mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-12-24 11:20:54 +00:00
62ffe7e4e2
- Fixed: Heretic and Hexen completely skip all normal Z processing on mobjs with FLOATBOB set. To emulate that, we need to add NOGRAVITY to everything with that flag set.
172 lines
3.2 KiB
Text
172 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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+NOGRAVITY
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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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