mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-11-14 16:41:07 +00:00
371712c53a
- fixed emission of the self pointer in FxVMFunctionCall. I did not realize that the self expression only sets up a register for the value, not pushing it onto the stack.
105 lines
1.8 KiB
Text
105 lines
1.8 KiB
Text
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// The Cleric's Serpent Staff -----------------------------------------------
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class CWeapStaff : ClericWeapon
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{
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Default
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{
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Weapon.SelectionOrder 1600;
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Weapon.AmmoUse1 1;
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Weapon.AmmoGive1 25;
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Weapon.KickBack 150;
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Weapon.YAdjust 10;
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Weapon.AmmoType1 "Mana1";
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Inventory.PickupMessage "$TXT_WEAPON_C2";
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Obituary "$OB_MPCWEAPSTAFFM";
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Tag "$TAG_CWEAPSTAFF";
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}
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native void A_CStaffInitBlink();
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native void A_CStaffCheckBlink();
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native void A_CStaffCheck();
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native void A_CStaffAttack();
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States
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{
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Spawn:
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WCSS A -1;
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Stop;
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Select:
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CSSF C 1 A_Raise;
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Loop;
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Deselect:
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CSSF B 3;
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CSSF C 4;
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CSSF C 1 A_Lower;
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Wait;
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Ready:
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CSSF C 4;
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CSSF B 3 A_CStaffInitBlink;
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CSSF AAAAAAA 1 A_WeaponReady;
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CSSF A 1 A_CStaffCheckBlink;
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Goto Ready + 2;
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Fire:
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CSSF A 1 Offset (0, 45) A_CStaffCheck;
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CSSF J 1 Offset (0, 50) A_CStaffAttack;
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CSSF J 2 Offset (0, 50);
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CSSF J 2 Offset (0, 45);
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CSSF A 2 Offset (0, 40);
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CSSF A 2 Offset (0, 36);
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Goto Ready + 2;
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Blink:
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CSSF BBBCCCCCBBB 1 A_WeaponReady;
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Goto Ready + 2;
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Drain:
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CSSF K 10 Offset (0, 36);
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Goto Ready + 2;
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}
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}
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// Serpent Staff Missile ----------------------------------------------------
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class CStaffMissile : Actor native
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{
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Default
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{
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Speed 22;
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Radius 12;
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Height 10;
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Damage 5;
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RenderStyle "Add";
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Projectile;
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DeathSound "ClericCStaffExplode";
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Obituary "$OB_MPCWEAPSTAFFR";
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}
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States
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{
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Spawn:
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CSSF DDEE 1 Bright A_CStaffMissileSlither;
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Loop;
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Death:
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CSSF FG 4 Bright;
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CSSF HI 3 Bright;
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Stop;
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}
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}
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// Serpent Staff Puff -------------------------------------------------------
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class CStaffPuff : 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 "ClericCStaffHitThing";
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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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