// The Mage's Frost Cone ---------------------------------------------------- class MWeapFrost : MageWeapon { Default { +BLOODSPLATTER Weapon.SelectionOrder 1700; Weapon.AmmoUse1 3; Weapon.AmmoGive1 25; Weapon.KickBack 150; Weapon.YAdjust 20; Weapon.AmmoType1 "Mana1"; Inventory.PickupMessage "$TXT_WEAPON_M2"; Obituary "$OB_MPMWEAPFROST"; Tag "$TAG_MWEAPFROST"; } States { Spawn: WMCS ABC 8 Bright; Loop; Select: CONE A 1 A_Raise; Loop; Deselect: CONE A 1 A_Lower; Loop; Ready: CONE A 1 A_WeaponReady; Loop; Fire: CONE B 3; CONE C 4; Hold: CONE D 3; CONE E 5; CONE F 3 A_FireConePL1; CONE G 3; CONE A 9; CONE A 10 A_ReFire; Goto Ready; } //============================================================================ // // A_FireConePL1 // //============================================================================ action void A_FireConePL1() { bool conedone=false; FTranslatedLineTarget t; if (player == null) { return; } Weapon weapon = player.ReadyWeapon; if (weapon != null) { if (!weapon.DepleteAmmo (weapon.bAltFire)) return; } A_PlaySound ("MageShardsFire", CHAN_WEAPON); int damage = 90+(random[MageCone]() & 15); for (int i = 0; i < 16; i++) { double ang = angle + i*(45./16); double slope = AimLineAttack (ang, DEFMELEERANGE, t, 0., ALF_CHECK3D); if (t.linetarget) { t.linetarget.DamageMobj (self, self, damage, 'Ice', DMG_USEANGLE, t.angleFromSource); conedone = true; break; } } // didn't find any creatures, so fire projectiles if (!conedone) { Actor mo = SpawnPlayerMissile ("FrostMissile"); if (mo) { mo.special1 = FrostMissile.SHARDSPAWN_LEFT|FrostMissile.SHARDSPAWN_DOWN|FrostMissile.SHARDSPAWN_UP|FrostMissile.SHARDSPAWN_RIGHT; mo.special2 = 3; // Set sperm count (levels of reproductivity) mo.target = self; mo.args[0] = 3; // Mark Initial shard as super damage } } } } // Frost Missile ------------------------------------------------------------ class FrostMissile : Actor { const SHARDSPAWN_LEFT = 1; const SHARDSPAWN_RIGHT = 2; const SHARDSPAWN_UP = 4; const SHARDSPAWN_DOWN = 8; Default { Speed 25; Radius 13; Height 8; Damage 1; DamageType "Ice"; Projectile; DeathSound "MageShardsExplode"; Obituary "$OB_MPMWEAPFROST"; } States { Spawn: SHRD A 2 Bright; SHRD A 3 Bright A_ShedShard; SHRD B 3 Bright; SHRD C 3 Bright; Loop; Death: SHEX ABCDE 5 Bright; Stop; } override int DoSpecialDamage (Actor victim, int damage, Name damagetype) { if (special2 > 0) { damage <<= special2; } return damage; } //============================================================================ // // A_ShedShard // //============================================================================ void A_ShedShard() { int spawndir = special1; int spermcount = special2; Actor mo; if (spermcount <= 0) { return; // No sperm left } special2 = 0; spermcount--; // every so many calls, spawn a new missile in its set directions if (spawndir & SHARDSPAWN_LEFT) { mo = SpawnMissileAngleZSpeed(pos.z, "FrostMissile", angle + 5, 0, (20. + 2 * spermcount), target); if (mo) { mo.special1 = SHARDSPAWN_LEFT; mo.special2 = spermcount; mo.Vel.Z = Vel.Z; mo.args[0] = (spermcount==3)?2:0; } } if (spawndir & SHARDSPAWN_RIGHT) { mo = SpawnMissileAngleZSpeed(pos.z, "FrostMissile", angle - 5, 0, (20. + 2 * spermcount), target); if (mo) { mo.special1 = SHARDSPAWN_RIGHT; mo.special2 = spermcount; mo.Vel.Z = Vel.Z; mo.args[0] = (spermcount==3)?2:0; } } if (spawndir & SHARDSPAWN_UP) { mo = SpawnMissileAngleZSpeed(pos.z + 8., "FrostMissile", angle, 0, (15. + 2 * spermcount), target); if (mo) { mo.Vel.Z = Vel.Z; if (spermcount & 1) // Every other reproduction mo.special1 = SHARDSPAWN_UP | SHARDSPAWN_LEFT | SHARDSPAWN_RIGHT; else mo.special1 = SHARDSPAWN_UP; mo.special2 = spermcount; mo.args[0] = (spermcount==3)?2:0; } } if (spawndir & SHARDSPAWN_DOWN) { mo = SpawnMissileAngleZSpeed(pos.z - 4., "FrostMissile", angle, 0, (15. + 2 * spermcount), target); if (mo) { mo.Vel.Z = Vel.Z; if (spermcount & 1) // Every other reproduction mo.special1 = SHARDSPAWN_DOWN | SHARDSPAWN_LEFT | SHARDSPAWN_RIGHT; else mo.special1 = SHARDSPAWN_DOWN; mo.special2 = spermcount; mo.target = target; mo.args[0] = (spermcount==3)?2:0; } } } } // Ice Shard ---------------------------------------------------------------- class IceShard : FrostMissile { Default { DamageType "Ice"; -ACTIVATEIMPACT -ACTIVATEPCROSS } States { Spawn: SHRD ABC 3 Bright; Loop; } }