qzdoom/wadsrc/static/zscript/strife/sigil.txt
Christoph Oelckers 371712c53a - turned everything I could into non-action functions.
- fixed emission of the self pointer in FxVMFunctionCall. I did not realize that the self expression only sets up a register for the value, not pushing it onto the stack.
2016-10-22 17:49:08 +02:00

178 lines
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Text

// The Almighty Sigil! ------------------------------------------------------
class Sigil : Weapon native
{
Default
{
Weapon.Kickback 100;
Weapon.SelectionOrder 4000;
Health 1;
+FLOORCLIP
+WEAPON.CHEATNOTWEAPON
Inventory.PickupSound "weapons/sigilcharge";
Tag "$TAG_SIGIL";
Inventory.Icon "I_SGL1";
Inventory.PickupMessage "$TXT_SIGIL";
}
native void A_SelectPiece ();
native void A_SelectSigilView ();
native void A_SelectSigilDown ();
native void A_SelectSigilAttack ();
native void A_SigilCharge ();
native void A_FireSigil1 ();
native void A_FireSigil2 ();
native void A_FireSigil3 ();
native void A_FireSigil4 ();
native void A_FireSigil5 ();
States
{
Spawn:
SIGL A 1;
SIGL A -1 A_SelectPiece;
Stop;
SIGL B -1;
Stop;
SIGL C -1;
Stop;
SIGL D -1;
Stop;
SIGL E -1;
Stop;
Ready:
SIGH A 0 Bright A_SelectSigilView;
Wait;
SIGH A 1 Bright A_WeaponReady;
Wait;
SIGH B 1 Bright A_WeaponReady;
Wait;
SIGH C 1 Bright A_WeaponReady;
Wait;
SIGH D 1 Bright A_WeaponReady;
Wait;
SIGH E 1 Bright A_WeaponReady;
Wait;
Deselect:
SIGH A 1 Bright A_SelectSigilDown;
Wait;
SIGH A 1 Bright A_Lower;
Wait;
SIGH B 1 Bright A_Lower;
Wait;
SIGH C 1 Bright A_Lower;
Wait;
SIGH D 1 Bright A_Lower;
Wait;
SIGH E 1 Bright A_Lower;
Wait;
Select:
SIGH A 1 Bright A_SelectSigilView;
Wait;
SIGH A 1 Bright A_Raise;
Wait;
SIGH B 1 Bright A_Raise;
Wait;
SIGH C 1 Bright A_Raise;
Wait;
SIGH D 1 Bright A_Raise;
Wait;
SIGH E 1 Bright A_Raise;
Wait;
Fire:
SIGH A 0 Bright A_SelectSigilAttack;
SIGH A 18 Bright A_SigilCharge;
SIGH A 3 Bright A_GunFlash;
SIGH A 10 A_FireSigil1;
SIGH A 5;
Goto Ready;
SIGH B 18 Bright A_SigilCharge;
SIGH B 3 Bright A_GunFlash;
SIGH B 10 A_FireSigil2;
SIGH B 5;
Goto Ready;
SIGH C 18 Bright A_SigilCharge;
SIGH C 3 Bright A_GunFlash;
SIGH C 10 A_FireSigil3;
SIGH C 5;
Goto Ready;
SIGH D 18 Bright A_SigilCharge;
SIGH D 3 Bright A_GunFlash;
SIGH D 10 A_FireSigil4;
SIGH D 5;
Goto Ready;
SIGH E 18 Bright A_SigilCharge;
SIGH E 3 Bright A_GunFlash;
SIGH E 10 A_FireSigil5;
SIGH E 5;
Goto Ready;
Flash:
SIGF A 4 Bright A_Light2;
SIGF B 6 Bright A_LightInverse;
SIGF C 4 Bright A_Light1;
SIGF C 0 Bright A_Light0;
Stop;
}
}
// Sigil 1 ------------------------------------------------------------------
class Sigil1 : Sigil
{
Default
{
Inventory.Icon "I_SGL1";
Health 1;
}
}
// Sigil 2 ------------------------------------------------------------------
class Sigil2 : Sigil
{
Default
{
Inventory.Icon "I_SGL2";
Health 2;
}
}
// Sigil 3 ------------------------------------------------------------------
class Sigil3 : Sigil
{
Default
{
Inventory.Icon "I_SGL3";
Health 3;
}
}
// Sigil 4 ------------------------------------------------------------------
class Sigil4 : Sigil
{
Default
{
Inventory.Icon "I_SGL4";
Health 4;
}
}
// Sigil 5 ------------------------------------------------------------------
class Sigil5 : Sigil
{
Default
{
Inventory.Icon "I_SGL5";
Health 5;
}
}