qzdoom/wadsrc/static/zscript/heretic/weaponblaster.txt
Christoph Oelckers 0770c0022c - cleaned up use of the random function in script files.
Many uses of random() & value have been turned into random(0, value).
This is not only more efficient, it also ensures better random distribution because the parameter-less variant only returns values between 0 and 255.
2018-12-21 12:40:05 +01:00

263 lines
4.3 KiB
Text

// Blaster ------------------------------------------------------------------
class Blaster : HereticWeapon
{
Default
{
+BLOODSPLATTER
Weapon.SelectionOrder 500;
Weapon.AmmoUse 1;
Weapon.AmmoGive 30;
Weapon.YAdjust 15;
Weapon.AmmoType "BlasterAmmo";
Weapon.SisterWeapon "BlasterPowered";
Inventory.PickupMessage "$TXT_WPNBLASTER";
Tag "$TAG_BLASTER";
Obituary "$OB_MPBLASTER";
}
States
{
Spawn:
WBLS A -1;
Stop;
Ready:
BLSR A 1 A_WeaponReady;
Loop;
Deselect:
BLSR A 1 A_Lower;
Loop;
Select:
BLSR A 1 A_Raise;
Loop;
Fire:
BLSR BC 3;
Hold:
BLSR D 2 A_FireBlasterPL1;
BLSR CB 2;
BLSR A 0 A_ReFire;
Goto Ready;
}
//----------------------------------------------------------------------------
//
// PROC A_FireBlasterPL1
//
//----------------------------------------------------------------------------
action void A_FireBlasterPL1()
{
if (player == null)
{
return;
}
Weapon weapon = player.ReadyWeapon;
if (weapon != null)
{
if (!weapon.DepleteAmmo (weapon.bAltFire))
return;
}
double pitch = BulletSlope();
int damage = random[FireBlaster](1, 8) * 4;
double ang = angle;
if (player.refire)
{
ang += Random2[FireBlaster]() * (5.625 / 256);
}
LineAttack (ang, PLAYERMISSILERANGE, pitch, damage, 'Hitscan', "BlasterPuff");
A_PlaySound ("weapons/blastershoot", CHAN_WEAPON);
}
}
class BlasterPowered : Blaster
{
Default
{
+WEAPON.POWERED_UP
Weapon.AmmoUse 5;
Weapon.AmmoGive 0;
Weapon.SisterWeapon "Blaster";
Tag "$TAG_BLASTERP";
}
States
{
Fire:
BLSR BC 0;
Hold:
BLSR D 3 A_FireProjectile("BlasterFX1");
BLSR CB 4;
BLSR A 0 A_ReFire;
Goto Ready;
}
}
// Blaster FX 1 -------------------------------------------------------------
class BlasterFX1 : FastProjectile
{
Default
{
Radius 12;
Height 8;
Speed 184;
Damage 2;
SeeSound "weapons/blastershoot";
DeathSound "weapons/blasterhit";
+SPAWNSOUNDSOURCE
Obituary "$OB_MPPBLASTER";
}
States
{
Spawn:
ACLO E 200;
Loop;
Death:
FX18 A 3 BRIGHT A_SpawnRippers;
FX18 B 3 BRIGHT;
FX18 CDEFG 4 BRIGHT;
Stop;
}
//----------------------------------------------------------------------------
//
//
//
//----------------------------------------------------------------------------
override int DoSpecialDamage (Actor target, int damage, Name damagetype)
{
if (target is "Ironlich")
{ // Less damage to Ironlich bosses
damage = random[BlasterFX](0, 1);
if (!damage)
{
return -1;
}
}
return damage;
}
override void Effect ()
{
if (random[BlasterFX]() < 64)
{
Spawn("BlasterSmoke", (pos.xy, max(pos.z - 8, floorz)), ALLOW_REPLACE);
}
}
//----------------------------------------------------------------------------
//
// PROC A_SpawnRippers
//
//----------------------------------------------------------------------------
void A_SpawnRippers()
{
for(int i = 0; i < 8; i++)
{
Actor ripper = Spawn("Ripper", pos, ALLOW_REPLACE);
if (ripper != null)
{
ripper.target = target;
ripper.angle = i*45;
ripper.VelFromAngle();
ripper.CheckMissileSpawn (radius);
}
}
}
}
// Blaster smoke ------------------------------------------------------------
class BlasterSmoke : Actor
{
Default
{
+NOBLOCKMAP
+NOGRAVITY
+NOTELEPORT
+CANNOTPUSH
RenderStyle "Translucent";
Alpha 0.4;
}
States
{
Spawn:
FX18 HIJKL 4;
Stop;
}
}
// Ripper -------------------------------------------------------------------
class Ripper : Actor
{
Default
{
Radius 8;
Height 6;
Speed 14;
Damage 1;
Projectile;
+RIPPER
DeathSound "weapons/blasterpowhit";
Obituary "$OB_MPPBLASTER";
}
States
{
Spawn:
FX18 M 4;
FX18 N 5;
Loop;
Death:
FX18 OPQRS 4 BRIGHT;
Stop;
}
override int DoSpecialDamage (Actor target, int damage, Name damagetype)
{
if (target is "Ironlich")
{ // Less damage to Ironlich bosses
damage = random[Ripper](0, 1);
if (!damage)
{
return -1;
}
}
return damage;
}
}
// Blaster Puff -------------------------------------------------------------
class BlasterPuff : Actor
{
Default
{
+NOBLOCKMAP
+NOGRAVITY
+PUFFONACTORS
+ZDOOMTRANS
RenderStyle "Add";
SeeSound "weapons/blasterhit";
}
States
{
Crash:
FX17 ABCDE 4 BRIGHT;
Stop;
Spawn:
FX17 FG 3 BRIGHT;
FX17 HIJKL 4 BRIGHT;
Stop;
}
}