mirror of
https://github.com/ZDoom/qzdoom.git
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a638cfbd6e
As a consequence it must return null in the failure case instead of asserting and all calls to this function must check for the failure case.
168 lines
4.1 KiB
Text
168 lines
4.1 KiB
Text
// The player ---------------------------------------------------------------
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class StrifePlayer : PlayerPawn
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{
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Default
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{
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Health 100;
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Radius 18;
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Height 56;
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Mass 100;
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PainChance 255;
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Speed 1;
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MaxStepHeight 16;
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CrushPainSound "misc/pcrush";
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Player.DisplayName "Rebel";
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Player.StartItem "PunchDagger";
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Player.RunHealth 15;
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Player.WeaponSlot 1, "PunchDagger";
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Player.WeaponSlot 2, "StrifeCrossbow2", "StrifeCrossbow";
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Player.WeaponSlot 3, "AssaultGun";
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Player.WeaponSlot 4, "MiniMissileLauncher";
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Player.WeaponSlot 5, "StrifeGrenadeLauncher2", "StrifeGrenadeLauncher";
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Player.WeaponSlot 6, "FlameThrower";
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Player.WeaponSlot 7, "Mauler2", "Mauler";
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Player.WeaponSlot 8, "Sigil";
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Player.ColorRange 128, 143;
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Player.Colorset 0, "$TXT_COLOR_BROWN", 0x80, 0x8F, 0x82;
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Player.Colorset 1, "$TXT_COLOR_RED", 0x40, 0x4F, 0x42, 0x20, 0x3F, 0x00, 0x1F, 0xF1, 0xF6, 0xE0, 0xE5, 0xF7, 0xFB, 0xF1, 0xF5;
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Player.Colorset 2, "$TXT_COLOR_RUST", 0xB0, 0xBF, 0xB2, 0x20, 0x3F, 0x00, 0x1F;
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Player.Colorset 3, "$TXT_COLOR_GRAY", 0x10, 0x1F, 0x12, 0x20, 0x2F, 0xD0, 0xDF, 0x30, 0x3F, 0xD0, 0xDF;
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Player.Colorset 4, "$TXT_COLOR_DARKGREEN", 0x30, 0x3F, 0x32, 0x20, 0x2F, 0xD0, 0xDF, 0x30, 0x3F, 0xD0, 0xDF;
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Player.Colorset 5, "$TXT_COLOR_GOLD", 0x50, 0x5F, 0x52, 0x20, 0x3F, 0x00, 0x1F, 0x50, 0x5F, 0x80, 0x8F, 0xC0, 0xCF, 0xA0, 0xAF, 0xD0, 0xDF, 0xB0, 0xBF;
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Player.Colorset 6, "$TXT_COLOR_BRIGHTGREEN",0x60, 0x6F, 0x62, 0x20, 0x3F, 0x00, 0x1F, 0x50, 0x5F, 0x10, 0x1F, 0xC0, 0xCF, 0x20, 0x2F, 0xD0, 0xDF, 0x30, 0x3F;
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Player.Colorset 7, "$TXT_COLOR_BLUE", 0x90, 0x9F, 0x92, 0x20, 0x3F, 0x00, 0x1F, 0x50, 0x5F, 0x40, 0x4F, 0xC1, 0xCF, 0x01, 0x0F, 0xC0,0xC0,1,1, 0xD0, 0xDF, 0x10, 0x1F;
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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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stop;
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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;
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goto Missile;
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Pain:
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PLAY Q 4;
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PLAY Q 4 A_Pain;
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Goto Spawn;
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Death:
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PLAY H 3;
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PLAY I 3 A_PlayerScream;
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PLAY J 3 A_NoBlocking;
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PLAY KLMNO 4;
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PLAY P -1;
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Stop;
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XDeath:
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RGIB A 5 A_TossGib;
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RGIB B 5 A_XScream;
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RGIB C 5 A_NoBlocking;
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RGIB DEFG 5 A_TossGib;
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RGIB H -1 A_TossGib;
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Burn:
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BURN A 3 Bright A_ItBurnsItBurns;
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BURN B 3 Bright A_DropFire;
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BURN C 3 Bright A_Wander;
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BURN D 3 Bright A_NoBlocking;
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BURN E 5 Bright A_DropFire;
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BURN FGH 5 Bright A_Wander;
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BURN I 5 Bright A_DropFire;
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BURN JKL 5 Bright A_Wander;
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BURN M 5 Bright A_DropFire;
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BURN N 5 Bright A_CrispyPlayer;
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BURN OPQPQ 5 Bright;
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BURN RSTU 7 Bright;
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BURN V -1;
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Stop;
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Disintegrate:
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DISR A 5 A_StartSound("misc/disruptordeath", CHAN_VOICE);
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DISR BC 5;
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DISR D 5 A_NoBlocking;
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DISR EF 5;
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DISR GHIJ 4;
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MEAT D -1;
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Stop;
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Firehands:
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WAVE ABCD 3;
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Loop;
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Firehandslower:
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WAVE ABCD 3 A_HandLower;
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Loop;
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}
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void A_ItBurnsItBurns()
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{
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A_StartSound ("human/imonfire", CHAN_VOICE);
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if (player != null && player.mo == self)
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{
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player.SetPsprite(PSP_STRIFEHANDS, FindState("FireHands"));
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player.ReadyWeapon = null;
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player.PendingWeapon = WP_NOCHANGE;
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player.playerstate = PST_LIVE;
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player.extralight = 3;
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}
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}
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void A_CrispyPlayer()
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{
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if (player != null && player.mo == self)
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{
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PSprite psp = player.GetPSprite(PSP_STRIFEHANDS);
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State firehandslower = FindState("FireHandsLower");
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State firehands = FindState("FireHands");
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if (psp)
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{
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if (psp.CurState != null && firehandslower != null && firehands != null)
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{
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// Calculate state to go to.
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int dist = firehands.DistanceTo(psp.curState);
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if (dist > 0)
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{
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player.playerstate = PST_DEAD;
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psp.SetState(firehandslower + dist);
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return;
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}
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}
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player.playerstate = PST_DEAD;
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psp.SetState(null);
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}
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}
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}
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void A_HandLower()
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{
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if (player != null)
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{
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PSprite psp = player.GetPSprite(PSP_STRIFEHANDS);
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if (psp)
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{
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if (psp.CurState == null)
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{
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psp.SetState(null);
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return;
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}
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psp.y += 9;
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if (psp.y > WEAPONBOTTOM*2)
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{
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psp.SetState(null);
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}
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}
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if (player.extralight > 0) player.extralight--;
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}
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return;
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}
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}
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