qzdoom/wadsrc/static/zscript/hexen/clericholy.txt
Christoph Oelckers a2f4cd7cda - fixed: All functions that are callable from weapon states and not members of Actor need to be declared 'action'.
With the stricter type checks of the self pointer that were now implemented these all produced errors.
2016-11-13 14:20:30 +01:00

267 lines
4.2 KiB
Text

// Cleric Weapon Piece ------------------------------------------------------
class ClericWeaponPiece : WeaponPiece
{
Default
{
Inventory.PickupSound "misc/w_pkup";
Inventory.PickupMessage "$TXT_WRAITHVERGE_PIECE";
Inventory.ForbiddenTo "FighterPlayer", "MagePlayer";
WeaponPiece.Weapon "CWeapWraithverge";
+FLOATBOB
}
}
// Cleric Weapon Piece 1 ----------------------------------------------------
class CWeaponPiece1 : ClericWeaponPiece
{
Default
{
WeaponPiece.Number 1;
}
States
{
Spawn:
WCH1 A -1;
Stop;
}
}
// Cleric Weapon Piece 2 ----------------------------------------------------
class CWeaponPiece2 : ClericWeaponPiece
{
Default
{
WeaponPiece.Number 2;
}
States
{
Spawn:
WCH2 A -1;
Stop;
}
}
// Cleric Weapon Piece 3 ----------------------------------------------------
class CWeaponPiece3 : ClericWeaponPiece
{
Default
{
WeaponPiece.Number 3;
}
States
{
Spawn:
WCH3 A -1;
Stop;
}
}
// Wraithverge Drop ---------------------------------------------------------
class WraithvergeDrop : Actor
{
States
{
Spawn:
TNT1 A 1;
TNT1 A 1 A_DropWeaponPieces("CWeaponPiece1", "CWeaponPiece2", "CWeaponPiece3");
Stop;
}
}
// Cleric's Wraithverge (Holy Symbol?) --------------------------------------
class CWeapWraithverge : ClericWeapon native
{
Default
{
Health 3;
Weapon.SelectionOrder 3000;
+WEAPON.PRIMARY_USES_BOTH;
+Inventory.NoAttenPickupSound
Weapon.AmmoUse1 18;
Weapon.AmmoUse2 18;
Weapon.AmmoGive1 20;
Weapon.AmmoGive2 20;
Weapon.KickBack 150;
Weapon.AmmoType1 "Mana1";
Weapon.AmmoType2 "Mana2";
Inventory.PickupMessage "$TXT_WEAPON_C4";
Tag "$TAG_CWEAPWRAITHVERGE";
Inventory.PickupSound "WeaponBuild";
}
action native void A_CHolyAttack();
action native void A_CHolyPalette();
States
{
Spawn:
TNT1 A -1;
Stop;
Ready:
CHLY A 1 A_WeaponReady;
Loop;
Select:
CHLY A 1 A_Raise;
Loop;
Deselect:
CHLY A 1 A_Lower;
Loop;
Fire:
CHLY AB 1 Bright Offset (0, 40);
CHLY CD 2 Bright Offset (0, 43);
CHLY E 2 Bright Offset (0, 45);
CHLY F 6 Bright Offset (0, 48) A_CHolyAttack;
CHLY GG 2 Bright Offset (0, 40) A_CHolyPalette;
CHLY G 2 Offset (0, 36) A_CHolyPalette;
Goto Ready;
}
}
// Holy Missile -------------------------------------------------------------
class HolyMissile : Actor
{
Default
{
Speed 30;
Radius 15;
Height 8;
Damage 4;
Projectile;
-ACTIVATEIMPACT -ACTIVATEPCROSS
+EXTREMEDEATH
}
native void A_CHolyAttack2();
States
{
Spawn:
SPIR PPPP 3 Bright A_SpawnItemEx("HolyMissilePuff");
Death:
SPIR P 1 Bright A_CHolyAttack2;
Stop;
}
}
// Holy Missile Puff --------------------------------------------------------
class HolyMissilePuff : Actor
{
Default
{
Radius 4;
Height 8;
+NOBLOCKMAP +NOGRAVITY +DROPOFF
+NOTELEPORT
RenderStyle "Translucent";
Alpha 0.4;
}
States
{
Spawn:
SPIR QRSTU 3;
Stop;
}
}
// Holy Puff ----------------------------------------------------------------
class HolyPuff : Actor
{
Default
{
+NOBLOCKMAP +NOGRAVITY
RenderStyle "Translucent";
Alpha 0.6;
}
States
{
Spawn:
SPIR KLMNO 3;
Stop;
}
}
// Holy Spirit --------------------------------------------------------------
class HolySpirit : Actor native
{
Default
{
Health 105;
Speed 12;
Radius 10;
Height 6;
Damage 3;
Projectile;
+RIPPER +SEEKERMISSILE
+FOILINVUL +SKYEXPLODE +NOEXPLODEFLOOR +CANBLAST
+EXTREMEDEATH
RenderStyle "Translucent";
Alpha 0.4;
DeathSound "SpiritDie";
Obituary "$OB_MPCWEAPWRAITHVERGE";
}
native void A_CHolySeek();
native void A_CHolyCheckScream();
States
{
Spawn:
SPIR AAB 2 A_CHolySeek;
SPIR B 2 A_CHolyCheckScream;
Loop;
Death:
SPIR D 4;
SPIR E 4 A_Scream;
SPIR FGHI 4;
Stop;
}
}
// Holy Tail ----------------------------------------------------------------
class HolyTail : Actor
{
Default
{
Radius 1;
Height 1;
+NOBLOCKMAP +NOGRAVITY +DROPOFF +NOCLIP
+NOTELEPORT
RenderStyle "Translucent";
Alpha 0.6;
}
native void A_CHolyTail();
States
{
Spawn:
SPIR C 1 A_CHolyTail;
Loop;
TailTrail:
SPIR D -1;
Stop;
}
}
// Holy Tail Trail ---------------------------------------------------------
class HolyTailTrail : HolyTail
{
States
{
Spawn:
Goto TailTrail;
}
}