qzdoom/wadsrc/static/actors/hexen/clericstaff.txt

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// The Cleric's Serpent Staff -----------------------------------------------
ACTOR CWeapStaff : ClericWeapon
{
Weapon.SelectionOrder 1600
Weapon.AmmoUse1 1
Weapon.AmmoGive1 25
Weapon.KickBack 150
Weapon.YAdjust 10
Weapon.AmmoType1 "Mana1"
Inventory.PickupMessage "$TXT_WEAPON_C2"
Obituary "$OB_MPCWEAPSTAFFM"
Tag "$TAG_CWEAPSTAFF"
action native A_CStaffInitBlink();
action native A_CStaffCheckBlink();
action native A_CStaffCheck();
action native A_CStaffAttack();
States
{
Spawn:
WCSS A -1
Stop
Select:
CSSF C 1 A_Raise
Loop
Deselect:
CSSF B 3
CSSF C 4
CSSF C 1 A_Lower
Wait
Ready:
CSSF C 4
CSSF B 3 A_CStaffInitBlink
CSSF AAAAAAA 1 A_WeaponReady
CSSF A 1 A_CStaffCheckBlink
Goto Ready + 2
Fire:
CSSF A 1 Offset (0, 45) A_CStaffCheck
CSSF J 1 Offset (0, 50) A_CStaffAttack
CSSF J 2 Offset (0, 50)
CSSF J 2 Offset (0, 45)
CSSF A 2 Offset (0, 40)
CSSF A 2 Offset (0, 36)
Goto Ready + 2
Blink:
CSSF BBBCCCCCBBB 1 A_WeaponReady
Goto Ready + 2
Drain:
CSSF K 10 Offset (0, 36)
Goto Ready + 2
}
}
// Serpent Staff Missile ----------------------------------------------------
ACTOR CStaffMissile native
{
Speed 22
Radius 12
Height 10
Damage 5
RenderStyle Add
Projectile
DeathSound "ClericCStaffExplode"
Obituary "$OB_MPCWEAPSTAFFR"
States
{
Spawn:
CSSF DDEE 1 Bright A_CStaffMissileSlither
Loop
Death:
CSSF FG 4 Bright
CSSF HI 3 Bright
Stop
}
}
// Serpent Staff Puff -------------------------------------------------------
ACTOR CStaffPuff
{
+NOBLOCKMAP +NOGRAVITY
+PUFFONACTORS
RenderStyle Translucent
Alpha 0.6
SeeSound "ClericCStaffHitThing"
States
{
Spawn:
FHFX STUVW 4
Stop
}
}