FILES
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sc_man_scanner.h
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sc_man_scanner.re
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g_heretic/a_hereticartifacts.cpp
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g_heretic/a_hereticweaps.cpp
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g_hexen/a_blastradius.cpp
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g_hexen/a_boostarmor.cpp
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g_hexen/a_clericflame.cpp
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@ -20,4 +20,3 @@
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// Include all the other Heretic stuff here to reduce compile time
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#include "a_hereticartifacts.cpp"
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#include "a_hereticweaps.cpp"
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@ -1,285 +0,0 @@
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/*
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#include "templates.h"
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#include "actor.h"
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#include "info.h"
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#include "s_sound.h"
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#include "m_random.h"
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#include "a_pickups.h"
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#include "d_player.h"
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#include "p_pspr.h"
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#include "p_local.h"
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#include "gstrings.h"
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#include "gi.h"
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#include "r_data/r_translate.h"
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#include "vm.h"
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#include "doomstat.h"
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*/
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static FRandom pr_boltspark ("BoltSpark");
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static FRandom pr_macerespawn ("MaceRespawn");
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static FRandom pr_maceatk ("FireMacePL1");
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static FRandom pr_bfx1 ("BlasterFX1");
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static FRandom pr_ripd ("RipperD");
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static FRandom pr_fb1 ("FireBlasterPL1");
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static FRandom pr_bfx1t ("BlasterFX1Tick");
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static FRandom pr_rp ("RainPillar");
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static FRandom pr_fsr1 ("FireSkullRodPL1");
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static FRandom pr_storm ("SkullRodStorm");
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static FRandom pr_impact ("RainImpact");
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static FRandom pr_pfx1 ("PhoenixFX1");
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static FRandom pr_pfx2 ("PhoenixFX2");
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static FRandom pr_fp2 ("FirePhoenixPL2");
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#define FLAME_THROWER_TICS (10*TICRATE)
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void P_DSparilTeleport (AActor *actor);
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#define USE_BLSR_AMMO_1 1
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#define USE_BLSR_AMMO_2 5
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#define USE_SKRD_AMMO_1 1
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#define USE_SKRD_AMMO_2 5
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#define USE_PHRD_AMMO_1 1
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#define USE_PHRD_AMMO_2 1
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#define USE_MACE_AMMO_1 1
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#define USE_MACE_AMMO_2 5
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extern bool P_AutoUseChaosDevice (player_t *player);
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// --- Phoenix Rod ----------------------------------------------------------
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class APhoenixRod : public AWeapon
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{
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DECLARE_CLASS (APhoenixRod, AWeapon)
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public:
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void Serialize(FSerializer &arc)
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{
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Super::Serialize (arc);
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arc("flamecount", FlameCount);
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}
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int FlameCount; // for flamethrower duration
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};
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class APhoenixRodPowered : public APhoenixRod
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{
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DECLARE_CLASS (APhoenixRodPowered, APhoenixRod)
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public:
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void EndPowerup ();
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};
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IMPLEMENT_CLASS(APhoenixRod, false, false)
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IMPLEMENT_CLASS(APhoenixRodPowered, false, false)
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void APhoenixRodPowered::EndPowerup ()
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{
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DepleteAmmo (bAltFire);
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Owner->player->refire = 0;
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S_StopSound (Owner, CHAN_WEAPON);
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Owner->player->ReadyWeapon = SisterWeapon;
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P_SetPsprite(Owner->player, PSP_WEAPON, SisterWeapon->GetReadyState());
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}
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// Phoenix FX 2 -------------------------------------------------------------
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class APhoenixFX2 : public AActor
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{
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DECLARE_CLASS (APhoenixFX2, AActor)
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public:
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int DoSpecialDamage (AActor *target, int damage, FName damagetype);
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};
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IMPLEMENT_CLASS(APhoenixFX2, false, false)
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int APhoenixFX2::DoSpecialDamage (AActor *target, int damage, FName damagetype)
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{
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if (target->player && pr_pfx2 () < 128)
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{ // Freeze player for a bit
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target->reactiontime += 4;
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}
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return damage;
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}
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//----------------------------------------------------------------------------
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//
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// PROC A_FirePhoenixPL1
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//
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//----------------------------------------------------------------------------
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DEFINE_ACTION_FUNCTION(AActor, A_FirePhoenixPL1)
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{
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PARAM_ACTION_PROLOGUE(AActor);
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player_t *player;
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if (NULL == (player = self->player))
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{
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return 0;
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}
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AWeapon *weapon = self->player->ReadyWeapon;
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if (weapon != NULL)
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{
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if (!weapon->DepleteAmmo (weapon->bAltFire))
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return 0;
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}
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P_SpawnPlayerMissile (self, PClass::FindActor("PhoenixFX1"));
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self->Thrust(self->Angles.Yaw + 180, 4);
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return 0;
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}
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//----------------------------------------------------------------------------
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//
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// PROC A_PhoenixPuff
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//
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//----------------------------------------------------------------------------
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DEFINE_ACTION_FUNCTION(AActor, A_PhoenixPuff)
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{
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PARAM_SELF_PROLOGUE(AActor);
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AActor *puff;
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DAngle ang;
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//[RH] Heretic never sets the target for seeking
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//P_SeekerMissile (self, 5, 10);
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puff = Spawn("PhoenixPuff", self->Pos(), ALLOW_REPLACE);
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ang = self->Angles.Yaw + 90;
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puff->Vel = DVector3(ang.ToVector(1.3), 0);
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puff = Spawn("PhoenixPuff", self->Pos(), ALLOW_REPLACE);
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ang = self->Angles.Yaw - 90;
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puff->Vel = DVector3(ang.ToVector(1.3), 0);
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return 0;
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}
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//----------------------------------------------------------------------------
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//
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// PROC A_InitPhoenixPL2
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//
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//----------------------------------------------------------------------------
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DEFINE_ACTION_FUNCTION(AActor, A_InitPhoenixPL2)
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{
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PARAM_ACTION_PROLOGUE(AActor);
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if (self->player != NULL)
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{
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APhoenixRod *flamethrower = static_cast<APhoenixRod *> (self->player->ReadyWeapon);
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if (flamethrower != NULL)
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{
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flamethrower->FlameCount = FLAME_THROWER_TICS;
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}
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}
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return 0;
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}
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//----------------------------------------------------------------------------
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//
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// PROC A_FirePhoenixPL2
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//
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// Flame thrower effect.
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//
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//----------------------------------------------------------------------------
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DEFINE_ACTION_FUNCTION(AActor, A_FirePhoenixPL2)
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{
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PARAM_ACTION_PROLOGUE(AActor);
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AActor *mo;
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double slope;
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FSoundID soundid;
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player_t *player;
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APhoenixRod *flamethrower;
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if (nullptr == (player = self->player))
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{
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return 0;
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}
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soundid = "weapons/phoenixpowshoot";
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flamethrower = static_cast<APhoenixRod *> (player->ReadyWeapon);
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if (flamethrower == nullptr || --flamethrower->FlameCount == 0)
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{ // Out of flame
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P_SetPsprite(player, PSP_WEAPON, flamethrower->FindState("Powerdown"));
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player->refire = 0;
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S_StopSound (self, CHAN_WEAPON);
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return 0;
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}
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slope = -self->Angles.Pitch.TanClamped();
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double xo = pr_fp2.Random2() / 128.;
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double yo = pr_fp2.Random2() / 128.;
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DVector3 pos = self->Vec3Offset(xo, yo, 26 + slope - self->Floorclip);
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slope += 0.1;
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mo = Spawn("PhoenixFX2", pos, ALLOW_REPLACE);
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mo->target = self;
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mo->Angles.Yaw = self->Angles.Yaw;
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mo->VelFromAngle();
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mo->Vel += self->Vel.XY();
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mo->Vel.Z = mo->Speed * slope;
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if (!player->refire || !S_IsActorPlayingSomething (self, CHAN_WEAPON, -1))
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{
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S_Sound (self, CHAN_WEAPON|CHAN_LOOP, soundid, 1, ATTN_NORM);
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}
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P_CheckMissileSpawn (mo, self->radius);
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return 0;
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}
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//----------------------------------------------------------------------------
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//
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// PROC A_ShutdownPhoenixPL2
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//
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//----------------------------------------------------------------------------
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DEFINE_ACTION_FUNCTION(AActor, A_ShutdownPhoenixPL2)
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{
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PARAM_ACTION_PROLOGUE(AActor);
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player_t *player;
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if (NULL == (player = self->player))
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{
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return 0;
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}
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S_StopSound (self, CHAN_WEAPON);
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AWeapon *weapon = player->ReadyWeapon;
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if (weapon != NULL)
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{
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if (!weapon->DepleteAmmo (weapon->bAltFire))
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return 0;
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}
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return 0;
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}
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//----------------------------------------------------------------------------
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//
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// PROC A_FlameEnd
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//
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//----------------------------------------------------------------------------
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DEFINE_ACTION_FUNCTION(AActor, A_FlameEnd)
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{
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PARAM_SELF_PROLOGUE(AActor);
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self->Vel.Z += 1.5;
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return 0;
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}
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//----------------------------------------------------------------------------
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//
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// PROC A_FloatPuff
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//
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//----------------------------------------------------------------------------
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DEFINE_ACTION_FUNCTION(AActor, A_FloatPuff)
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{
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PARAM_SELF_PROLOGUE(AActor);
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self->Vel.Z += 1.8;
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return 0;
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}
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@ -1185,7 +1185,7 @@ void APowerWeaponLevel2::EndEffect ()
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if (player->ReadyWeapon != NULL &&
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player->ReadyWeapon->WeaponFlags & WIF_POWERED_UP)
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{
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player->ReadyWeapon->EndPowerup ();
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player->ReadyWeapon->CallEndPowerup ();
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}
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if (player->PendingWeapon != NULL && player->PendingWeapon != WP_NOCHANGE &&
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player->PendingWeapon->WeaponFlags & WIF_POWERED_UP &&
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@ -342,6 +342,7 @@ public:
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virtual void PostMorphWeapon ();
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virtual void EndPowerup ();
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void CallEndPowerup();
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enum
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{
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@ -18,6 +18,7 @@
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#include "d_net.h"
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#include "serializer.h"
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#include "thingdef.h"
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#include "virtual.h"
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#define BONUSADD 6
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@ -789,6 +790,26 @@ void AWeapon::EndPowerup ()
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}
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}
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DEFINE_ACTION_FUNCTION(AWeapon, EndPowerup)
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{
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PARAM_SELF_PROLOGUE(AWeapon);
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self->EndPowerup();
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return 0;
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}
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void AWeapon::CallEndPowerup()
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{
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IFVIRTUAL(AWeapon, EndPowerup)
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{
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// Without the type cast this picks the 'void *' assignment...
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VMValue params[1] = { (DObject*)this };
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VMFrameStack stack;
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stack.Call(func, params, 1, nullptr, 0, nullptr);
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}
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else EndPowerup();
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}
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//===========================================================================
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//
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// AWeapon :: GetUpState
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@ -85,7 +85,6 @@ zscript/heretic/hereticartifacts.txt
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zscript/heretic/heretickeys.txt
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zscript/heretic/hereticdecorations.txt
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zscript/heretic/hereticmisc.txt
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zscript/heretic/hereticweaps.txt
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zscript/heretic/mummy.txt
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zscript/heretic/clink.txt
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zscript/heretic/beast.txt
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@ -103,6 +102,7 @@ zscript/heretic/weapongauntlets.txt
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zscript/heretic/weaponmace.txt
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zscript/heretic/weaponblaster.txt
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zscript/heretic/weaponskullrod.txt
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zscript/heretic/weaponphoenix.txt
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zscript/hexen/baseweapons.txt
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zscript/hexen/korax.txt
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@ -1,184 +0,0 @@
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class HereticWeapon : Weapon
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{
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Default
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{
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Weapon.Kickback 150;
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}
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}
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// Phoenix Rod --------------------------------------------------------------
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class PhoenixRod : Weapon native
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{
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Default
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{
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+WEAPON.NOAUTOFIRE
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Weapon.SelectionOrder 2600;
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Weapon.Kickback 150;
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Weapon.YAdjust 15;
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Weapon.AmmoUse 1;
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Weapon.AmmoGive 2;
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Weapon.AmmoType "PhoenixRodAmmo";
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Weapon.Sisterweapon "PhoenixRodPowered";
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Inventory.PickupMessage "$TXT_WPNPHOENIXROD";
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Tag "$TAG_PHOENIXROD";
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}
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action native void A_FirePhoenixPL1();
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States
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{
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Spawn:
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WPHX A -1;
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Stop;
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Ready:
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PHNX A 1 A_WeaponReady;
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Loop;
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Deselect:
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PHNX A 1 A_Lower;
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Loop;
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Select:
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PHNX A 1 A_Raise;
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Loop;
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Fire:
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PHNX B 5;
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PHNX C 7 A_FirePhoenixPL1;
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PHNX DB 4;
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PHNX B 0 A_ReFire;
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Goto Ready;
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}
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}
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class PhoenixRodPowered : PhoenixRod native
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{
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Default
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{
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+WEAPON.POWERED_UP
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+WEAPON.MELEEWEAPON
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Weapon.SisterWeapon "PhoenixRod";
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Weapon.AmmoGive 0;
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Tag "$TAG_PHOENIXRODP";
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}
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action native void A_InitPhoenixPL2();
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action native void A_FirePhoenixPL2();
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action native void A_ShutdownPhoenixPL2();
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States
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{
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Fire:
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PHNX B 3 A_InitPhoenixPL2;
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Hold:
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PHNX C 1 A_FirePhoenixPL2;
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PHNX B 4 A_ReFire;
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Powerdown:
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PHNX B 4 A_ShutdownPhoenixPL2;
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Goto Ready;
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}
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}
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// Phoenix FX 1 -------------------------------------------------------------
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class PhoenixFX1 : Actor
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{
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Default
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{
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Radius 11;
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Height 8;
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Speed 20;
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Damage 20;
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DamageType "Fire";
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Projectile;
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+THRUGHOST
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+SPECIALFIREDAMAGE
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SeeSound "weapons/phoenixshoot";
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DeathSound "weapons/phoenixhit";
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Obituary "$OB_MPPHOENIXROD";
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}
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native void A_PhoenixPuff();
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States
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{
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Spawn:
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FX04 A 4 BRIGHT A_PhoenixPuff;
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Loop;
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Death:
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FX08 A 6 BRIGHT A_Explode;
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FX08 BC 5 BRIGHT;
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FX08 DEFGH 4 BRIGHT;
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Stop;
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}
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override int DoSpecialDamage (Actor target, int damage, Name damagetype)
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{
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Sorcerer2 s2 = Sorcerer2(target);
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if (s2 != null && random[HornRodFX2]() < 96)
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{ // D'Sparil teleports away
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s2.DSparilTeleport ();
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return -1;
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}
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return damage;
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}
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}
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// Phoenix puff -------------------------------------------------------------
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class PhoenixPuff : Actor
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{
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Default
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{
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+NOBLOCKMAP
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+NOGRAVITY
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+NOTELEPORT
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+CANNOTPUSH
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RenderStyle "Translucent";
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Alpha 0.4;
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}
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States
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{
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Spawn:
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FX04 BCDEF 4;
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Stop;
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}
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}
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// Phoenix FX 2 -------------------------------------------------------------
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class PhoenixFX2 : Actor native
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{
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Default
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{
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Radius 6;
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||||
Height 8;
|
||||
Speed 10;
|
||||
Damage 2;
|
||||
DamageType "Fire";
|
||||
Projectile;
|
||||
RenderStyle "Add";
|
||||
Obituary "$OB_MPPPHOENIXROD";
|
||||
}
|
||||
|
||||
native void A_FlameEnd();
|
||||
native void A_FloatPuff();
|
||||
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
FX09 ABABA 2 BRIGHT;
|
||||
FX09 B 2 BRIGHT A_FlameEnd;
|
||||
FX09 CDEF 2 BRIGHT;
|
||||
Stop;
|
||||
Death:
|
||||
FX09 G 3 BRIGHT;
|
||||
FX09 H 3 BRIGHT A_FloatPuff;
|
||||
FX09 I 4 BRIGHT;
|
||||
FX09 JK 5 BRIGHT;
|
||||
Stop;
|
||||
}
|
||||
}
|
||||
|
347
wadsrc/static/zscript/heretic/weaponphoenix.txt
Normal file
347
wadsrc/static/zscript/heretic/weaponphoenix.txt
Normal file
|
@ -0,0 +1,347 @@
|
|||
|
||||
class HereticWeapon : Weapon
|
||||
{
|
||||
Default
|
||||
{
|
||||
Weapon.Kickback 150;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
// Phoenix Rod --------------------------------------------------------------
|
||||
|
||||
class PhoenixRod : Weapon
|
||||
{
|
||||
Default
|
||||
{
|
||||
+WEAPON.NOAUTOFIRE
|
||||
Weapon.SelectionOrder 2600;
|
||||
Weapon.Kickback 150;
|
||||
Weapon.YAdjust 15;
|
||||
Weapon.AmmoUse 1;
|
||||
Weapon.AmmoGive 2;
|
||||
Weapon.AmmoType "PhoenixRodAmmo";
|
||||
Weapon.Sisterweapon "PhoenixRodPowered";
|
||||
Inventory.PickupMessage "$TXT_WPNPHOENIXROD";
|
||||
Tag "$TAG_PHOENIXROD";
|
||||
}
|
||||
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
WPHX A -1;
|
||||
Stop;
|
||||
Ready:
|
||||
PHNX A 1 A_WeaponReady;
|
||||
Loop;
|
||||
Deselect:
|
||||
PHNX A 1 A_Lower;
|
||||
Loop;
|
||||
Select:
|
||||
PHNX A 1 A_Raise;
|
||||
Loop;
|
||||
Fire:
|
||||
PHNX B 5;
|
||||
PHNX C 7 A_FirePhoenixPL1;
|
||||
PHNX DB 4;
|
||||
PHNX B 0 A_ReFire;
|
||||
Goto Ready;
|
||||
}
|
||||
|
||||
//----------------------------------------------------------------------------
|
||||
//
|
||||
// PROC A_FirePhoenixPL1
|
||||
//
|
||||
//----------------------------------------------------------------------------
|
||||
|
||||
action void A_FirePhoenixPL1()
|
||||
{
|
||||
if (player == null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
Weapon weapon = player.ReadyWeapon;
|
||||
if (weapon != null)
|
||||
{
|
||||
if (!weapon.DepleteAmmo (weapon.bAltFire))
|
||||
return;
|
||||
}
|
||||
SpawnPlayerMissile ("PhoenixFX1");
|
||||
Thrust(4, angle + 180);
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
|
||||
class PhoenixRodPowered : PhoenixRod
|
||||
{
|
||||
const FLAME_THROWER_TICS = (10*TICRATE);
|
||||
|
||||
private int FlameCount; // for flamethrower duration
|
||||
|
||||
Default
|
||||
{
|
||||
+WEAPON.POWERED_UP
|
||||
+WEAPON.MELEEWEAPON
|
||||
Weapon.SisterWeapon "PhoenixRod";
|
||||
Weapon.AmmoGive 0;
|
||||
Tag "$TAG_PHOENIXRODP";
|
||||
}
|
||||
|
||||
States
|
||||
{
|
||||
Fire:
|
||||
PHNX B 3 A_InitPhoenixPL2;
|
||||
Hold:
|
||||
PHNX C 1 A_FirePhoenixPL2;
|
||||
PHNX B 4 A_ReFire;
|
||||
Powerdown:
|
||||
PHNX B 4 A_ShutdownPhoenixPL2;
|
||||
Goto Ready;
|
||||
}
|
||||
|
||||
|
||||
override void EndPowerup ()
|
||||
{
|
||||
DepleteAmmo (bAltFire);
|
||||
Owner.player.refire = 0;
|
||||
Owner.A_StopSound (CHAN_WEAPON);
|
||||
Owner.player.ReadyWeapon = SisterWeapon;
|
||||
Owner.player.SetPsprite(PSP_WEAPON, SisterWeapon.GetReadyState());
|
||||
}
|
||||
|
||||
//----------------------------------------------------------------------------
|
||||
//
|
||||
// PROC A_InitPhoenixPL2
|
||||
//
|
||||
//----------------------------------------------------------------------------
|
||||
|
||||
action void A_InitPhoenixPL2()
|
||||
{
|
||||
if (player != null)
|
||||
{
|
||||
PhoenixRodPowered flamethrower = PhoenixRodPowered(player.ReadyWeapon);
|
||||
if (flamethrower != null)
|
||||
{
|
||||
flamethrower.FlameCount = FLAME_THROWER_TICS;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//----------------------------------------------------------------------------
|
||||
//
|
||||
// PROC A_FirePhoenixPL2
|
||||
//
|
||||
// Flame thrower effect.
|
||||
//
|
||||
//----------------------------------------------------------------------------
|
||||
|
||||
action void A_FirePhoenixPL2()
|
||||
{
|
||||
if (player == null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
PhoenixRodPowered flamethrower = PhoenixRodPowered(player.ReadyWeapon);
|
||||
|
||||
if (flamethrower == null || --flamethrower.FlameCount == 0)
|
||||
{ // Out of flame
|
||||
player.SetPsprite(PSP_WEAPON, flamethrower.FindState("Powerdown"));
|
||||
player.refire = 0;
|
||||
A_StopSound (CHAN_WEAPON);
|
||||
return;
|
||||
}
|
||||
|
||||
double slope = -clamp(tan(pitch), -5, 5);
|
||||
double xo = Random2[FirePhoenixPL2]() / 128.;
|
||||
double yo = Random2[FirePhoenixPL2]() / 128.;
|
||||
Vector3 spawnpos = Vec3Offset(xo, yo, 26 + slope - Floorclip);
|
||||
|
||||
slope += 0.1;
|
||||
Actor mo = Spawn("PhoenixFX2", spawnpos, ALLOW_REPLACE);
|
||||
mo.target = self;
|
||||
mo.Angle = Angle;
|
||||
mo.VelFromAngle();
|
||||
mo.Vel.XY += Vel.XY;
|
||||
mo.Vel.Z = mo.Speed * slope;
|
||||
if (!player.refire)
|
||||
{
|
||||
A_PlaySound("weapons/phoenixpowshoot", CHAN_WEAPON, 1, true);
|
||||
}
|
||||
mo.CheckMissileSpawn (radius);
|
||||
}
|
||||
|
||||
//----------------------------------------------------------------------------
|
||||
//
|
||||
// PROC A_ShutdownPhoenixPL2
|
||||
//
|
||||
//----------------------------------------------------------------------------
|
||||
|
||||
action void A_ShutdownPhoenixPL2()
|
||||
{
|
||||
if (player == null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
A_StopSound (CHAN_WEAPON);
|
||||
Weapon weapon = player.ReadyWeapon;
|
||||
if (weapon != null)
|
||||
{
|
||||
weapon.DepleteAmmo (weapon.bAltFire);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
|
||||
// Phoenix FX 1 -------------------------------------------------------------
|
||||
|
||||
class PhoenixFX1 : Actor
|
||||
{
|
||||
Default
|
||||
{
|
||||
Radius 11;
|
||||
Height 8;
|
||||
Speed 20;
|
||||
Damage 20;
|
||||
DamageType "Fire";
|
||||
Projectile;
|
||||
+THRUGHOST
|
||||
+SPECIALFIREDAMAGE
|
||||
SeeSound "weapons/phoenixshoot";
|
||||
DeathSound "weapons/phoenixhit";
|
||||
Obituary "$OB_MPPHOENIXROD";
|
||||
}
|
||||
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
FX04 A 4 BRIGHT A_PhoenixPuff;
|
||||
Loop;
|
||||
Death:
|
||||
FX08 A 6 BRIGHT A_Explode;
|
||||
FX08 BC 5 BRIGHT;
|
||||
FX08 DEFGH 4 BRIGHT;
|
||||
Stop;
|
||||
}
|
||||
|
||||
override int DoSpecialDamage (Actor target, int damage, Name damagetype)
|
||||
{
|
||||
Sorcerer2 s2 = Sorcerer2(target);
|
||||
if (s2 != null && random[HornRodFX2]() < 96)
|
||||
{ // D'Sparil teleports away
|
||||
s2.DSparilTeleport ();
|
||||
return -1;
|
||||
}
|
||||
return damage;
|
||||
}
|
||||
|
||||
//----------------------------------------------------------------------------
|
||||
//
|
||||
// PROC A_PhoenixPuff
|
||||
//
|
||||
//----------------------------------------------------------------------------
|
||||
|
||||
void A_PhoenixPuff()
|
||||
{
|
||||
//[RH] Heretic never sets the target for seeking
|
||||
//P_SeekerMissile (self, 5, 10);
|
||||
Actor puff = Spawn("PhoenixPuff", Pos, ALLOW_REPLACE);
|
||||
puff.Vel.XY = AngleToVector(Angle + 90, 1.3);
|
||||
|
||||
puff = Spawn("PhoenixPuff", Pos, ALLOW_REPLACE);
|
||||
puff.Vel.XY = AngleToVector(Angle - 90, 1.3);
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
|
||||
// Phoenix puff -------------------------------------------------------------
|
||||
|
||||
class PhoenixPuff : Actor
|
||||
{
|
||||
Default
|
||||
{
|
||||
+NOBLOCKMAP
|
||||
+NOGRAVITY
|
||||
+NOTELEPORT
|
||||
+CANNOTPUSH
|
||||
RenderStyle "Translucent";
|
||||
Alpha 0.4;
|
||||
}
|
||||
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
FX04 BCDEF 4;
|
||||
Stop;
|
||||
}
|
||||
}
|
||||
|
||||
// Phoenix FX 2 -------------------------------------------------------------
|
||||
|
||||
class PhoenixFX2 : Actor
|
||||
{
|
||||
Default
|
||||
{
|
||||
Radius 6;
|
||||
Height 8;
|
||||
Speed 10;
|
||||
Damage 2;
|
||||
DamageType "Fire";
|
||||
Projectile;
|
||||
RenderStyle "Add";
|
||||
Obituary "$OB_MPPPHOENIXROD";
|
||||
}
|
||||
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
FX09 ABABA 2 BRIGHT;
|
||||
FX09 B 2 BRIGHT A_FlameEnd;
|
||||
FX09 CDEF 2 BRIGHT;
|
||||
Stop;
|
||||
Death:
|
||||
FX09 G 3 BRIGHT;
|
||||
FX09 H 3 BRIGHT A_FloatPuff;
|
||||
FX09 I 4 BRIGHT;
|
||||
FX09 JK 5 BRIGHT;
|
||||
Stop;
|
||||
}
|
||||
|
||||
|
||||
int DoSpecialDamage (Actor target, int damage, Name damagetype)
|
||||
{
|
||||
if (target.player && Random[PhoenixFX2]() < 128)
|
||||
{ // Freeze player for a bit
|
||||
target.reactiontime += 4;
|
||||
}
|
||||
return damage;
|
||||
}
|
||||
|
||||
//----------------------------------------------------------------------------
|
||||
//
|
||||
// PROC A_FlameEnd
|
||||
//
|
||||
//----------------------------------------------------------------------------
|
||||
|
||||
void A_FlameEnd()
|
||||
{
|
||||
Vel.Z += 1.5;
|
||||
}
|
||||
|
||||
//----------------------------------------------------------------------------
|
||||
//
|
||||
// PROC A_FloatPuff
|
||||
//
|
||||
//----------------------------------------------------------------------------
|
||||
|
||||
void A_FloatPuff()
|
||||
{
|
||||
Vel.Z += 1.8;
|
||||
}
|
||||
|
||||
|
||||
}
|
|
@ -569,6 +569,7 @@ class Weapon : StateProvider native
|
|||
}
|
||||
|
||||
native bool DepleteAmmo(bool altFire, bool checkEnough = true, int ammouse = -1);
|
||||
native virtual void EndPowerup();
|
||||
|
||||
virtual State GetReadyState ()
|
||||
{
|
||||
|
|
Loading…
Reference in a new issue