qzdoom/wadsrc/static/zscript/heretic/hereticweaps.txt

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class HereticWeapon : Weapon
{
Default
{
Weapon.Kickback 150;
}
}
// Staff --------------------------------------------------------------------
class Staff : HereticWeapon
{
Default
{
Weapon.SelectionOrder 3800;
+THRUGHOST
+WEAPON.WIMPY_WEAPON
+WEAPON.MELEEWEAPON
Weapon.sisterweapon "StaffPowered";
Obituary "$OB_MPSTAFF";
Tag "$TAG_STAFF";
}
action native void A_StaffAttack (int damage, class<Actor> puff);
States
{
Ready:
STFF A 1 A_WeaponReady;
Loop;
Deselect:
STFF A 1 A_Lower;
Loop;
Select:
STFF A 1 A_Raise;
Loop;
Fire:
STFF B 6;
STFF C 8 A_StaffAttack(random[StaffAttack](5, 20), "StaffPuff");
STFF B 8 A_ReFire;
Goto Ready;
}
}
class StaffPowered : Staff
{
Default
{
Weapon.sisterweapon "Staff";
Weapon.ReadySound "weapons/staffcrackle";
+WEAPON.POWERED_UP
+WEAPON.READYSNDHALF
+WEAPON.STAFF2_KICKBACK
Obituary "$OB_MPPSTAFF";
Tag "$TAG_STAFFP";
}
States
{
Ready:
STFF DEF 4 A_WeaponReady;
Loop;
Deselect:
STFF D 1 A_Lower;
Loop;
Select:
STFF D 1 A_Raise;
Loop;
Fire:
STFF G 6;
STFF H 8 A_StaffAttack(random[StaffAttack](18, 81), "StaffPuff2");
STFF G 8 A_ReFire;
Goto Ready;
}
}
// Staff puff ---------------------------------------------------------------
class StaffPuff : Actor
{
Default
{
RenderStyle "Translucent";
Alpha 0.4;
VSpeed 1;
+NOBLOCKMAP
+NOGRAVITY
+PUFFONACTORS
AttackSound "weapons/staffhit";
}
States
{
Spawn:
PUF3 A 4 BRIGHT;
PUF3 BCD 4;
Stop;
}
}
// Staff puff 2 -------------------------------------------------------------
class StaffPuff2 : Actor
{
Default
{
RenderStyle "Add";
+NOBLOCKMAP
+NOGRAVITY
+PUFFONACTORS
AttackSound "weapons/staffpowerhit";
}
States
{
Spawn:
PUF4 ABCDEF 4 BRIGHT;
Stop;
}
}
// Gold wand ----------------------------------------------------------------
class GoldWand : HereticWeapon
{
Default
{
+BLOODSPLATTER
Weapon.SelectionOrder 2000;
Weapon.AmmoGive 25;
Weapon.AmmoUse 1;
Weapon.AmmoType "GoldWandAmmo";
Weapon.SisterWeapon "GoldWandPowered";
Weapon.YAdjust 5;
Inventory.PickupMessage "$TXT_WPNGOLDWAND";
Obituary "$OB_MPGOLDWAND";
Tag "$TAG_GOLDWAND";
}
action native void A_FireGoldWandPL1 ();
States
{
Spawn:
GWAN A -1;
Stop;
Ready:
GWND A 1 A_WeaponReady;
Loop;
Deselect:
GWND A 1 A_Lower;
Loop;
Select:
GWND A 1 A_Raise;
Loop;
Fire:
GWND B 3;
GWND C 5 A_FireGoldWandPL1;
GWND D 3;
GWND D 0 A_ReFire;
Goto Ready;
}
}
class GoldWandPowered : GoldWand
{
Default
{
+WEAPON.POWERED_UP
Weapon.AmmoGive 0;
Weapon.SisterWeapon "GoldWand";
Obituary "$OB_MPPGOLDWAND";
Tag "$TAG_GOLDWANDP";
}
action native void A_FireGoldWandPL2 ();
States
{
Fire:
GWND B 3;
GWND C 4 A_FireGoldWandPL2;
GWND D 3;
GWND D 0 A_ReFire;
Goto Ready;
}
}
// Gold wand FX1 ------------------------------------------------------------
class GoldWandFX1 : Actor
{
Default
{
Radius 10;
Height 6;
Speed 22;
Damage 2;
Projectile;
RenderStyle "Add";
DeathSound "weapons/wandhit";
Obituary "$OB_MPPGOLDWAND";
}
States
{
Spawn:
FX01 AB 6 BRIGHT;
Loop;
Death:
FX01 EFGH 3 BRIGHT;
Stop;
}
}
// Gold wand FX2 ------------------------------------------------------------
class GoldWandFX2 : GoldWandFX1
{
Default
{
Speed 18;
Damage 1;
DeathSound "";
}
States
{
Spawn:
FX01 CD 6 BRIGHT;
Loop;
}
}
// Gold wand puff 1 ---------------------------------------------------------
class GoldWandPuff1 : Actor
{
Default
{
+NOBLOCKMAP
+NOGRAVITY
+PUFFONACTORS
RenderStyle "Add";
}
States
{
Spawn:
PUF2 ABCDE 3 BRIGHT;
Stop;
}
}
// Gold wand puff 2 ---------------------------------------------------------
class GoldWandPuff2 : GoldWandFX1
{
Default
{
Skip_Super;
+NOBLOCKMAP
+NOGRAVITY
+PUFFONACTORS
}
States
{
Spawn:
Goto Super::Death;
}
}
// 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";
}
action native void A_FireCrossbowPL1 ();
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;
}
}
class CrossbowPowered : Crossbow
{
Default
{
+WEAPON.POWERED_UP
Weapon.AmmoGive 0;
Weapon.SisterWeapon "Crossbow";
Tag "$TAG_CROSSBOWP";
}
action native void A_FireCrossbowPL2();
States
{
Fire:
CRBW D 5 A_FireCrossbowPL2;
CRBW E 3;
CRBW F 2;
CRBW G 3;
CRBW H 2;
CRBW A 3;
CRBW B 3;
CRBW C 4 A_ReFire;
Goto Ready;
}
}
// Crossbow FX1 -------------------------------------------------------------
class CrossbowFX1 : Actor
{
Default
{
Radius 11;
Height 8;
Speed 30;
Damage 10;
Projectile;
RenderStyle "Add";
SeeSound "weapons/bowshoot";
DeathSound "weapons/bowhit";
Obituary "$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 "$OB_MPPCROSSBOW";
}
States
{
Spawn:
FX03 B 1 BRIGHT A_SpawnItemEx("CrossbowFX4", random2[BoltSpark]()*0.015625, random2[BoltSpark]()*0.015625, 0, 0,0,0,0,SXF_ABSOLUTEPOSITION, 50);
Loop;
}
}
// Crossbow FX3 -------------------------------------------------------------
class CrossbowFX3 : CrossbowFX1
{
Default
{
Speed 20;
Damage 2;
SeeSound "";
-NOBLOCKMAP
+WINDTHRUST
+THRUGHOST
}
States
{
Spawn:
FX03 A 1 BRIGHT;
Loop;
Death:
FX03 CDE 8 BRIGHT;
Stop;
}
}
// Crossbow FX4 -------------------------------------------------------------
class CrossbowFX4 : Actor
{
Default
{
+NOBLOCKMAP
Gravity 0.125;
RenderStyle "Add";
}
States
{
Spawn:
FX03 FG 8 BRIGHT;
Stop;
}
}
// Gauntlets ----------------------------------------------------------------
class Gauntlets : Weapon
{
Default
{
+BLOODSPLATTER
Weapon.SelectionOrder 2300;
+WEAPON.WIMPY_WEAPON
+WEAPON.MELEEWEAPON
Weapon.Kickback 0;
Weapon.YAdjust 15;
Weapon.UpSound "weapons/gauntletsactivate";
Weapon.SisterWeapon "GauntletsPowered";
Inventory.PickupMessage "$TXT_WPNGAUNTLETS";
Tag "$TAG_GAUNTLETS";
Obituary "$OB_MPGAUNTLETS";
}
action native void A_GauntletAttack (int power);
States
{
Spawn:
WGNT A -1;
Stop;
Ready:
GAUN A 1 A_WeaponReady;
Loop;
Deselect:
GAUN A 1 A_Lower;
Loop;
Select:
GAUN A 1 A_Raise;
Loop;
Fire:
GAUN B 4 A_PlaySound("weapons/gauntletsuse", CHAN_WEAPON);
GAUN C 4;
Hold:
GAUN DEF 4 BRIGHT A_GauntletAttack(0);
GAUN C 4 A_ReFire;
GAUN B 4 A_Light0;
Goto Ready;
}
}
class GauntletsPowered : Gauntlets
{
Default
{
+WEAPON.POWERED_UP
Tag "$TAG_GAUNTLETSP";
Obituary "$OB_MPPGAUNTLETS";
Weapon.SisterWeapon "Gauntlets";
}
States
{
Ready:
GAUN GHI 4 A_WeaponReady;
Loop;
Deselect:
GAUN G 1 A_Lower;
Loop;
Select:
GAUN G 1 A_Raise;
Loop;
Fire:
GAUN J 4 A_PlaySound("weapons/gauntletsuse", CHAN_WEAPON);
GAUN K 4;
Hold:
GAUN LMN 4 BRIGHT A_GauntletAttack(1);
GAUN K 4 A_ReFire;
GAUN J 4 A_Light0;
Goto Ready;
}
}
// Gauntlet puff 1 ----------------------------------------------------------
class GauntletPuff1 : Actor
{
Default
{
+NOBLOCKMAP
+NOGRAVITY
+PUFFONACTORS
RenderStyle "Translucent";
Alpha 0.4;
VSpeed 0.8;
}
States
{
Spawn:
PUF1 ABCD 4 BRIGHT;
Stop;
}
}
// Gauntlet puff 2 ---------------------------------------------------------
class GauntletPuff2 : GauntletPuff1
{
States
{
Spawn:
PUF1 EFGH 4 BRIGHT;
Stop;
}
}
// The mace itself ----------------------------------------------------------
class Mace : HereticWeapon
{
Default
{
Weapon.SelectionOrder 1400;
Weapon.AmmoUse 1;
Weapon.AmmoGive1 50;
Weapon.YAdjust 15;
Weapon.AmmoType "MaceAmmo";
Weapon.SisterWeapon "MacePowered";
Inventory.PickupMessage "$TXT_WPNMACE";
Tag "$TAG_MACE";
}
action native void A_FireMacePL1();
States
{
Spawn:
WMCE A -1;
Stop;
Ready:
MACE A 1 A_WeaponReady;
Loop;
Deselect:
MACE A 1 A_Lower;
Loop;
Select:
MACE A 1 A_Raise;
Loop;
Fire:
MACE B 4;
Hold:
MACE CDEF 3 A_FireMacePL1;
MACE C 4 A_ReFire;
MACE DEFB 4;
Goto Ready;
}
}
class MacePowered : Mace
{
Default
{
+WEAPON.POWERED_UP
Weapon.AmmoUse 5;
Weapon.AmmoGive 0;
Weapon.SisterWeapon "Mace";
Tag "$TAG_MACEP";
}
action native void A_FireMacePL2();
States
{
Fire:
Hold:
MACE B 4;
MACE D 4 A_FireMacePL2;
MACE B 4;
MACE A 8 A_ReFire;
Goto Ready;
}
}
// Mace FX1 -----------------------------------------------------------------
class MaceFX1 : Actor
{
Default
{
Radius 8;
Height 6;
Speed 20;
Damage 2;
Projectile;
+THRUGHOST
BounceType "HereticCompat";
SeeSound "weapons/maceshoot";
Obituary "$OB_MPMACE";
}
native void A_MacePL1Check();
native void A_MaceBallImpact();
States
{
Spawn:
FX02 AB 4 A_MacePL1Check;
Loop;
Death:
FX02 F 4 BRIGHT A_MaceBallImpact;
FX02 GHIJ 4 BRIGHT;
Stop;
}
}
// Mace FX2 -----------------------------------------------------------------
class MaceFX2 : MaceFX1
{
Default
{
Speed 10;
Damage 6;
Gravity 0.125;
-NOGRAVITY
SeeSound "";
}
native void A_MaceBallImpact2();
States
{
Spawn:
FX02 CD 4;
Loop;
Death:
FX02 F 4 A_MaceBallImpact2;
goto Super::Death+1;
}
}
// Mace FX3 -----------------------------------------------------------------
class MaceFX3 : MaceFX1
{
Default
{
Speed 7;
Damage 4;
-NOGRAVITY;
Gravity 0.125;
}
States
{
Spawn:
FX02 AB 4;
Loop;
}
}
// Mace FX4 -----------------------------------------------------------------
class MaceFX4 : Actor native
{
Default
{
Radius 8;
Height 6;
Speed 7;
Damage 18;
Gravity 0.125;
Projectile;
-NOGRAVITY
+TELESTOMP
+THRUGHOST
-NOTELEPORT
BounceType "HereticCompat";
SeeSound "";
Obituary "$OB_MPPMACE";
}
native void A_DeathBallImpact();
States
{
Spawn:
FX02 E 99;
Loop;
Death:
FX02 C 4 A_DeathBallImpact;
FX02 GHIJ 4 BRIGHT;
Stop;
}
}
// Mace spawn spot ----------------------------------------------------------
class MaceSpawner : SpecialSpot
{
Default
{
+NOSECTOR
+NOBLOCKMAP
}
States
{
Spawn:
TNT1 A 1;
TNT1 A -1 A_SpawnSingleItem("Mace", 64, 64, 0);
Stop;
}
}
// Blaster ------------------------------------------------------------------
class Blaster : HereticWeapon
{
Default
{
+BLOODSPLATTER
Weapon.SelectionOrder 500;
Weapon.AmmoUse 1;
Weapon.AmmoGive 30;
Weapon.YAdjust 15;
Weapon.AmmoType "BlasterAmmo";
Weapon.SisterWeapon "BlasterPowered";
Inventory.PickupMessage "$TXT_WPNBLASTER";
Tag "$TAG_BLASTER";
Obituary "$OB_MPBLASTER";
}
action native void A_FireBlasterPL1();
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;
}
}
class BlasterPowered : Blaster
{
Default
{
+WEAPON.POWERED_UP
Weapon.AmmoUse 5;
Weapon.AmmoGive 0;
Weapon.SisterWeapon "Blaster";
Tag "$TAG_BLASTERP";
}
States
{
Fire:
BLSR BC 0;
Hold:
BLSR D 3 A_FireCustomMissile("BlasterFX1");
BLSR CB 4;
BLSR A 0 A_ReFire;
Goto Ready;
}
}
// Blaster FX 1 -------------------------------------------------------------
class BlasterFX1 : FastProjectile native
{
Default
{
Radius 12;
Height 8;
Speed 184;
Damage 2;
SeeSound "weapons/blastershoot";
DeathSound "weapons/blasterhit";
+SPAWNSOUNDSOURCE
Obituary "$OB_MPPBLASTER";
}
native void A_SpawnRippers();
States
{
Spawn:
ACLO E 200;
Loop;
Death:
FX18 A 3 BRIGHT A_SpawnRippers;
FX18 B 3 BRIGHT;
FX18 CDEFG 4 BRIGHT;
Stop;
}
}
// 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 native
{
Default
{
Radius 8;
Height 6;
Speed 14;
Damage 1;
Projectile;
+RIPPER
DeathSound "weapons/blasterpowhit";
Obituary "$OB_MPPBLASTER";
}
States
{
Spawn:
FX18 M 4;
FX18 N 5;
Loop;
Death:
FX18 OPQRS 4 BRIGHT;
Stop;
}
}
// Blaster Puff -------------------------------------------------------------
class BlasterPuff : Actor
{
Default
{
+NOBLOCKMAP
+NOGRAVITY
+PUFFONACTORS
RenderStyle "Add";
SeeSound "weapons/blasterhit";
}
States
{
Crash:
FX17 ABCDE 4 BRIGHT;
Stop;
Spawn:
FX17 FG 3 BRIGHT;
FX17 HIJKL 4 BRIGHT;
Stop;
}
}
// Skull (Horn) Rod ---------------------------------------------------------
class SkullRod : HereticWeapon
{
Default
{
Weapon.SelectionOrder 200;
Weapon.AmmoUse1 1;
Weapon.AmmoGive1 50;
Weapon.YAdjust 15;
Weapon.AmmoType1 "SkullRodAmmo";
Weapon.SisterWeapon "SkullRodPowered";
Inventory.PickupMessage "$TXT_WPNSKULLROD";
Tag "$TAG_SKULLROD";
}
action native void A_FireSkullRodPL1();
States
{
Spawn:
WSKL A -1;
Stop;
Ready:
HROD A 1 A_WeaponReady;
Loop;
Deselect:
HROD A 1 A_Lower;
Loop;
Select:
HROD A 1 A_Raise;
Loop;
Fire:
HROD AB 4 A_FireSkullRodPL1;
HROD B 0 A_ReFire;
Goto Ready;
}
}
class SkullRodPowered : SkullRod
{
Default
{
+WEAPON.POWERED_UP
Weapon.AmmoUse1 5;
Weapon.AmmoGive1 0;
Weapon.SisterWeapon "SkullRod";
Tag "$TAG_SKULLRODP";
}
action native void A_FireSkullRodPL2();
States
{
Fire:
HROD C 2;
HROD D 3;
HROD E 2;
HROD F 3;
HROD G 4 A_FireSkullRodPL2;
HROD F 2;
HROD E 3;
HROD D 2;
HROD C 2 A_ReFire;
Goto Ready;
}
}
// Horn Rod FX 1 ------------------------------------------------------------
class HornRodFX1 : Actor
{
Default
{
Radius 12;
Height 8;
Speed 22;
Damage 3;
Projectile;
+WINDTHRUST
-NOBLOCKMAP
RenderStyle "Add";
SeeSound "weapons/hornrodshoot";
DeathSound "weapons/hornrodhit";
Obituary "$OB_MPSKULLROD";
}
States
{
Spawn:
FX00 AB 6 BRIGHT;
Loop;
Death:
FX00 HI 5 BRIGHT;
FX00 JK 4 BRIGHT;
FX00 LM 3 BRIGHT;
Stop;
}
}
// Horn Rod FX 2 ------------------------------------------------------------
class HornRodFX2 : Actor native
{
Default
{
Radius 12;
Height 8;
Speed 22;
Damage 10;
Health 140;
Projectile;
RenderStyle "Add";
SeeSound "weapons/hornrodpowshoot";
DeathSound "weapons/hornrodpowhit";
Obituary "$OB_MPPSKULLROD";
}
native void A_AddPlayerRain();
native void A_HideInCeiling();
native void A_SkullRodStorm();
States
{
Spawn:
FX00 C 3 BRIGHT;
FX00 D 3 BRIGHT A_SeekerMissile(10, 30);
FX00 E 3 BRIGHT;
FX00 F 3 BRIGHT A_SeekerMissile(10, 30);
Loop;
Death:
FX00 H 5 BRIGHT A_AddPlayerRain;
FX00 I 5 BRIGHT;
FX00 J 4 BRIGHT;
FX00 KLM 3 BRIGHT;
FX00 G 1 A_HideInCeiling;
FX00 G 1 A_SkullRodStorm;
Wait;
}
}
// Rain pillar 1 ------------------------------------------------------------
class RainPillar : Actor native
{
Default
{
Radius 5;
Height 12;
Speed 12;
Damage 5;
Mass 5;
Projectile;
-ACTIVATEPCROSS
-ACTIVATEIMPACT
RenderStyle "Add";
Obituary "$OB_MPPSKULLROD";
}
native void A_RainImpact();
States
{
Spawn:
FX22 A -1 BRIGHT;
Stop;
Death:
FX22 B 4 BRIGHT A_RainImpact;
FX22 CDEF 4 BRIGHT;
Stop;
NotFloor:
FX22 GHI 4 BRIGHT;
Stop;
}
}
// Rain tracker "inventory" item --------------------------------------------
class RainTracker : Inventory native
{
Default
{
+INVENTORY.UNDROPPABLE
}
}
// Phoenix Rod --------------------------------------------------------------
class PhoenixRod : Weapon native
{
Default
{
+WEAPON.NOAUTOFIRE
Weapon.SelectionOrder 2600;
Weapon.Kickback 150;
Weapon.YAdjust 15;
Weapon.AmmoUse 1;
Weapon.AmmoGive 2;
Weapon.AmmoType "PhoenixRodAmmo";
Weapon.Sisterweapon "PhoenixRodPowered";
Inventory.PickupMessage "$TXT_WPNPHOENIXROD";
Tag "$TAG_PHOENIXROD";
}
action native void A_FirePhoenixPL1();
States
{
Spawn:
WPHX A -1;
Stop;
Ready:
PHNX A 1 A_WeaponReady;
Loop;
Deselect:
PHNX A 1 A_Lower;
Loop;
Select:
PHNX A 1 A_Raise;
Loop;
Fire:
PHNX B 5;
PHNX C 7 A_FirePhoenixPL1;
PHNX DB 4;
PHNX B 0 A_ReFire;
Goto Ready;
}
}
class PhoenixRodPowered : PhoenixRod native
{
Default
{
+WEAPON.POWERED_UP
+WEAPON.MELEEWEAPON
Weapon.SisterWeapon "PhoenixRod";
Weapon.AmmoGive 0;
Tag "$TAG_PHOENIXRODP";
}
action native void A_InitPhoenixPL2();
action native void A_FirePhoenixPL2();
action native void A_ShutdownPhoenixPL2();
States
{
Fire:
PHNX B 3 A_InitPhoenixPL2;
Hold:
PHNX C 1 A_FirePhoenixPL2;
PHNX B 4 A_ReFire;
Powerdown:
PHNX B 4 A_ShutdownPhoenixPL2;
Goto Ready;
}
}
// Phoenix FX 1 -------------------------------------------------------------
class PhoenixFX1 : Actor native
{
Default
{
Radius 11;
Height 8;
Speed 20;
Damage 20;
DamageType "Fire";
Projectile;
+THRUGHOST
+SPECIALFIREDAMAGE
SeeSound "weapons/phoenixshoot";
DeathSound "weapons/phoenixhit";
Obituary "$OB_MPPHOENIXROD";
}
native void A_PhoenixPuff();
States
{
Spawn:
FX04 A 4 BRIGHT A_PhoenixPuff;
Loop;
Death:
FX08 A 6 BRIGHT A_Explode;
FX08 BC 5 BRIGHT;
FX08 DEFGH 4 BRIGHT;
Stop;
}
}
// Phoenix puff -------------------------------------------------------------
class PhoenixPuff : Actor
{
Default
{
+NOBLOCKMAP
+NOGRAVITY
+NOTELEPORT
+CANNOTPUSH
RenderStyle "Translucent";
Alpha 0.4;
}
States
{
Spawn:
FX04 BCDEF 4;
Stop;
}
}
// Phoenix FX 2 -------------------------------------------------------------
class PhoenixFX2 : Actor native
{
Default
{
Radius 6;
Height 8;
Speed 10;
Damage 2;
DamageType "Fire";
Projectile;
RenderStyle "Add";
Obituary "$OB_MPPPHOENIXROD";
}
native void A_FlameEnd();
native void A_FloatPuff();
States
{
Spawn:
FX09 ABABA 2 BRIGHT;
FX09 B 2 BRIGHT A_FlameEnd;
FX09 CDEF 2 BRIGHT;
Stop;
Death:
FX09 G 3 BRIGHT;
FX09 H 3 BRIGHT A_FloatPuff;
FX09 I 4 BRIGHT;
FX09 JK 5 BRIGHT;
Stop;
}
}