mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-11-14 08:30:49 +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.
171 lines
3.2 KiB
Text
171 lines
3.2 KiB
Text
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// Fighter Weapon Piece -----------------------------------------------------
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ACTOR FighterWeaponPiece : WeaponPiece
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{
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Inventory.PickupSound "misc/w_pkup"
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Inventory.PickupMessage "$TXT_QUIETUS_PIECE"
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Inventory.ForbiddenTo ClericPlayer, MagePlayer
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WeaponPiece.Weapon FWeapQuietus
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+FLOATBOB
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}
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// Fighter Weapon Piece 1 ---------------------------------------------------
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ACTOR FWeaponPiece1 : FighterWeaponPiece 12
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{
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Game Hexen
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SpawnID 29
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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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WFR1 A -1 Bright
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Stop
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}
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}
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// Fighter Weapon Piece 2 ---------------------------------------------------
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ACTOR FWeaponPiece2 : FighterWeaponPiece 13
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{
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Game Hexen
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SpawnID 30
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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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WFR2 A -1 Bright
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Stop
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}
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}
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// Fighter Weapon Piece 3 ---------------------------------------------------
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ACTOR FWeaponPiece3 : FighterWeaponPiece 16
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{
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Game Hexen
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SpawnID 31
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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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WFR3 A -1 Bright
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Stop
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}
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}
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// Quietus Drop -------------------------------------------------------------
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ACTOR QuietusDrop
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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("FWeaponPiece1", "FWeaponPiece2", "FWeaponPiece3")
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Stop
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}
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}
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// The Fighter's Sword (Quietus) --------------------------------------------
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ACTOR FWeapQuietus : FighterWeapon
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{
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Game Hexen
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Health 3
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Weapon.SelectionOrder 2900
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+WEAPON.PRIMARY_USES_BOTH
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+Inventory.NoAttenPickupSound
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Weapon.AmmoUse1 14
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Weapon.AmmoUse2 14
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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.YAdjust 10
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Weapon.AmmoType1 "Mana1"
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Weapon.AmmoType2 "Mana2"
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Inventory.PickupMessage "$TXT_WEAPON_F4"
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Inventory.PickupSound "WeaponBuild"
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Tag "$TAG_FWEAPQUIETUS"
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action native A_FSwordAttack();
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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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Select:
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FSRD A 1 Bright A_Raise
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Loop
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Deselect:
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FSRD A 1 Bright A_Lower
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Loop
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Ready:
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FSRD AAAABBBBCCCC 1 Bright A_WeaponReady
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Loop
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Fire:
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FSRD DE 3 Bright Offset (5, 36)
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FSRD F 2 Bright Offset (5, 36)
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FSRD G 3 Bright Offset (5, 36) A_FSwordAttack
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FSRD H 2 Bright Offset (5, 36)
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FSRD I 2 Bright Offset (5, 36)
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FSRD I 10 Bright Offset (5, 150)
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FSRD A 1 Bright Offset (5, 60)
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FSRD B 1 Bright Offset (5, 55)
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FSRD C 1 Bright Offset (5, 50)
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FSRD A 1 Bright Offset (5, 45)
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FSRD B 1 Bright Offset (5, 40)
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Goto Ready
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}
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}
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// Fighter Sword Missile ----------------------------------------------------
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ACTOR FSwordMissile native
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{
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Speed 30
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Radius 16
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Height 8
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Damage 8
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Projectile
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+EXTREMEDEATH
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RenderStyle Add
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DeathSound "FighterSwordExplode"
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Obituary "$OB_MPFWEAPQUIETUS"
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action native A_FSwordFlames();
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States
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{
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Spawn:
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FSFX ABC 3 Bright
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Loop
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Death:
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FSFX D 4 Bright
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FSFX E 3 Bright A_FSwordFlames
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FSFX F 4 Bright A_Explode (64, 128, 0)
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FSFX G 3 Bright
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FSFX H 4 Bright
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FSFX I 3 Bright
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FSFX J 4 Bright
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FSFX KLM 3 Bright
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Stop
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}
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}
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// Fighter Sword Flame ------------------------------------------------------
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ACTOR FSwordFlame
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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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FSFX NOPQRSTUVW 3 Bright
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Stop
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}
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}
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