mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-12-11 05:01:09 +00:00
784f7ed671
- fixed a few problems that were encountered during conversion: * action specials as action functions were not recognized by the parser. * Player.StartItem could not be parsed. * disabled the naming hack for PowerupType. ZScript, unlike DECORATE will never prepend 'Power' to the power's name, it always needs to specified by its full name. * states and defaults were not checked for empty bodies. * the scope qualifier for goto labels was not properly converted to a string, because it is an ENamedName, not an FName.
93 lines
1.9 KiB
Text
93 lines
1.9 KiB
Text
//===========================================================================
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//
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// Player
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//
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//===========================================================================
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class DoomPlayer : PlayerPawn
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{
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Default
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{
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Speed 1;
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Health 100;
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Radius 16;
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Height 56;
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Mass 100;
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PainChance 255;
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Player.DisplayName "Marine";
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Player.CrouchSprite "PLYC";
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Player.StartItem "Pistol";
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Player.StartItem "Fist";
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Player.StartItem "Clip", 50;
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Player.WeaponSlot 1, "Fist", "Chainsaw";
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Player.WeaponSlot 2, "Pistol";
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Player.WeaponSlot 3, "Shotgun", "SuperShotgun";
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Player.WeaponSlot 4, "Chaingun";
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Player.WeaponSlot 5, "RocketLauncher";
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Player.WeaponSlot 6, "PlasmaRifle";
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Player.WeaponSlot 7, "BFG9000";
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Player.ColorRange 112, 127;
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Player.Colorset 0, "Green", 0x70, 0x7F, 0x72;
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Player.Colorset 1, "Gray", 0x60, 0x6F, 0x62;
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Player.Colorset 2, "Brown", 0x40, 0x4F, 0x42;
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Player.Colorset 3, "Red", 0x20, 0x2F, 0x22;
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// Doom Legacy additions
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Player.Colorset 4, "Light Gray", 0x58, 0x67, 0x5A;
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Player.Colorset 5, "Light Brown", 0x38, 0x47, 0x3A;
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Player.Colorset 6, "Light Red", 0xB0, 0xBF, 0xB2;
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Player.Colorset 7, "Light Blue", 0xC0, 0xCF, 0xC2;
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}
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States
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{
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Spawn:
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PLAY A -1;
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Loop;
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See:
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PLAY ABCD 4;
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Loop;
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Missile:
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PLAY E 12;
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Goto Spawn;
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Melee:
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PLAY F 6 BRIGHT;
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Goto Missile;
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Pain:
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PLAY G 4;
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PLAY G 4 A_Pain;
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Goto Spawn;
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Death:
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PLAY H 0 A_PlayerSkinCheck("AltSkinDeath");
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Death1:
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PLAY H 10;
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PLAY I 10 A_PlayerScream;
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PLAY J 10 A_NoBlocking;
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PLAY KLM 10;
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PLAY N -1;
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Stop;
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XDeath:
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PLAY O 0 A_PlayerSkinCheck("AltSkinXDeath");
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XDeath1:
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PLAY O 5;
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PLAY P 5 A_XScream;
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PLAY Q 5 A_NoBlocking;
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PLAY RSTUV 5;
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PLAY W -1;
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Stop;
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AltSkinDeath:
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PLAY H 6;
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PLAY I 6 A_PlayerScream;
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PLAY JK 6;
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PLAY L 6 A_NoBlocking;
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PLAY MNO 6;
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PLAY P -1;
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Stop;
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AltSkinXDeath:
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PLAY Q 5 A_PlayerScream;
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PLAY R 0 A_NoBlocking;
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PLAY R 5 A_SkullPop;
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PLAY STUVWX 5;
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PLAY Y -1;
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Stop;
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}
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}
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