mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-11-28 15:02:01 +00:00
4d991de92d
called FastProjectile. This base class doesn't have any effects attached so that it can be used for user defined fast projectiles. SVN r1290 (trunk)
1126 lines
17 KiB
Text
1126 lines
17 KiB
Text
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ACTOR HereticWeapon : Weapon
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{
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Weapon.Kickback 150
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}
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// Staff --------------------------------------------------------------------
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ACTOR Staff : HereticWeapon
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{
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Weapon.SelectionOrder 3800
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+THRUGHOST
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+WIMPY_WEAPON
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+MELEEWEAPON
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Weapon.sisterweapon "StaffPowered"
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action native A_StaffAttack (int damage, class<Actor> puff);
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States
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{
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Ready:
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STFF A 1 A_WeaponReady
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Loop
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Deselect:
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STFF A 1 A_Lower
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Loop
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Select:
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STFF A 1 A_Raise
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Loop
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Fire:
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STFF B 6
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STFF C 8 A_StaffAttack(random[StaffAttack](5, 20), "StaffPuff")
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STFF B 8 A_ReFire
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Goto Ready
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}
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}
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ACTOR StaffPowered : Staff
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{
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Weapon.sisterweapon "Staff"
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Weapon.ReadySound "weapons/staffcrackle"
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+WEAPON.POWERED_UP
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+WEAPON.READYSNDHALF
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+WEAPON.STAFF2_KICKBACK
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States
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{
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Ready:
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STFF DEF 4 A_WeaponReady
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Loop
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Deselect:
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STFF D 1 A_Lower
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Loop
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Select:
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STFF D 1 A_Raise
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Loop
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Fire:
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STFF G 6
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STFF H 8 A_StaffAttack(random[StaffAttack](18, 81), "StaffPuff2")
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STFF G 8 A_ReFire
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Goto Ready
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}
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}
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// Staff puff ---------------------------------------------------------------
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ACTOR StaffPuff
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{
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RenderStyle Translucent
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Alpha 0.4
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VSpeed 1
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+NOBLOCKMAP
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+NOGRAVITY
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+PUFFONACTORS
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AttackSound "weapons/staffhit"
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States
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{
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Spawn:
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PUF3 A 4 BRIGHT
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PUF3 BCD 4
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Stop
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}
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}
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// Staff puff 2 -------------------------------------------------------------
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ACTOR StaffPuff2
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{
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RenderStyle Add
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+NOBLOCKMAP
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+NOGRAVITY
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+PUFFONACTORS
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AttackSound "weapons/staffpowerhit"
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States
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{
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Spawn:
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PUF4 ABCDEF 4 BRIGHT
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Stop
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}
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}
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// Gold wand ----------------------------------------------------------------
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ACTOR GoldWand : HereticWeapon
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{
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+BLOODSPLATTER
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Weapon.SelectionOrder 2000
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Weapon.AmmoGive 25
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Weapon.AmmoUse 1
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Weapon.AmmoType "GoldWandAmmo"
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Weapon.SisterWeapon "GoldWandPowered"
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Weapon.YAdjust 5
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action native A_FireGoldWandPL1 ();
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States
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{
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Ready:
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GWND A 1 A_WeaponReady
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Loop
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Deselect:
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GWND A 1 A_Lower
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Loop
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Select:
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GWND A 1 A_Raise
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Loop
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Fire:
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GWND B 3
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GWND C 5 A_FireGoldWandPL1
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GWND D 3
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GWND D 0 A_ReFire
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Goto Ready
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}
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}
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ACTOR GoldWandPowered : GoldWand
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{
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+WEAPON.POWERED_UP
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Weapon.AmmoGive 0
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Weapon.SisterWeapon "GoldWand"
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action native A_FireGoldWandPL2 ();
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States
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{
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Fire:
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GWND B 3
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GWND C 4 A_FireGoldWandPL2
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GWND D 3
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GWND D 0 A_ReFire
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Goto Ready
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}
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}
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// Gold wand FX1 ------------------------------------------------------------
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ACTOR GoldWandFX1
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{
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Game Heretic
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SpawnID 151
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Radius 10
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Height 6
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Speed 22
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Damage 2
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Projectile
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RenderStyle Add
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DeathSound "weapons/wandhit"
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States
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{
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Spawn:
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FX01 AB 6 BRIGHT
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Loop
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Death:
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FX01 EFGH 3 BRIGHT
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Stop
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}
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}
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// Gold wand FX2 ------------------------------------------------------------
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ACTOR GoldWandFX2 : GoldWandFX1
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{
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Game Heretic
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SpawnID 152
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Speed 18
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Damage 1
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DeathSound ""
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States
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{
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Spawn:
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FX01 CD 6 BRIGHT
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Loop
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}
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}
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// Gold wand puff 1 ---------------------------------------------------------
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ACTOR GoldWandPuff1
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{
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+NOBLOCKMAP
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+NOGRAVITY
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+PUFFONACTORS
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RenderStyle Add
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States {
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Spawn:
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PUF2 ABCDE 3 BRIGHT
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Stop
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}
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}
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// Gold wand puff 2 ---------------------------------------------------------
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ACTOR GoldWandPuff2 : GoldWandFX1
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{
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Skip_Super
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+NOBLOCKMAP
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+NOGRAVITY
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States
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{
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Spawn:
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Goto Super::Death
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}
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}
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// Crossbow -----------------------------------------------------------------
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ACTOR Crossbow : HereticWeapon 2001
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{
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Game Heretic
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SpawnID 27
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Weapon.SelectionOrder 800
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Weapon.AmmoUse 1
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Weapon.AmmoGive 10
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Weapon.AmmoType "CrossbowAmmo"
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Weapon.SisterWeapon "CrossbowPowered"
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Weapon.YAdjust 15
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Inventory.PickupMessage "$TxT_WPNCROSSBOW"
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action native A_FireCrossbowPL1 ();
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States
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{
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Spawn:
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WBOW A -1
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Stop
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Ready:
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CRBW AAAAAABBBBBBCCCCCC 1 A_WeaponReady
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Loop
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Deselect:
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CRBW A 1 A_Lower
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Loop
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Select:
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CRBW A 1 A_Raise
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Loop
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Fire:
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CRBW D 6 A_FireCrossbowPL1
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CRBW EFGH 3
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CRBW AB 4
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CRBW C 5 A_ReFire
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Goto Ready
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}
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}
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ACTOR CrossbowPowered : Crossbow
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{
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+WEAPON.POWERED_UP
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Weapon.AmmoGive 0
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Weapon.SisterWeapon "Crossbow"
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action native A_FireCrossbowPL2();
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States
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{
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Fire:
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CRBW D 5 A_FireCrossbowPL2
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CRBW E 3
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CRBW F 2
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CRBW G 3
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CRBW H 2
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CRBW A 3
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CRBW B 3
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CRBW C 4 A_ReFire
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Goto Ready
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}
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}
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// Crossbow FX1 -------------------------------------------------------------
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ACTOR CrossbowFX1
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{
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Game Heretic
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SpawnID 147
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Radius 11
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Height 8
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Speed 30
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Damage 10
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Projectile
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RenderStyle Add
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SeeSound "weapons/bowshoot"
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DeathSound "weapons/bowhit"
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States
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{
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Spawn:
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FX03 B 1 BRIGHT
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Loop
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Death:
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FX03 HIJ 8 BRIGHT
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Stop
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}
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}
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// Crossbow FX2 -------------------------------------------------------------
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ACTOR CrossbowFX2 : CrossbowFX1
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{
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Game Heretic
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SpawnID 148
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Speed 32
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Damage 6
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States
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{
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Spawn:
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FX03 B 1 BRIGHT A_SpawnItemEx("CrossbowFX4", random2[BoltSpark]()*0.015625, random2[BoltSpark]()*0.015625, 0, 0,0,0,0,SXF_ABSOLUTEPOSITION, 50)
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Loop
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}
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}
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// Crossbow FX3 -------------------------------------------------------------
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ACTOR CrossbowFX3 : CrossbowFX1
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{
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Game Heretic
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SpawnID 149
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Speed 20
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Damage 2
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SeeSound ""
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-NOBLOCKMAP
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+WINDTHRUST
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+THRUGHOST
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States
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{
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Spawn:
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FX03 A 1 BRIGHT
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Loop
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Death:
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FX03 CDE 8 BRIGHT
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Stop
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}
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}
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// Crossbow FX4 -------------------------------------------------------------
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ACTOR CrossbowFX4
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{
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+NOBLOCKMAP
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Gravity 0.125
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RenderStyle Add
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States
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{
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Spawn:
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FX03 FG 8 BRIGHT
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Stop
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}
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}
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// Gauntlets ----------------------------------------------------------------
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ACTOR Gauntlets : Weapon 2005
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{
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Game Heretic
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SpawnID 32
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+BLOODSPLATTER
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Weapon.SelectionOrder 2300
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+WEAPON.WIMPY_WEAPON
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+WEAPON.MELEEWEAPON
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Weapon.Kickback 0
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Weapon.YAdjust 15
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Weapon.UpSound "weapons/gauntletsactivate"
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Weapon.SisterWeapon "GauntletsPowered"
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Inventory.PickupMessage "$TxT_WPNGAUNTLETS"
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action native A_GauntletAttack (int power);
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States
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{
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Spawn:
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WGNT A -1
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Stop
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Ready:
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GAUN A 1 A_WeaponReady
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Loop
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Deselect:
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GAUN A 1 A_Lower
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Loop
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Select:
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GAUN A 1 A_Raise
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Loop
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Fire:
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GAUN B 4 A_PlayWeaponSound("weapons/gauntletsuse")
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GAUN C 4
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Hold:
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GAUN DEF 4 BRIGHT A_GauntletAttack(0)
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GAUN C 4 A_ReFire
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GAUN B 4 A_Light0
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Goto Ready
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}
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}
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ACTOR GauntletsPowered : Gauntlets
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{
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+POWERED_UP
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Weapon.SisterWeapon "Gauntlets"
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States
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{
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Ready:
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GAUN GHI 4 A_WeaponReady
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Loop
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Deselect:
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GAUN G 1 A_Lower
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Loop
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Select:
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GAUN G 1 A_Raise
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Loop
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Fire:
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GAUN J 4 A_PlayWeaponSound("weapons/gauntletsuse")
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GAUN K 4
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Hold:
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GAUN LMN 4 BRIGHT A_GauntletAttack(1)
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GAUN K 4 A_ReFire
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GAUN J 4 A_Light0
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Goto Ready
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}
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}
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// Gauntlet puff 1 ----------------------------------------------------------
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ACTOR GauntletPuff1
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{
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+NOBLOCKMAP
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+NOGRAVITY
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+PUFFONACTORS
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RenderStyle Translucent
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Alpha 0.4
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VSpeed 0.8
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States
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{
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Spawn:
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PUF1 ABCD 4 BRIGHT
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Stop
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}
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}
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// Gauntlett puff 2 ---------------------------------------------------------
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ACTOR GauntletPuff2 : GauntletPuff1
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{
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States
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{
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Spawn:
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PUF1 EFGH 4 BRIGHT
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Stop
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}
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}
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// The mace itself ----------------------------------------------------------
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ACTOR Mace : HereticWeapon
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{
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Game Heretic
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SpawnID 31
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Weapon.SelectionOrder 1400
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Weapon.AmmoUse 1
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Weapon.AmmoGive1 50
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Weapon.YAdjust 15
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Weapon.AmmoType "MaceAmmo"
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Weapon.SisterWeapon "MacePowered"
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Inventory.PickupMessage "$TxT_WPNMACE"
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action native A_FireMacePL1();
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States
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{
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Spawn:
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WMCE A -1
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Stop
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Ready:
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MACE A 1 A_WeaponReady
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Loop
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Deselect:
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MACE A 1 A_Lower
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Loop
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Select:
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MACE A 1 A_Raise
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Loop
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Fire:
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MACE B 4
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Hold:
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MACE CDEF 3 A_FireMacePL1
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MACE C 4 A_ReFire
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MACE DEFB 4
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Goto Ready
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}
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}
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ACTOR MacePowered : Mace
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{
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+WEAPON.POWERED_UP
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Weapon.AmmoUse 5
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Weapon.AmmoGive 0
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Weapon.SisterWeapon "Mace"
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action native A_FireMacePL2();
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States
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{
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Fire:
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Hold:
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MACE B 4
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MACE D 4 A_FireMacePL2
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MACE B 4
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MACE A 8 A_ReFire
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Goto Ready
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}
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}
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// Mace FX1 -----------------------------------------------------------------
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ACTOR MaceFX1
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{
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Game Heretic
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SpawnID 154
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Radius 8
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Height 6
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Speed 20
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Damage 2
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Projectile
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+THRUGHOST
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+HERETICBOUNCE
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SeeSound "weapons/maceshoot"
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action native A_MacePL1Check();
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action native A_MaceBallImpact();
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States
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{
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Spawn:
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FX02 AB 4 A_MacePL1Check
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Loop
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Death:
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FX02 F 4 BRIGHT A_MaceBallImpact
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FX02 GHIJ 4 BRIGHT
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Stop
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}
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}
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// Mace FX2 -----------------------------------------------------------------
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ACTOR MaceFX2 : MaceFX1
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{
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Game Heretic
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SpawnID 156
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Speed 10
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Damage 6
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Gravity 0.125
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-NOGRAVITY
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SeeSound ""
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action native A_MaceBallImpact2();
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States
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{
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Spawn:
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FX02 CD 4
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Loop
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Death:
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FX02 F 4 A_MaceBallImpact2
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goto Super::Death+1
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}
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}
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// Mace FX3 -----------------------------------------------------------------
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ACTOR MaceFX3 : MaceFX1
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{
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Game Heretic
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SpawnID 155
|
|
Speed 7
|
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Damage 4
|
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-NOGRAVITY
|
|
Gravity 0.125
|
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States
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{
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Spawn:
|
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FX02 AB 4
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Loop
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}
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}
|
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|
|
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// Mace FX4 -----------------------------------------------------------------
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|
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ACTOR MaceFX4 native
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{
|
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Game Heretic
|
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SpawnID 153
|
|
Radius 8
|
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Height 6
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Speed 7
|
|
Damage 18
|
|
Gravity 0.125
|
|
Projectile
|
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-NOGRAVITY
|
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+TELESTOMP
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+THRUGHOST
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+HERETICBOUNCE
|
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SeeSound ""
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|
|
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action native A_DeathBallImpact();
|
|
|
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States
|
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{
|
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Spawn:
|
|
FX02 E 99
|
|
Loop
|
|
Death:
|
|
FX02 C 4 A_DeathBallImpact
|
|
FX02 GHIJ 4 BRIGHT
|
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Stop
|
|
}
|
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}
|
|
|
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// Mace spawn spot ----------------------------------------------------------
|
|
|
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ACTOR MaceSpawner : SpecialSpot 2002
|
|
{
|
|
Game Heretic
|
|
+NOSECTOR
|
|
+NOBLOCKMAP
|
|
States
|
|
{
|
|
Spawn:
|
|
TNT1 A 1
|
|
TNT1 A -1 A_SpawnSingleItem("Mace", 64, 64, 0)
|
|
Stop
|
|
}
|
|
}
|
|
|
|
|
|
// Blaster ------------------------------------------------------------------
|
|
|
|
ACTOR Blaster : HereticWeapon 53
|
|
{
|
|
Game Heretic
|
|
SpawnID 28
|
|
+BLOODSPLATTER
|
|
Weapon.SelectionOrder 500
|
|
Weapon.AmmoUse 1
|
|
Weapon.AmmoGive 30
|
|
Weapon.YAdjust 15
|
|
Weapon.AmmoType "BlasterAmmo"
|
|
Weapon.SisterWeapon "BlasterPowered"
|
|
Inventory.PickupMessage "$TxT_WPNBLASTER"
|
|
|
|
action native 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
|
|
}
|
|
}
|
|
|
|
ACTOR BlasterPowered : Blaster
|
|
{
|
|
+WEAPON.POWERED_UP
|
|
Weapon.AmmoUse 5
|
|
Weapon.AmmoGive 0
|
|
Weapon.SisterWeapon "Blaster"
|
|
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 -------------------------------------------------------------
|
|
|
|
ACTOR BlasterFX1 : FastProjectile native
|
|
{
|
|
Radius 12
|
|
Height 8
|
|
Speed 184
|
|
Damage 2
|
|
SeeSound "weapons/blastershoot"
|
|
DeathSound "weapons/blasterhit"
|
|
+SPAWNSOUNDSOURCE
|
|
|
|
action native 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 ------------------------------------------------------------
|
|
|
|
ACTOR BlasterSmoke
|
|
{
|
|
+NOBLOCKMAP
|
|
+NOGRAVITY
|
|
+NOTELEPORT
|
|
+CANNOTPUSH
|
|
RenderStyle Translucent
|
|
Alpha 0.4
|
|
States
|
|
{
|
|
Spawn:
|
|
FX18 HIJKL 4
|
|
Stop
|
|
}
|
|
}
|
|
|
|
// Ripper -------------------------------------------------------------------
|
|
|
|
ACTOR Ripper native
|
|
{
|
|
Game Heretic
|
|
SpawnID 157
|
|
Radius 8
|
|
Height 6
|
|
Speed 14
|
|
Damage 1
|
|
Projectile
|
|
+RIPPER
|
|
DeathSound "weapons/blasterpowhit"
|
|
States
|
|
{
|
|
Spawn:
|
|
FX18 M 4
|
|
FX18 N 5
|
|
Loop
|
|
Death:
|
|
FX18 OPQRS 4 BRIGHT
|
|
Stop
|
|
}
|
|
}
|
|
|
|
// Blaster Puff -------------------------------------------------------------
|
|
|
|
ACTOR BlasterPuff
|
|
{
|
|
+NOBLOCKMAP
|
|
+NOGRAVITY
|
|
+PUFFONACTORS
|
|
RenderStyle Add
|
|
States
|
|
{
|
|
Crash:
|
|
FX17 ABCDE 4 BRIGHT
|
|
Stop
|
|
Spawn:
|
|
FX17 FG 3 BRIGHT
|
|
FX17 HIJKL 4 BRIGHT
|
|
Stop
|
|
}
|
|
}
|
|
|
|
|
|
// Skull (Horn) Rod ---------------------------------------------------------
|
|
|
|
ACTOR SkullRod : HereticWeapon 2004
|
|
{
|
|
Game Heretic
|
|
SpawnID 30
|
|
Weapon.SelectionOrder 200
|
|
Weapon.AmmoUse1 1
|
|
Weapon.AmmoGive1 50
|
|
Weapon.YAdjust 15
|
|
Weapon.AmmoType1 "SkullRodAmmo"
|
|
Weapon.SisterWeapon "SkullRodPowered"
|
|
Inventory.PickupMessage "$TxT_WPNSKULLROD"
|
|
|
|
action native 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
|
|
}
|
|
}
|
|
|
|
ACTOR SkullRodPowered : SkullRod
|
|
{
|
|
+WEAPON.POWERED_UP
|
|
Weapon.AmmoUse1 5
|
|
Weapon.AmmoGive1 0
|
|
Weapon.SisterWeapon "SkullRod"
|
|
|
|
action native 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 ------------------------------------------------------------
|
|
|
|
ACTOR HornRodFX1
|
|
{
|
|
Game Heretic
|
|
SpawnID 160
|
|
Radius 12
|
|
Height 8
|
|
Speed 22
|
|
Damage 3
|
|
Projectile
|
|
+WINDTHRUST
|
|
-NOBLOCKMAP
|
|
RenderStyle Add
|
|
SeeSound "weapons/hornrodshoot"
|
|
DeathSound "weapons/hornrodhit"
|
|
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 ------------------------------------------------------------
|
|
|
|
ACTOR HornRodFX2 native
|
|
{
|
|
Radius 12
|
|
Height 8
|
|
Speed 22
|
|
Damage 10
|
|
Health 140
|
|
Projectile
|
|
RenderStyle Add
|
|
SeeSound "weapons/hornrodpowshoot"
|
|
DeathSound "weapons/hornrodpowhit"
|
|
|
|
action native A_AddPlayerRain();
|
|
action native A_HideInCeiling();
|
|
action native 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 ------------------------------------------------------------
|
|
|
|
ACTOR RainPillar native
|
|
{
|
|
Radius 5
|
|
Height 12
|
|
Speed 12
|
|
Damage 5
|
|
Mass 5
|
|
Projectile
|
|
-ACTIVATEPCROSS
|
|
-ACTIVATEIMPACT
|
|
RenderStyle Add
|
|
|
|
action native 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 --------------------------------------------
|
|
|
|
ACTOR RainTracker : Inventory native
|
|
{
|
|
+INVENTORY.UNDROPPABLE
|
|
}
|
|
|
|
|
|
// Phoenix Rod --------------------------------------------------------------
|
|
|
|
ACTOR PhoenixRod : Weapon 2003 native
|
|
{
|
|
Game Heretic
|
|
SpawnID 29
|
|
+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"
|
|
|
|
action native 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
|
|
}
|
|
}
|
|
|
|
ACTOR PhoenixRodPowered : PhoenixRod native
|
|
{
|
|
+WEAPON.POWERED_UP
|
|
Weapon.SisterWeapon "PhoenixRod"
|
|
Weapon.AmmoGive 0
|
|
|
|
action native A_InitPhoenixPL2();
|
|
action native A_FirePhoenixPL2();
|
|
action native 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 -------------------------------------------------------------
|
|
|
|
ACTOR PhoenixFX1 native
|
|
{
|
|
Game Heretic
|
|
SpawnID 163
|
|
Radius 11
|
|
Height 8
|
|
Speed 20
|
|
Damage 20
|
|
DamageType Fire
|
|
Projectile
|
|
+THRUGHOST
|
|
+SPECIALFIREDAMAGE
|
|
SeeSound "weapons/phoenixshoot"
|
|
DeathSound "weapons/phoenixhit"
|
|
|
|
action native 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 -------------------------------------------------------------
|
|
|
|
ACTOR PhoenixPuff
|
|
{
|
|
+NOBLOCKMAP
|
|
+NOGRAVITY
|
|
+NOTELEPORT
|
|
+CANNOTPUSH
|
|
RenderStyle Translucent
|
|
Alpha 0.4
|
|
States
|
|
{
|
|
Spawn:
|
|
FX04 BCDEF 4
|
|
Stop
|
|
}
|
|
}
|
|
|
|
// Phoenix FX 2 -------------------------------------------------------------
|
|
|
|
ACTOR PhoenixFX2 native
|
|
{
|
|
Radius 6
|
|
Height 8
|
|
Speed 10
|
|
Damage 2
|
|
DamageType Fire
|
|
Projectile
|
|
RenderStyle Add
|
|
|
|
action native A_FlameEnd();
|
|
action native 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
|
|
}
|
|
}
|
|
|