qzdoom/wadsrc/static/zscript/heretic/weaponcrossbow.txt
2016-11-24 11:29:51 +01:00

208 lines
3.3 KiB
Text

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