- Converted Heretic's Staff, GoldWand, Crossbow and Gauntlets to DECORATE.

SVN r1079 (trunk)
This commit is contained in:
Christoph Oelckers 2008-07-21 18:01:06 +00:00
parent a8c283dacd
commit ae0ad31842
6 changed files with 604 additions and 806 deletions

View File

@ -1,4 +1,5 @@
July 21, 2008 (Changes by Graf Zahl)
- Converted Heretic's Staff, GoldWand, Crossbow and Gauntlets to DECORATE.
- fixed: Morphing to a class without a face definition crashed.
- Converted all of Heretic's actors except the weapons to DECORATE.
- Added the option to define the ActorInfos for native classes in DECORATE.

View File

@ -145,6 +145,13 @@ ACTOR(WizAtk1)
ACTOR(WizAtk2)
ACTOR(WizAtk3)
ACTOR(StaffAttack)
ACTOR(FireGoldWandPL1)
ACTOR(FireGoldWandPL2)
ACTOR(FireCrossbowPL1)
ACTOR(FireCrossbowPL2)
ACTOR(GauntletAttack)
// Special code pointers for Strife's player - not to be used elsewhere!
ACTOR(ItBurnsItBurns)

File diff suppressed because it is too large Load Diff

View File

@ -50,6 +50,7 @@
#include "actors/heretic/heretickeys.txt"
#include "actors/heretic/hereticdecorations.txt"
#include "actors/heretic/hereticmisc.txt"
#include "actors/heretic/hereticweaps.txt"
#include "actors/heretic/mummy.txt"
#include "actors/heretic/clink.txt"
#include "actors/heretic/beast.txt"

View File

@ -0,0 +1,476 @@
/*
ACTOR HereticWeapon : Weapon
{
Weapon.Kickback 150
}
*/
// Staff --------------------------------------------------------------------
ACTOR Staff : HereticWeapon
{
Weapon.SelectionOrder 3800
+THRUGHOST
+WIMPY_WEAPON
+MELEEWEAPON
Weapon.sisterweapon "StaffPowered"
action native A_StaffAttack (eval int damage, class<Actor> puff);
States
{
Ready:
STFF A 1 A_WeaponReady
Loop
Deselect:
STFF A 1 A_Lower
Loop
Select:
STFF A 1 A_Raise
Loop
Fire:
STFF B 6
STFF C 8 A_StaffAttack(random[StaffAttack](5, 20), "StaffPuff")
STFF B 8 A_ReFire
Goto Ready
}
}
ACTOR StaffPowered : Staff
{
Weapon.sisterweapon "Staff"
Weapon.ReadySound "weapons/staffcrackle"
+WEAPON.POWERED_UP
+WEAPON.READYSNDHALF
+WEAPON.STAFF2_KICKBACK
States
{
Ready:
STFF DEF 4 A_WeaponReady
Loop
Deselect:
STFF D 1 A_Lower
Loop
Select:
STFF D 1 A_Raise
Loop
Fire:
STFF G 6
STFF H 8 A_StaffAttack(random[StaffAttack](18, 81), "StaffPuff2")
STFF G 8 A_ReFire
Goto Ready
}
}
// Staff puff ---------------------------------------------------------------
ACTOR StaffPuff
{
RenderStyle Translucent
Alpha 0.4
VSpeed 1
+NOBLOCKMAP
+NOGRAVITY
+PUFFONACTORS
AttackSound "weapons/staffhit"
States
{
Spawn:
PUF3 A 3 BRIGHT
PUF3 BCD 3
Stop
}
}
// Staff puff 2 -------------------------------------------------------------
ACTOR StaffPuff2
{
RenderStyle Add
+NOBLOCKMAP
+NOGRAVITY
+PUFFONACTORS
AttackSound "weapons/staffpowerhit"
States
{
Spawn:
PUF4 ABCDEF 4 BRIGHT
Stop
}
}
// Gold wand ----------------------------------------------------------------
ACTOR GoldWand : HereticWeapon
{
+BLOODSPLATTER
Weapon.SelectionOrder 2000
Weapon.AmmoGive 25
Weapon.AmmoUse 1
Weapon.AmmoType "GoldWandAmmo"
Weapon.SisterWeapon "GoldWandPowered"
Weapon.YAdjust 5
action native A_FireGoldWandPL1 ();
States
{
Ready:
GWND A 1 A_WeaponReady
Loop
Deselect:
GWND A 1 A_Lower
Loop
Select:
GWND A 1 A_Raise
Loop
Fire:
GWND B 3
GWND C 5 A_FireGoldWandPL1
GWND D 3
GWND D 0 A_ReFire
Goto Ready
}
}
ACTOR GoldWandPowered : GoldWand
{
+WEAPON.POWERED_UP
Weapon.AmmoGive 0
Weapon.SisterWeapon "GoldWand"
action native A_FireGoldWandPL2 ();
States
{
Fire:
GWND B 3
GWND C 4 A_FireGoldWandPL2
GWND D 3
GWND D 0 A_ReFire
Goto Ready
}
}
// Gold wand FX1 ------------------------------------------------------------
ACTOR GoldWandFX1
{
Game Heretic
SpawnID 151
Radius 10
Height 6
Speed 22
Damage 2
Projectile
RenderStyle Add
DeathSound "weapons/wandhit"
States
{
Spawn:
FX01 AB 6 BRIGHT
Loop
Death:
FX01 EFGH 3 BRIGHT
Stop
}
}
// Gold wand FX2 ------------------------------------------------------------
ACTOR GoldWandFX2 : GoldWandFX1
{
Game Heretic
SpawnID 152
Speed 18
Damage 1
DeathSound ""
States
{
Spawn:
FX01 CD 6 BRIGHT
Loop
}
}
// Gold wand puff 1 ---------------------------------------------------------
ACTOR GoldWandPuff1
{
+NOBLOCKMAP
+NOGRAVITY
+PUFFONACTORS
RenderStyle Add
States {
Spawn:
PUF2 ABCDE 3 BRIGHT
Stop
}
}
// Gold wand puff 2 ---------------------------------------------------------
ACTOR GoldWandPuff2 : GoldWandFX1
{
Skip_Super
+NOBLOCKMAP
+NOGRAVITY
States
{
Spawn:
Goto Super::Death
}
}
// Crossbow -----------------------------------------------------------------
ACTOR Crossbow : HereticWeapon 2001
{
Game Heretic
SpawnID 27
Weapon.SelectionOrder 800
Weapon.AmmoUse 1
Weapon.AmmoGive 10
Weapon.AmmoType "CrossbowAmmo"
Weapon.SisterWeapon "CrossbowPowered"
Weapon.YAdjust 15
Inventory.PickupMessage "$TxT_WPNCROSSBOW"
action native A_FireCrossbowPL1 ();
States
{
Spawn:
WBOW A -1
Stop
Ready:
CRBW AAAAAABBBBBBCCCCCC 1 A_WeaponReady
Loop
Deselect:
CRBW A 1 A_Lower
Loop
Select:
CRBW A 1 A_Raise
Loop
Fire:
CRBW D 6 A_FireCrossbowPL1
CRBW EFGH 3
CRBW AB 4
CRBW C 5 A_ReFire
Goto Ready
}
}
ACTOR CrossbowPowered : Crossbow
{
+WEAPON.POWERED_UP
Weapon.AmmoGive 0
Weapon.SisterWeapon "Crossbow"
action native A_FireCrossbowPL2();
States
{
Fire:
CRBW D 5 A_FireCrossbowPL2
CRBW E 3
CRBW F 2
CRBW G 3
CRBW H 2
CRBW A 3
CRBW B 3
CRBW C 4 A_ReFire
Goto Ready
}
}
// Crossbow FX1 -------------------------------------------------------------
ACTOR CrossbowFX1
{
Game Heretic
SpawnID 147
Radius 11
Height 8
Speed 30
Damage 10
Projectile
RenderStyle Add
SeeSound "weapons/bowshoot"
DeathSound "weapons/bowhit"
States
{
Spawn:
FX03 B 1 BRIGHT
Loop
Death:
FX03 HIJ 8 BRIGHT
Stop
}
}
// Crossbow FX2 -------------------------------------------------------------
ACTOR CrossbowFX2 : CrossbowFX1
{
Game Heretic
SpawnID 148
Speed 32
Damage 6
States
{
Spawn:
FX03 B 1 BRIGHT A_SpawnItemEx("CrossbowFX4", random2[BoltSpark]()*0.015625, random2[BoltSpark]()*0.015625, 0, 0,0,0,0,SXF_ABSOLUTEPOSITION, 50)
Loop
}
}
// Crossbow FX3 -------------------------------------------------------------
ACTOR CrossbowFX3 : CrossbowFX1
{
Game Heretic
SpawnID 149
Speed 20
Damage 2
SeeSound ""
-NOBLOCKMAP
+WINDTHRUST
+THRUGHOST
States
{
Spawn:
FX03 A 1 BRIGHT
Loop
Death:
FX03 CDE 8 BRIGHT
Stop
}
}
// Crossbow FX4 -------------------------------------------------------------
ACTOR CrossbowFX4
{
+NOBLOCKMAP
Gravity 0.125
RenderStyle Add
States
{
Spawn:
FX03 FG 8 BRIGHT
Stop
}
}
// Gauntlets ----------------------------------------------------------------
ACTOR Gauntlets : Weapon 2005
{
Game Heretic
SpawnID 32
+BLOODSPLATTER
Weapon.SelectionOrder 2300
+WEAPON.WIMPY_WEAPON
+WEAPON.MELEEWEAPON
Weapon.Kickback 0
Weapon.YAdjust 15
Weapon.UpSound "weapons/gauntletsactivate"
Weapon.SisterWeapon "GauntletsPowered"
Inventory.PickupMessage "$TxT_WPNGAUNTLETS"
action native A_GauntletAttack (eval int power);
States
{
Spawn:
WGNT A -1
Stop
Ready:
GAUN A 1 A_WeaponReady
Loop
Deselect:
GAUN A 1 A_Lower
Loop
Select:
GAUN A 1 A_Raise
Loop
Fire:
GAUN B 4 A_PlayWeaponSound("weapons/gauntletsuse")
GAUN C 4
Hold:
GAUN DEF 4 BRIGHT A_GauntletAttack(0)
GAUN C 4 A_ReFire
GAUN B 4 A_Light0
Goto Ready
}
}
ACTOR GauntletsPowered : Gauntlets
{
+POWERED_UP
Weapon.SisterWeapon "Gauntlets"
States
{
Ready:
GAUN GHI 4 A_WeaponReady
Loop
Deselect:
GAUN G 1 A_Lower
Loop
Select:
GAUN G 1 A_Raise
Loop
Fire:
GAUN J 4 A_PlayWeaponSound("weapons/gauntletsuse")
GAUN K 4
Hold:
GAUN LMN 4 BRIGHT A_GauntletAttack(1)
GAUN K 4 A_ReFire
GAUN J 4 A_Light0
Goto Ready
}
}
// Gauntlet puff 1 ----------------------------------------------------------
ACTOR GauntletPuff1
{
+NOBLOCKMAP
+NOGRAVITY
+PUFFONACTORS
RenderStyle Translucent
Alpha 0.4
VSpeed 0.8
States
{
PUF1 ABCD 4 BRIGHT
Stop
}
}
// Gauntlett puff 2 ---------------------------------------------------------
ACTOR GauntletPuff2 : GauntletPuff1
{
States
{
PUF1 EFGH 4 BRIGHT
Stop
}
}

View File

@ -316,6 +316,7 @@ actors/heretic/hereticartifacts.txt decorate/heretic/hereticartifacts.txt
actors/heretic/heretickeys.txt decorate/heretic/heretickeys.txt
actors/heretic/hereticdecorations.txt decorate/heretic/hereticdecorations.txt
actors/heretic/hereticmisc.txt decorate/heretic/hereticmisc.txt
actors/heretic/hereticweaps.txt decorate/heretic/hereticweaps.txt
actors/heretic/mummy.txt decorate/heretic/mummy.txt
actors/heretic/clink.txt decorate/heretic/clink.txt
actors/heretic/beast.txt decorate/heretic/beast.txt