mirror of
https://github.com/ZDoom/qzdoom.git
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137 lines
2.3 KiB
Text
137 lines
2.3 KiB
Text
// Mini-Missile Launcher ----------------------------------------------------
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class MiniMissileLauncher : StrifeWeapon
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{
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Default
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{
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+FLOORCLIP
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Weapon.SelectionOrder 1800;
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Weapon.AmmoUse1 1;
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Weapon.AmmoGive1 8;
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Weapon.AmmoType1 "MiniMissiles";
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Inventory.Icon "MMSLA0";
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Tag "$TAG_MMLAUNCHER";
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Inventory.PickupMessage "$TXT_MMLAUNCHER";
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}
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States
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{
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Spawn:
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MMSL A -1;
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Stop;
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Ready:
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MMIS A 1 A_WeaponReady;
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Loop;
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Deselect:
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MMIS A 1 A_Lower;
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Loop;
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Select:
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MMIS A 1 A_Raise;
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Loop;
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Fire:
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MMIS A 4 A_FireMiniMissile;
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MMIS B 4 A_Light1;
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MMIS C 5 Bright;
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MMIS D 2 Bright A_Light2;
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MMIS E 2 Bright;
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MMIS F 2 Bright A_Light0;
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MMIS F 0 A_ReFire;
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Goto Ready;
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}
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//============================================================================
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//
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// A_FireMiniMissile
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//
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//============================================================================
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action void A_FireMiniMissile ()
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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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double savedangle = angle;
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angle += Random2[MiniMissile]() * (11.25 / 256) * AccuracyFactor();
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player.mo.PlayAttacking2 ();
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SpawnPlayerMissile ("MiniMissile");
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angle = savedangle;
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}
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}
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// Rocket Trail -------------------------------------------------------------
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class RocketTrail : Actor
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{
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Default
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{
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+NOBLOCKMAP
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+NOGRAVITY
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RenderStyle "Translucent";
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Alpha 0.25;
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SeeSound "misc/missileinflight";
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}
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States
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{
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Spawn:
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PUFY BCBCD 4;
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Stop;
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}
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}
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// Rocket Puff --------------------------------------------------------------
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class MiniMissilePuff : StrifePuff
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{
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Default
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{
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-ALLOWPARTICLES
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}
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States
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{
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Spawn:
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Goto Crash;
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}
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}
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// Mini Missile -------------------------------------------------------------
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class MiniMissile : Actor
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{
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Default
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{
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Speed 20;
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Radius 10;
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Height 14;
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Damage 10;
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Projectile;
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+STRIFEDAMAGE
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MaxStepHeight 4;
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SeeSound "weapons/minimissile";
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DeathSound "weapons/minimissilehit";
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Obituary "$OB_MPMINIMISSILELAUNCHER";
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}
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States
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{
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Spawn:
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MICR A 6 Bright A_RocketInFlight;
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Loop;
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Death:
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SMIS A 0 Bright A_SetRenderStyle(1, STYLE_Normal);
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SMIS A 5 Bright A_Explode(64, 64, alert:true);
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SMIS B 5 Bright;
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SMIS C 4 Bright;
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SMIS DEFG 2 Bright;
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Stop;
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}
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}
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