mirror of
https://github.com/ZDoom/qzdoom.git
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208 lines
3.3 KiB
Text
208 lines
3.3 KiB
Text
// Crossbow -----------------------------------------------------------------
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class Crossbow : HereticWeapon
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{
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Default
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{
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Weapon.SelectionOrder 800;
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Weapon.AmmoUse 1;
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Weapon.AmmoGive 10;
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Weapon.AmmoType "CrossbowAmmo";
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Weapon.SisterWeapon "CrossbowPowered";
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Weapon.YAdjust 15;
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Inventory.PickupMessage "$TXT_WPNCROSSBOW";
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Tag "$TAG_CROSSBOW";
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}
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States
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{
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Spawn:
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WBOW A -1;
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Stop;
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Ready:
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CRBW AAAAAABBBBBBCCCCCC 1 A_WeaponReady;
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Loop;
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Deselect:
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CRBW A 1 A_Lower;
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Loop;
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Select:
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CRBW A 1 A_Raise;
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Loop;
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Fire:
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CRBW D 6 A_FireCrossbowPL1;
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CRBW EFGH 3;
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CRBW AB 4;
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CRBW C 5 A_ReFire;
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Goto Ready;
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}
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//----------------------------------------------------------------------------
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//
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// PROC A_FireCrossbowPL1
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//
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//----------------------------------------------------------------------------
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action void A_FireCrossbowPL1 ()
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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 ("CrossbowFX1");
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SpawnPlayerMissile ("CrossbowFX3", angle - 4.5);
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SpawnPlayerMissile ("CrossbowFX3", angle + 4.5);
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}
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}
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class CrossbowPowered : Crossbow
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{
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Default
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{
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+WEAPON.POWERED_UP
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Weapon.AmmoGive 0;
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Weapon.SisterWeapon "Crossbow";
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Tag "$TAG_CROSSBOWP";
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}
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States
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{
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Fire:
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CRBW D 5 A_FireCrossbowPL2;
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CRBW E 3;
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CRBW F 2;
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CRBW G 3;
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CRBW H 2;
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CRBW A 3;
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CRBW B 3;
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CRBW C 4 A_ReFire;
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Goto Ready;
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}
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//----------------------------------------------------------------------------
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//
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// PROC A_FireCrossbowPL2
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//
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//----------------------------------------------------------------------------
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action void A_FireCrossbowPL2()
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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 ("CrossbowFX2");
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SpawnPlayerMissile ("CrossbowFX2", angle - 4.5);
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SpawnPlayerMissile ("CrossbowFX2", angle + 4.5);
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SpawnPlayerMissile ("CrossbowFX3", angle - 9.);
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SpawnPlayerMissile ("CrossbowFX3", angle + 9.);
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}
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}
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// Crossbow FX1 -------------------------------------------------------------
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class CrossbowFX1 : Actor
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{
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Default
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{
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Radius 11;
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Height 8;
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Speed 30;
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Damage 10;
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Projectile;
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RenderStyle "Add";
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SeeSound "weapons/bowshoot";
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DeathSound "weapons/bowhit";
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Obituary "$OB_MPCROSSBOW";
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}
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States
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{
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Spawn:
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FX03 B 1 BRIGHT;
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Loop;
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Death:
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FX03 HIJ 8 BRIGHT;
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Stop;
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}
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}
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// Crossbow FX2 -------------------------------------------------------------
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class CrossbowFX2 : CrossbowFX1
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{
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Default
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{
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Speed 32;
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Damage 6;
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Obituary "$OB_MPPCROSSBOW";
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}
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States
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{
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Spawn:
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FX03 B 1 BRIGHT A_SpawnItemEx("CrossbowFX4", random2[BoltSpark]()*0.015625, random2[BoltSpark]()*0.015625, 0, 0,0,0,0,SXF_ABSOLUTEPOSITION, 50);
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Loop;
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}
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}
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// Crossbow FX3 -------------------------------------------------------------
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class CrossbowFX3 : CrossbowFX1
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{
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Default
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{
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Speed 20;
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Damage 2;
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SeeSound "";
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-NOBLOCKMAP
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+WINDTHRUST
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+THRUGHOST
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}
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States
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{
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Spawn:
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FX03 A 1 BRIGHT;
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Loop;
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Death:
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FX03 CDE 8 BRIGHT;
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Stop;
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}
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}
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// Crossbow FX4 -------------------------------------------------------------
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class CrossbowFX4 : Actor
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{
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Default
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{
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+NOBLOCKMAP
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Gravity 0.125;
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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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FX03 FG 8 BRIGHT;
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Stop;
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}
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}
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