qzdoom/wadsrc/static/actors/hexen/fighterquietus.txt
Christoph Oelckers 7db035abba - undid NOGRAVITY for all floatbobbing items.
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.
2015-02-12 16:27:28 +01:00

171 lines
3.2 KiB
Text

// Fighter Weapon Piece -----------------------------------------------------
ACTOR FighterWeaponPiece : WeaponPiece
{
Inventory.PickupSound "misc/w_pkup"
Inventory.PickupMessage "$TXT_QUIETUS_PIECE"
Inventory.ForbiddenTo ClericPlayer, MagePlayer
WeaponPiece.Weapon FWeapQuietus
+FLOATBOB
}
// Fighter Weapon Piece 1 ---------------------------------------------------
ACTOR FWeaponPiece1 : FighterWeaponPiece 12
{
Game Hexen
SpawnID 29
WeaponPiece.Number 1
States
{
Spawn:
WFR1 A -1 Bright
Stop
}
}
// Fighter Weapon Piece 2 ---------------------------------------------------
ACTOR FWeaponPiece2 : FighterWeaponPiece 13
{
Game Hexen
SpawnID 30
WeaponPiece.Number 2
States
{
Spawn:
WFR2 A -1 Bright
Stop
}
}
// Fighter Weapon Piece 3 ---------------------------------------------------
ACTOR FWeaponPiece3 : FighterWeaponPiece 16
{
Game Hexen
SpawnID 31
WeaponPiece.Number 3
States
{
Spawn:
WFR3 A -1 Bright
Stop
}
}
// Quietus Drop -------------------------------------------------------------
ACTOR QuietusDrop
{
States
{
Spawn:
TNT1 A 1
TNT1 A 1 A_DropWeaponPieces("FWeaponPiece1", "FWeaponPiece2", "FWeaponPiece3")
Stop
}
}
// The Fighter's Sword (Quietus) --------------------------------------------
ACTOR FWeapQuietus : FighterWeapon
{
Game Hexen
Health 3
Weapon.SelectionOrder 2900
+WEAPON.PRIMARY_USES_BOTH
+Inventory.NoAttenPickupSound
Weapon.AmmoUse1 14
Weapon.AmmoUse2 14
Weapon.AmmoGive1 20
Weapon.AmmoGive2 20
Weapon.KickBack 150
Weapon.YAdjust 10
Weapon.AmmoType1 "Mana1"
Weapon.AmmoType2 "Mana2"
Inventory.PickupMessage "$TXT_WEAPON_F4"
Inventory.PickupSound "WeaponBuild"
Tag "$TAG_FWEAPQUIETUS"
action native A_FSwordAttack();
States
{
Spawn:
TNT1 A -1
Stop
Select:
FSRD A 1 Bright A_Raise
Loop
Deselect:
FSRD A 1 Bright A_Lower
Loop
Ready:
FSRD AAAABBBBCCCC 1 Bright A_WeaponReady
Loop
Fire:
FSRD DE 3 Bright Offset (5, 36)
FSRD F 2 Bright Offset (5, 36)
FSRD G 3 Bright Offset (5, 36) A_FSwordAttack
FSRD H 2 Bright Offset (5, 36)
FSRD I 2 Bright Offset (5, 36)
FSRD I 10 Bright Offset (5, 150)
FSRD A 1 Bright Offset (5, 60)
FSRD B 1 Bright Offset (5, 55)
FSRD C 1 Bright Offset (5, 50)
FSRD A 1 Bright Offset (5, 45)
FSRD B 1 Bright Offset (5, 40)
Goto Ready
}
}
// Fighter Sword Missile ----------------------------------------------------
ACTOR FSwordMissile native
{
Speed 30
Radius 16
Height 8
Damage 8
Projectile
+EXTREMEDEATH
RenderStyle Add
DeathSound "FighterSwordExplode"
Obituary "$OB_MPFWEAPQUIETUS"
action native A_FSwordFlames();
States
{
Spawn:
FSFX ABC 3 Bright
Loop
Death:
FSFX D 4 Bright
FSFX E 3 Bright A_FSwordFlames
FSFX F 4 Bright A_Explode (64, 128, 0)
FSFX G 3 Bright
FSFX H 4 Bright
FSFX I 3 Bright
FSFX J 4 Bright
FSFX KLM 3 Bright
Stop
}
}
// Fighter Sword Flame ------------------------------------------------------
ACTOR FSwordFlame
{
+NOBLOCKMAP +NOGRAVITY
RenderStyle Translucent
Alpha 0.6
States
{
Spawn:
FSFX NOPQRSTUVW 3 Bright
Stop
}
}