mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-11-11 15:22:16 +00:00
319 lines
6.4 KiB
Text
319 lines
6.4 KiB
Text
|
|
// The Fighter's Axe --------------------------------------------------------
|
|
|
|
class FWeapAxe : FighterWeapon
|
|
{
|
|
const AXERANGE = (2.25 * DEFMELEERANGE);
|
|
|
|
Default
|
|
{
|
|
Weapon.SelectionOrder 1500;
|
|
+WEAPON.AXEBLOOD +WEAPON.AMMO_OPTIONAL +WEAPON.MELEEWEAPON
|
|
Weapon.AmmoUse1 2;
|
|
Weapon.AmmoGive1 25;
|
|
Weapon.KickBack 150;
|
|
Weapon.YAdjust -12;
|
|
Weapon.AmmoType1 "Mana1";
|
|
Inventory.PickupMessage "$TXT_WEAPON_F2";
|
|
Obituary "$OB_MPFWEAPAXE";
|
|
Tag "$TAG_FWEAPAXE";
|
|
}
|
|
|
|
States
|
|
{
|
|
Spawn:
|
|
WFAX A -1;
|
|
Stop;
|
|
Select:
|
|
FAXE A 1 A_FAxeCheckUp;
|
|
Loop;
|
|
Deselect:
|
|
FAXE A 1 A_Lower;
|
|
Loop;
|
|
Ready:
|
|
FAXE A 1 A_FAxeCheckReady;
|
|
Loop;
|
|
Fire:
|
|
FAXE B 4 Offset (15, 32) A_FAxeCheckAtk;
|
|
FAXE C 3 Offset (15, 32);
|
|
FAXE D 2 Offset (15, 32);
|
|
FAXE D 1 Offset (-5, 70) A_FAxeAttack;
|
|
FAXE D 2 Offset (-25, 90);
|
|
FAXE E 1 Offset (15, 32);
|
|
EndAttack:
|
|
FAXE E 2 Offset (10, 54);
|
|
FAXE E 7 Offset (10, 150);
|
|
FAXE A 1 Offset (0, 60) A_ReFire;
|
|
FAXE A 1 Offset (0, 52);
|
|
FAXE A 1 Offset (0, 44);
|
|
FAXE A 1 Offset (0, 36);
|
|
FAXE A 1;
|
|
Goto Ready;
|
|
SelectGlow:
|
|
FAXE L 1 A_FAxeCheckUpG;
|
|
Loop;
|
|
DeselectGlow:
|
|
FAXE L 1 A_Lower;
|
|
Loop;
|
|
ReadyGlow:
|
|
FAXE LLL 1 A_FAxeCheckReadyG;
|
|
FAXE MMM 1 A_FAxeCheckReadyG;
|
|
Loop;
|
|
FireGlow:
|
|
FAXE N 4 Offset (15, 32);
|
|
FAXE O 3 Offset (15, 32);
|
|
FAXE P 2 Offset (15, 32);
|
|
FAXE P 1 Offset (-5, 70) A_FAxeAttack;
|
|
FAXE P 2 Offset (-25, 90);
|
|
FAXE Q 1 Offset (15, 32);
|
|
FAXE Q 2 Offset (10, 54);
|
|
FAXE Q 7 Offset (10, 150);
|
|
FAXE A 1 Offset (0, 60) A_ReFire;
|
|
FAXE A 1 Offset (0, 52);
|
|
FAXE A 1 Offset (0, 44);
|
|
FAXE A 1 Offset (0, 36);
|
|
FAXE A 1;
|
|
Goto ReadyGlow;
|
|
}
|
|
|
|
override State GetUpState ()
|
|
{
|
|
return Ammo1.Amount ? FindState ("SelectGlow") : Super.GetUpState();
|
|
}
|
|
|
|
override State GetDownState ()
|
|
{
|
|
return Ammo1.Amount ? FindState ("DeselectGlow") : Super.GetDownState();
|
|
}
|
|
|
|
override State GetReadyState ()
|
|
{
|
|
return Ammo1.Amount ? FindState ("ReadyGlow") : Super.GetReadyState();
|
|
}
|
|
|
|
override State GetAtkState (bool hold)
|
|
{
|
|
return Ammo1.Amount ? FindState ("FireGlow") : Super.GetAtkState(hold);
|
|
}
|
|
|
|
|
|
|
|
//============================================================================
|
|
//
|
|
// A_FAxeCheckReady
|
|
//
|
|
//============================================================================
|
|
|
|
action void A_FAxeCheckReady()
|
|
{
|
|
if (player == null)
|
|
{
|
|
return;
|
|
}
|
|
Weapon w = player.ReadyWeapon;
|
|
if (w.Ammo1 && w.Ammo1.Amount > 0)
|
|
{
|
|
player.SetPsprite(PSP_WEAPON, w.FindState("ReadyGlow"));
|
|
}
|
|
else
|
|
{
|
|
A_WeaponReady();
|
|
}
|
|
}
|
|
|
|
//============================================================================
|
|
//
|
|
// A_FAxeCheckReadyG
|
|
//
|
|
//============================================================================
|
|
|
|
action void A_FAxeCheckReadyG()
|
|
{
|
|
if (player == null)
|
|
{
|
|
return;
|
|
}
|
|
Weapon w = player.ReadyWeapon;
|
|
if (!w.Ammo1 || w.Ammo1.Amount <= 0)
|
|
{
|
|
player.SetPsprite(PSP_WEAPON, w.FindState("Ready"));
|
|
}
|
|
else
|
|
{
|
|
A_WeaponReady();
|
|
}
|
|
}
|
|
|
|
//============================================================================
|
|
//
|
|
// A_FAxeCheckUp
|
|
//
|
|
//============================================================================
|
|
|
|
action void A_FAxeCheckUp()
|
|
{
|
|
if (player == null)
|
|
{
|
|
return;
|
|
}
|
|
Weapon w = player.ReadyWeapon;
|
|
if (w.Ammo1 && w.Ammo1.Amount > 0)
|
|
{
|
|
player.SetPsprite(PSP_WEAPON, w.FindState("SelectGlow"));
|
|
}
|
|
else
|
|
{
|
|
A_Raise();
|
|
}
|
|
}
|
|
|
|
//============================================================================
|
|
//
|
|
// A_FAxeCheckUpG
|
|
//
|
|
//============================================================================
|
|
|
|
action void A_FAxeCheckUpG()
|
|
{
|
|
if (player == null)
|
|
{
|
|
return;
|
|
}
|
|
Weapon w = player.ReadyWeapon;
|
|
if (!w.Ammo1 || w.Ammo1.Amount <= 0)
|
|
{
|
|
player.SetPsprite(PSP_WEAPON, w.FindState("Select"));
|
|
}
|
|
else
|
|
{
|
|
A_Raise();
|
|
}
|
|
}
|
|
|
|
//============================================================================
|
|
//
|
|
// A_FAxeCheckAtk
|
|
//
|
|
//============================================================================
|
|
|
|
action void A_FAxeCheckAtk()
|
|
{
|
|
if (player == null)
|
|
{
|
|
return;
|
|
}
|
|
Weapon w = player.ReadyWeapon;
|
|
if (w.Ammo1 && w.Ammo1.Amount > 0)
|
|
{
|
|
player.SetPsprite(PSP_WEAPON, w.FindState("FireGlow"));
|
|
}
|
|
}
|
|
|
|
//============================================================================
|
|
//
|
|
// A_FAxeAttack
|
|
//
|
|
//============================================================================
|
|
|
|
action void A_FAxeAttack()
|
|
{
|
|
FTranslatedLineTarget t;
|
|
|
|
if (player == null)
|
|
{
|
|
return;
|
|
}
|
|
|
|
int damage = 40+(random[AxeAtk]() & 15);
|
|
damage += random[AxeAtk]() & 7;
|
|
int power = 0;
|
|
Weapon weapon = player.ReadyWeapon;
|
|
class<Actor> pufftype;
|
|
int usemana;
|
|
if ((usemana = (weapon.Ammo1 && weapon.Ammo1.Amount > 0)))
|
|
{
|
|
damage <<= 1;
|
|
power = 6;
|
|
pufftype = "AxePuffGlow";
|
|
}
|
|
else
|
|
{
|
|
pufftype = "AxePuff";
|
|
}
|
|
for (int i = 0; i < 16; i++)
|
|
{
|
|
for (int j = 1; j >= -1; j -= 2)
|
|
{
|
|
double ang = angle + j*i*(45. / 16);
|
|
double slope = AimLineAttack(ang, AXERANGE, t);
|
|
if (t.linetarget)
|
|
{
|
|
LineAttack(ang, AXERANGE, slope, damage, 'Melee', pufftype, true, t);
|
|
if (t.linetarget != null)
|
|
{
|
|
if (t.linetarget.bIsMonster || t.linetarget.player)
|
|
{
|
|
t.linetarget.Thrust(power, t.attackAngleFromSource);
|
|
}
|
|
AdjustPlayerAngle(t);
|
|
|
|
weapon.DepleteAmmo (weapon.bAltFire, false);
|
|
|
|
if ((weapon.Ammo1 == null || weapon.Ammo1.Amount == 0) &&
|
|
(!(weapon.bPrimary_Uses_Both) ||
|
|
weapon.Ammo2 == null || weapon.Ammo2.Amount == 0))
|
|
{
|
|
player.SetPsprite(PSP_WEAPON, weapon.FindState("EndAttack"));
|
|
}
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
// didn't find any creatures, so try to strike any walls
|
|
self.weaponspecial = 0;
|
|
|
|
double slope = AimLineAttack (angle, DEFMELEERANGE);
|
|
LineAttack (angle, DEFMELEERANGE, slope, damage, 'Melee', pufftype, true);
|
|
}
|
|
}
|
|
|
|
// Axe Puff -----------------------------------------------------------------
|
|
|
|
class AxePuff : Actor
|
|
{
|
|
Default
|
|
{
|
|
+NOBLOCKMAP +NOGRAVITY
|
|
+PUFFONACTORS
|
|
RenderStyle "Translucent";
|
|
Alpha 0.6;
|
|
SeeSound "FighterAxeHitThing";
|
|
AttackSound "FighterHammerHitWall";
|
|
ActiveSound "FighterHammerMiss";
|
|
}
|
|
States
|
|
{
|
|
Spawn:
|
|
FHFX STUVW 4;
|
|
Stop;
|
|
}
|
|
}
|
|
|
|
// Glowing Axe Puff ---------------------------------------------------------
|
|
|
|
class AxePuffGlow : AxePuff
|
|
{
|
|
Default
|
|
{
|
|
+PUFFONACTORS
|
|
RenderStyle "Add";
|
|
Alpha 1;
|
|
}
|
|
States
|
|
{
|
|
Spawn:
|
|
FAXE RSTUVWX 4 Bright;
|
|
Stop;
|
|
}
|
|
}
|