mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-12-11 05:01:09 +00:00
7011010ff2
- changed the effect spawn prevention of the Hexen flame strike weapon and reverted the attempt to fix this in FastProjectile. This cannot be fixed in the base class, which was doing everything right. It's the flame missile that was doing undefined things by stopping its movement without clearing its missile flag. This cannot work because missiles are given some minimal forced velocity to ensure collision detection and any attempt to address this without clearing the missile flag is doomed to fail.
323 lines
5.9 KiB
Text
323 lines
5.9 KiB
Text
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// The Cleric's Flame Strike ------------------------------------------------
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class CWeapFlame : ClericWeapon
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{
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Default
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{
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+NOGRAVITY
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Weapon.SelectionOrder 1000;
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Weapon.AmmoUse 4;
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Weapon.AmmoGive 25;
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Weapon.KickBack 150;
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Weapon.YAdjust 10;
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Weapon.AmmoType1 "Mana2";
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Inventory.PickupMessage "$TXT_WEAPON_C3";
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Tag "$TAG_CWEAPFLAME";
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}
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States
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{
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Spawn:
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WCFM ABCDEFGH 4 Bright;
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Loop;
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Select:
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CFLM A 1 A_Raise;
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Loop;
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Deselect:
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CFLM A 1 A_Lower;
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Loop;
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Ready:
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CFLM AAAABBBBCCCC 1 A_WeaponReady;
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Loop;
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Fire:
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CFLM A 2 Offset (0, 40);
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CFLM D 2 Offset (0, 50);
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CFLM D 2 Offset (0, 36);
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CFLM E 4 Bright;
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CFLM F 4 Bright A_CFlameAttack;
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CFLM E 4 Bright;
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CFLM G 2 Offset (0, 40);
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CFLM G 2;
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Goto Ready;
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}
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//============================================================================
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//
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// A_CFlameAttack
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//
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//============================================================================
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action void A_CFlameAttack()
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{
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if (player == null)
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{
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return;
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}
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Weapon 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;
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}
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SpawnPlayerMissile ("CFlameMissile");
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A_PlaySound ("ClericFlameFire", CHAN_WEAPON);
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}
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}
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// Floor Flame --------------------------------------------------------------
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class CFlameFloor : Actor
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{
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Default
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{
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+NOBLOCKMAP +NOGRAVITY
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RenderStyle "Add";
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}
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States
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{
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Spawn:
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CFFX N 5 Bright;
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CFFX O 4 Bright;
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CFFX P 3 Bright;
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Stop;
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}
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}
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// Flame Puff ---------------------------------------------------------------
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class FlamePuff : Actor
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{
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Default
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{
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Radius 1;
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Height 1;
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+NOBLOCKMAP +NOGRAVITY
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RenderStyle "Add";;
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SeeSound "ClericFlameExplode";
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AttackSound "ClericFlameExplode";
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}
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States
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{
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Spawn:
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CFFX ABC 3 Bright;
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CFFX D 4 Bright;
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CFFX E 3 Bright;
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CFFX F 4 Bright;
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CFFX G 3 Bright;
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CFFX H 4 Bright;
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CFFX I 3 Bright;
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CFFX J 4 Bright;
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CFFX K 3 Bright;
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CFFX L 4 Bright;
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CFFX M 3 Bright;
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Stop;
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}
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}
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// Flame Puff 2 -------------------------------------------------------------
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class FlamePuff2 : FlamePuff
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{
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States
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{
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Spawn:
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CFFX ABC 3 Bright;
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CFFX D 4 Bright;
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CFFX E 3 Bright;
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CFFX F 4 Bright;
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CFFX G 3 Bright;
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CFFX H 4 Bright;
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CFFX IC 3 Bright;
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CFFX D 4 Bright;
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CFFX E 3 Bright;
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CFFX F 4 Bright;
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CFFX G 3 Bright;
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CFFX H 4 Bright;
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CFFX I 3 Bright;
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CFFX J 4 Bright;
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CFFX K 3 Bright;
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CFFX L 4 Bright;
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CFFX M 3 Bright;
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Stop;
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}
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}
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// Circle Flame -------------------------------------------------------------
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class CircleFlame : Actor
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{
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const FLAMESPEED = 0.45;
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const FLAMEROTSPEED = 2.;
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Default
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{
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Radius 6;
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Damage 2;
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DamageType "Fire";
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Projectile;
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-ACTIVATEIMPACT
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-ACTIVATEPCROSS
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RenderStyle "Add";
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DeathSound "ClericFlameCircle";
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Obituary "$OB_MPCWEAPFLAME";
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}
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States
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{
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Spawn:
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CFCF A 4 Bright;
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CFCF B 2 Bright A_CFlameRotate;
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CFCF C 2 Bright;
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CFCF D 1 Bright;
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CFCF E 2 Bright;
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CFCF F 2 Bright A_CFlameRotate;
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CFCF G 1 Bright;
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CFCF HI 2 Bright;
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CFCF J 1 Bright A_CFlameRotate;
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CFCF K 2 Bright;
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CFCF LM 3 Bright;
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CFCF N 2 Bright A_CFlameRotate;
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CFCF O 3 Bright;
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CFCF P 2 Bright;
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Stop;
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Death:
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CFCF QR 3 Bright;
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CFCF S 3 Bright A_Explode(20, 20, 0);
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CFCF TUVWXYZ 3 Bright;
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Stop;
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}
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//============================================================================
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//
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// A_CFlameRotate
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//
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//============================================================================
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void A_CFlameRotate()
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{
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double an = Angle + 90.;
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VelFromAngle(FLAMEROTSPEED, an);
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Vel.XY += (specialf1, specialf2);
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Angle += 6;
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}
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}
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// Flame Missile ------------------------------------------------------------
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class CFlameMissile : FastProjectile
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{
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Default
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{
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Speed 200;
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Radius 14;
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Height 8;
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Damage 8;
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DamageType "Fire";
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+INVISIBLE
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RenderStyle "Add";
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Obituary "$OB_MPCWEAPFLAME";
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}
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States
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{
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Spawn:
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CFFX A 4 Bright;
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CFFX A 1 A_CFlamePuff;
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Goto Death + 1;
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Death:
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CFFX A 1 Bright A_CFlameMissile;
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CFFX ABC 3 Bright;
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CFFX D 4 Bright;
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CFFX E 3 Bright;
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CFFX F 4 Bright;
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CFFX G 3 Bright;
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CFFX H 4 Bright;
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CFFX I 3 Bright;
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CFFX J 4 Bright;
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CFFX K 3 Bright;
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CFFX L 4 Bright;
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CFFX M 3 Bright;
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Stop;
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}
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override void BeginPlay ()
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{
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special1 = 2;
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}
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override void Effect ()
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{
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if (!--special1)
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{
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special1 = 4;
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double newz = pos.z - 12;
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if (newz < floorz)
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{
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newz = floorz;
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}
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Actor mo = Spawn ("CFlameFloor", (pos.xy, newz), ALLOW_REPLACE);
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if (mo)
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{
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mo.angle = angle;
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}
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}
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}
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//============================================================================
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//
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// A_CFlamePuff
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//
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//============================================================================
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void A_CFlamePuff()
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{
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bInvisible = false;
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bMissile = false;
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Vel = (0,0,0);
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A_PlaySound ("ClericFlameExplode", CHAN_BODY);
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}
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//============================================================================
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//
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// A_CFlameMissile
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//
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//============================================================================
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void A_CFlameMissile()
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{
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bInvisible = false;
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A_PlaySound ("ClericFlameExplode", CHAN_BODY);
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if (BlockingMobj && BlockingMobj.bShootable)
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{ // Hit something, so spawn the flame circle around the thing
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double dist = BlockingMobj.radius + 18;
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for (int i = 0; i < 4; i++)
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{
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double an = i*45.;
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Actor mo = Spawn ("CircleFlame", BlockingMobj.Vec3Angle(dist, an, 5), ALLOW_REPLACE);
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if (mo)
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{
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mo.angle = an;
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mo.target = target;
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mo.VelFromAngle(CircleFlame.FLAMESPEED);
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mo.specialf1 = mo.Vel.X;
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mo.specialf2 = mo.Vel.Y;
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mo.tics -= random[FlameMissile]()&3;
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}
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an += 180;
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mo = Spawn("CircleFlame", BlockingMobj.Vec3Angle(dist, an, 5), ALLOW_REPLACE);
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if(mo)
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{
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mo.angle = an;
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mo.target = target;
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mo.VelFromAngle(-CircleFlame.FLAMESPEED);
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mo.specialf1 = mo.Vel.X;
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mo.specialf2 = mo.Vel.Y;
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mo.tics -= random[FlameMissile]()&3;
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}
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}
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SetState (SpawnState);
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}
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}
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}
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