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https://github.com/ZDoom/qzdoom.git
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a2f4cd7cda
With the stricter type checks of the self pointer that were now implemented these all produced errors.
122 lines
2.3 KiB
Text
122 lines
2.3 KiB
Text
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// The Fighter's Axe --------------------------------------------------------
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class FWeapAxe : FighterWeapon native
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{
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Default
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{
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Weapon.SelectionOrder 1500;
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+WEAPON.AXEBLOOD +WEAPON.AMMO_OPTIONAL +WEAPON.MELEEWEAPON
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Weapon.AmmoUse1 2;
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Weapon.AmmoGive1 25;
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Weapon.KickBack 150;
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Weapon.YAdjust -12;
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Weapon.AmmoType1 "Mana1";
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Inventory.PickupMessage "$TXT_WEAPON_F2";
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Obituary "$OB_MPFWEAPAXE";
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Tag "$TAG_FWEAPAXE";
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}
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action native void A_FAxeCheckUp();
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action native void A_FAxeCheckReady();
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action native void A_FAxeCheckAtk();
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action native void A_FAxeAttack();
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action native void A_FAxeCheckUpG();
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action native void A_FAxeCheckReadyG();
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States
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{
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Spawn:
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WFAX A -1;
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Stop;
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Select:
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FAXE A 1 A_FAxeCheckUp;
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Loop;
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Deselect:
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FAXE A 1 A_Lower;
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Loop;
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Ready:
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FAXE A 1 A_FAxeCheckReady;
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Loop;
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Fire:
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FAXE B 4 Offset (15, 32) A_FAxeCheckAtk;
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FAXE C 3 Offset (15, 32);
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FAXE D 2 Offset (15, 32);
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FAXE D 1 Offset (-5, 70) A_FAxeAttack;
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FAXE D 2 Offset (-25, 90);
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FAXE E 1 Offset (15, 32);
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FAXE E 2 Offset (10, 54);
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FAXE E 7 Offset (10, 150);
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FAXE A 1 Offset (0, 60) A_ReFire;
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FAXE A 1 Offset (0, 52);
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FAXE A 1 Offset (0, 44);
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FAXE A 1 Offset (0, 36);
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FAXE A 1;
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Goto Ready;
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SelectGlow:
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FAXE L 1 A_FAxeCheckUpG;
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Loop;
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DeselectGlow:
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FAXE L 1 A_Lower;
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Loop;
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ReadyGlow:
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FAXE LLL 1 A_FAxeCheckReadyG;
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FAXE MMM 1 A_FAxeCheckReadyG;
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Loop;
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FireGlow:
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FAXE N 4 Offset (15, 32);
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FAXE O 3 Offset (15, 32);
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FAXE P 2 Offset (15, 32);
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FAXE P 1 Offset (-5, 70) A_FAxeAttack;
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FAXE P 2 Offset (-25, 90);
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FAXE Q 1 Offset (15, 32);
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FAXE Q 2 Offset (10, 54);
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FAXE Q 7 Offset (10, 150);
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FAXE A 1 Offset (0, 60) A_ReFire;
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FAXE A 1 Offset (0, 52);
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FAXE A 1 Offset (0, 44);
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FAXE A 1 Offset (0, 36);
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FAXE A 1;
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Goto ReadyGlow;
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}
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}
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// Axe Puff -----------------------------------------------------------------
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class AxePuff : Actor
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{
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Default
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{
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+NOBLOCKMAP +NOGRAVITY
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+PUFFONACTORS
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RenderStyle "Translucent";
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Alpha 0.6;
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SeeSound "FighterAxeHitThing";
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AttackSound "FighterHammerHitWall";
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ActiveSound "FighterHammerMiss";
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}
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States
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{
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Spawn:
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FHFX STUVW 4;
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Stop;
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}
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}
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// Glowing Axe Puff ---------------------------------------------------------
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class AxePuffGlow : AxePuff
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{
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Default
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{
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+PUFFONACTORS
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RenderStyle "Add";
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Alpha 1;
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}
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States
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{
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Spawn:
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FAXE RSTUVWX 4 Bright;
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Stop;
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}
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}
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