mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-12-03 01:13:22 +00:00
7db035abba
I have no idea why this was ever deemed proper - but it clearly breaks some Hexen maps and it not even remotely mimics the original behavior. Even now, it's not the same but since the items fall down they at least end up where they are supposed to be.
244 lines
4.2 KiB
Text
244 lines
4.2 KiB
Text
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// Cleric Weapon Piece ------------------------------------------------------
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ACTOR ClericWeaponPiece : WeaponPiece
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{
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Inventory.PickupSound "misc/w_pkup"
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Inventory.PickupMessage "$TXT_WRAITHVERGE_PIECE"
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Inventory.ForbiddenTo FighterPlayer, MagePlayer
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WeaponPiece.Weapon CWeapWraithverge
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+FLOATBOB
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}
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// Cleric Weapon Piece 1 ----------------------------------------------------
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ACTOR CWeaponPiece1 : ClericWeaponPiece 18
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{
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Game Hexen
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SpawnID 33
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WeaponPiece.Number 1
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States
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{
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Spawn:
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WCH1 A -1
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Stop
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}
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}
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// Cleric Weapon Piece 2 ----------------------------------------------------
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ACTOR CWeaponPiece2 : ClericWeaponPiece 19
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{
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Game Hexen
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SpawnID 34
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WeaponPiece.Number 2
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States
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{
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Spawn:
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WCH2 A -1
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Stop
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}
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}
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// Cleric Weapon Piece 3 ----------------------------------------------------
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ACTOR CWeaponPiece3 : ClericWeaponPiece 20
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{
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Game Hexen
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SpawnID 35
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WeaponPiece.Number 3
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States
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{
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Spawn:
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WCH3 A -1
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Stop
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}
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}
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// Wraithverge Drop ---------------------------------------------------------
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ACTOR WraithvergeDrop
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{
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States
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{
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Spawn:
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TNT1 A 1
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TNT1 A 1 A_DropWeaponPieces("CWeaponPiece1", "CWeaponPiece2", "CWeaponPiece3")
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Stop
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}
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}
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// Cleric's Wraithverge (Holy Symbol?) --------------------------------------
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ACTOR CWeapWraithverge : ClericWeapon native
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{
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Game Hexen
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Health 3
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Weapon.SelectionOrder 3000
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+WEAPON.PRIMARY_USES_BOTH
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+Inventory.NoAttenPickupSound
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Weapon.AmmoUse1 18
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Weapon.AmmoUse2 18
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Weapon.AmmoGive1 20
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Weapon.AmmoGive2 20
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Weapon.KickBack 150
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Weapon.AmmoType1 "Mana1"
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Weapon.AmmoType2 "Mana2"
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Inventory.PickupMessage "$TXT_WEAPON_C4"
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Tag "$TAG_CWEAPWRAITHVERGE"
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Inventory.PickupSound "WeaponBuild"
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action native A_CHolyAttack();
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action native A_CHolyPalette();
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States
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{
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Spawn:
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TNT1 A -1
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Stop
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Ready:
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CHLY A 1 A_WeaponReady
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Loop
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Select:
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CHLY A 1 A_Raise
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Loop
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Deselect:
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CHLY A 1 A_Lower
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Loop
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Fire:
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CHLY AB 1 Bright Offset (0, 40)
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CHLY CD 2 Bright Offset (0, 43)
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CHLY E 2 Bright Offset (0, 45)
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CHLY F 6 Bright Offset (0, 48) A_CHolyAttack
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CHLY GG 2 Bright Offset (0, 40) A_CHolyPalette
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CHLY G 2 Offset (0, 36) A_CHolyPalette
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Goto Ready
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}
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}
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// Holy Missile -------------------------------------------------------------
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ACTOR HolyMissile
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{
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Speed 30
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Radius 15
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Height 8
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Damage 4
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Projectile
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-ACTIVATEIMPACT -ACTIVATEPCROSS
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+EXTREMEDEATH
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action native A_CHolyAttack2();
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States
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{
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Spawn:
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SPIR PPPP 3 Bright A_SpawnItemEx("HolyMissilePuff")
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Death:
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SPIR P 1 Bright A_CHolyAttack2
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Stop
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}
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}
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// Holy Missile Puff --------------------------------------------------------
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ACTOR HolyMissilePuff
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{
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Radius 4
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Height 8
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+NOBLOCKMAP +NOGRAVITY +DROPOFF
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+NOTELEPORT
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RenderStyle "Translucent"
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Alpha 0.4
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States
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{
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Spawn:
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SPIR QRSTU 3
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Stop
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}
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}
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// Holy Puff ----------------------------------------------------------------
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ACTOR HolyPuff
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{
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+NOBLOCKMAP +NOGRAVITY
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RenderStyle Translucent
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Alpha 0.6
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States
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{
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Spawn:
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SPIR KLMNO 3
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Stop
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}
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}
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// Holy Spirit --------------------------------------------------------------
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ACTOR HolySpirit native
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{
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Health 105
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Speed 12
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Radius 10
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Height 6
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Damage 3
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Projectile
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+RIPPER +SEEKERMISSILE
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+FOILINVUL +SKYEXPLODE +NOEXPLODEFLOOR +CANBLAST
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+EXTREMEDEATH
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RenderStyle Translucent
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Alpha 0.4
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DeathSound "SpiritDie"
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Obituary "$OB_MPCWEAPWRAITHVERGE"
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action native A_CHolySeek();
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action native A_CHolyCheckScream();
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States
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{
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Spawn:
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SPIR AAB 2 A_CHolySeek
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SPIR B 2 A_CHolyCheckScream
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Loop
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Death:
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SPIR D 4
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SPIR E 4 A_Scream
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SPIR FGHI 4
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Stop
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}
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}
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// Holy Tail ----------------------------------------------------------------
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ACTOR HolyTail
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{
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Radius 1
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Height 1
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+NOBLOCKMAP +NOGRAVITY +DROPOFF +NOCLIP
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+NOTELEPORT
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RenderStyle Translucent
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Alpha 0.6
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action native A_CHolyTail();
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States
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{
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Spawn:
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SPIR C 1 A_CHolyTail
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Loop
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TailTrail:
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SPIR D -1
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Stop
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}
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}
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// Holy Tail Trail ---------------------------------------------------------
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ACTOR HolyTailTrail : HolyTail
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{
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States
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{
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Spawn:
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Goto TailTrail
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}
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}
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