qzdoom/wadsrc/static/zscript/heretic/weaponblaster.txt
Christoph Oelckers 9ae272d753 - scriptified Heretic's blaster.
- scriptified all Effect functions of Fastprojectile's children
- implemented access to class meta data.
- added a VM instruction to retrieve the class metadata, to eliminate the overhead of the function call that would otherwise be needed.
- made GetClass() a builtin so that it can use the new instruction

Important note about this commit: Scriptifying CFlameMissile::Effect revealed a problem with the virtual function interface: In order to work, this needs to be explicitly enabled for each single native class that may be used as a base for a scripted class. Needless to say, this will end up way too much work, as there are over 100 native classes, excluding those which will be scriptified. But in order to fix the problem this partially broken state needs to be committed first.
2016-11-24 20:02:44 +01:00

259 lines
4.2 KiB
Text

// Blaster ------------------------------------------------------------------
class Blaster : HereticWeapon
{
Default
{
+BLOODSPLATTER
Weapon.SelectionOrder 500;
Weapon.AmmoUse 1;
Weapon.AmmoGive 30;
Weapon.YAdjust 15;
Weapon.AmmoType "BlasterAmmo";
Weapon.SisterWeapon "BlasterPowered";
Inventory.PickupMessage "$TXT_WPNBLASTER";
Tag "$TAG_BLASTER";
Obituary "$OB_MPBLASTER";
}
States
{
Spawn:
WBLS A -1;
Stop;
Ready:
BLSR A 1 A_WeaponReady;
Loop;
Deselect:
BLSR A 1 A_Lower;
Loop;
Select:
BLSR A 1 A_Raise;
Loop;
Fire:
BLSR BC 3;
Hold:
BLSR D 2 A_FireBlasterPL1;
BLSR CB 2;
BLSR A 0 A_ReFire;
Goto Ready;
}
//----------------------------------------------------------------------------
//
// PROC A_FireBlasterPL1
//
//----------------------------------------------------------------------------
action void A_FireBlasterPL1()
{
if (player == null)
{
return;
}
Weapon weapon = player.ReadyWeapon;
if (weapon != null)
{
if (!weapon.DepleteAmmo (weapon.bAltFire))
return;
}
double pitch = BulletSlope();
int damage = random[FireBlaster](1, 8) * 4;
double ang = angle;
if (player.refire)
{
ang += Random2[FireBlaster]() * (5.625 / 256);
}
LineAttack (ang, PLAYERMISSILERANGE, pitch, damage, 'Hitscan', "BlasterPuff");
A_PlaySound ("weapons/blastershoot", CHAN_WEAPON);
}
}
class BlasterPowered : Blaster
{
Default
{
+WEAPON.POWERED_UP
Weapon.AmmoUse 5;
Weapon.AmmoGive 0;
Weapon.SisterWeapon "Blaster";
Tag "$TAG_BLASTERP";
}
States
{
Fire:
BLSR BC 0;
Hold:
BLSR D 3 A_FireCustomMissile("BlasterFX1");
BLSR CB 4;
BLSR A 0 A_ReFire;
Goto Ready;
}
}
// Blaster FX 1 -------------------------------------------------------------
class BlasterFX1 : FastProjectile
{
Default
{
Radius 12;
Height 8;
Speed 184;
Damage 2;
SeeSound "weapons/blastershoot";
DeathSound "weapons/blasterhit";
+SPAWNSOUNDSOURCE
Obituary "$OB_MPPBLASTER";
}
States
{
Spawn:
ACLO E 200;
Loop;
Death:
FX18 A 3 BRIGHT A_SpawnRippers;
FX18 B 3 BRIGHT;
FX18 CDEFG 4 BRIGHT;
Stop;
}
//----------------------------------------------------------------------------
//
//
//
//----------------------------------------------------------------------------
override int DoSpecialDamage (Actor target, int damage, Name damagetype)
{
if (target is "Ironlich")
{ // Less damage to Ironlich bosses
damage = random[BlasterFX]() & 1;
if (!damage)
{
return -1;
}
}
return damage;
}
override void Effect ()
{
if (random[BlasterFX]() < 64)
{
Spawn("BlasterSmoke", (pos.xy, max(pos.z - 8, floorz)), ALLOW_REPLACE);
}
}
//----------------------------------------------------------------------------
//
// PROC A_SpawnRippers
//
//----------------------------------------------------------------------------
void A_SpawnRippers()
{
for(int i = 0; i < 8; i++)
{
Actor ripper = Spawn("Ripper", pos, ALLOW_REPLACE);
ripper.target = target;
ripper.angle = i*45;
ripper.VelFromAngle();
ripper.CheckMissileSpawn (radius);
}
}
}
// Blaster smoke ------------------------------------------------------------
class BlasterSmoke : Actor
{
Default
{
+NOBLOCKMAP
+NOGRAVITY
+NOTELEPORT
+CANNOTPUSH
RenderStyle "Translucent";
Alpha 0.4;
}
States
{
Spawn:
FX18 HIJKL 4;
Stop;
}
}
// Ripper -------------------------------------------------------------------
class Ripper : Actor
{
Default
{
Radius 8;
Height 6;
Speed 14;
Damage 1;
Projectile;
+RIPPER
DeathSound "weapons/blasterpowhit";
Obituary "$OB_MPPBLASTER";
}
States
{
Spawn:
FX18 M 4;
FX18 N 5;
Loop;
Death:
FX18 OPQRS 4 BRIGHT;
Stop;
}
int DoSpecialDamage (Actor target, int damage, Name damagetype)
{
if (target is "Ironlich")
{ // Less damage to Ironlich bosses
damage = random[Ripper]() & 1;
if (!damage)
{
return -1;
}
}
return damage;
}
}
// Blaster Puff -------------------------------------------------------------
class BlasterPuff : Actor
{
Default
{
+NOBLOCKMAP
+NOGRAVITY
+PUFFONACTORS
RenderStyle "Add";
SeeSound "weapons/blasterhit";
}
States
{
Crash:
FX17 ABCDE 4 BRIGHT;
Stop;
Spawn:
FX17 FG 3 BRIGHT;
FX17 HIJKL 4 BRIGHT;
Stop;
}
}