mirror of
https://github.com/ZDoom/qzdoom.git
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9ae272d753
- scriptified all Effect functions of Fastprojectile's children - implemented access to class meta data. - added a VM instruction to retrieve the class metadata, to eliminate the overhead of the function call that would otherwise be needed. - made GetClass() a builtin so that it can use the new instruction Important note about this commit: Scriptifying CFlameMissile::Effect revealed a problem with the virtual function interface: In order to work, this needs to be explicitly enabled for each single native class that may be used as a base for a scripted class. Needless to say, this will end up way too much work, as there are over 100 native classes, excluding those which will be scriptified. But in order to fix the problem this partially broken state needs to be committed first.
384 lines
5.9 KiB
Text
384 lines
5.9 KiB
Text
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class HereticWeapon : Weapon
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{
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Default
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{
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Weapon.Kickback 150;
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}
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}
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// Skull (Horn) Rod ---------------------------------------------------------
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class SkullRod : HereticWeapon
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{
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Default
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{
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Weapon.SelectionOrder 200;
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Weapon.AmmoUse1 1;
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Weapon.AmmoGive1 50;
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Weapon.YAdjust 15;
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Weapon.AmmoType1 "SkullRodAmmo";
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Weapon.SisterWeapon "SkullRodPowered";
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Inventory.PickupMessage "$TXT_WPNSKULLROD";
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Tag "$TAG_SKULLROD";
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}
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action native void A_FireSkullRodPL1();
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States
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{
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Spawn:
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WSKL A -1;
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Stop;
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Ready:
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HROD A 1 A_WeaponReady;
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Loop;
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Deselect:
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HROD A 1 A_Lower;
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Loop;
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Select:
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HROD A 1 A_Raise;
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Loop;
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Fire:
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HROD AB 4 A_FireSkullRodPL1;
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HROD B 0 A_ReFire;
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Goto Ready;
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}
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}
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class SkullRodPowered : SkullRod
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{
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Default
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{
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+WEAPON.POWERED_UP
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Weapon.AmmoUse1 5;
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Weapon.AmmoGive1 0;
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Weapon.SisterWeapon "SkullRod";
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Tag "$TAG_SKULLRODP";
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}
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action native void A_FireSkullRodPL2();
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States
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{
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Fire:
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HROD C 2;
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HROD D 3;
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HROD E 2;
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HROD F 3;
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HROD G 4 A_FireSkullRodPL2;
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HROD F 2;
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HROD E 3;
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HROD D 2;
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HROD C 2 A_ReFire;
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Goto Ready;
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}
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}
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// Horn Rod FX 1 ------------------------------------------------------------
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class HornRodFX1 : Actor
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{
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Default
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{
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Radius 12;
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Height 8;
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Speed 22;
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Damage 3;
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Projectile;
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+WINDTHRUST
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-NOBLOCKMAP
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RenderStyle "Add";
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SeeSound "weapons/hornrodshoot";
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DeathSound "weapons/hornrodhit";
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Obituary "$OB_MPSKULLROD";
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}
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States
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{
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Spawn:
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FX00 AB 6 BRIGHT;
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Loop;
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Death:
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FX00 HI 5 BRIGHT;
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FX00 JK 4 BRIGHT;
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FX00 LM 3 BRIGHT;
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Stop;
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}
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}
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// Horn Rod FX 2 ------------------------------------------------------------
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class HornRodFX2 : Actor
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{
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Default
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{
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Radius 12;
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Height 8;
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Speed 22;
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Damage 10;
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Health 140;
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Projectile;
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RenderStyle "Add";
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SeeSound "weapons/hornrodpowshoot";
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DeathSound "weapons/hornrodpowhit";
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Obituary "$OB_MPPSKULLROD";
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}
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native void A_AddPlayerRain();
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native void A_HideInCeiling();
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native void A_SkullRodStorm();
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States
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{
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Spawn:
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FX00 C 3 BRIGHT;
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FX00 D 3 BRIGHT A_SeekerMissile(10, 30);
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FX00 E 3 BRIGHT;
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FX00 F 3 BRIGHT A_SeekerMissile(10, 30);
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Loop;
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Death:
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FX00 H 5 BRIGHT A_AddPlayerRain;
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FX00 I 5 BRIGHT;
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FX00 J 4 BRIGHT;
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FX00 KLM 3 BRIGHT;
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FX00 G 1 A_HideInCeiling;
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FX00 G 1 A_SkullRodStorm;
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Wait;
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}
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override int DoSpecialDamage (Actor target, int damage, Name damagetype)
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{
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Sorcerer2 s2 = Sorcerer2(target);
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if (s2 != null && random[HornRodFX2]() < 96)
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{ // D'Sparil teleports away
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s2.DSparilTeleport ();
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return -1;
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}
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return damage;
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}
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}
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// Rain pillar 1 ------------------------------------------------------------
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class RainPillar : Actor native
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{
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Default
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{
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Radius 5;
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Height 12;
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Speed 12;
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Damage 5;
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Mass 5;
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Projectile;
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-ACTIVATEPCROSS
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-ACTIVATEIMPACT
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RenderStyle "Add";
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Obituary "$OB_MPPSKULLROD";
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}
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native void A_RainImpact();
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States
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{
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Spawn:
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FX22 A -1 BRIGHT;
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Stop;
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Death:
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FX22 B 4 BRIGHT A_RainImpact;
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FX22 CDEF 4 BRIGHT;
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Stop;
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NotFloor:
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FX22 GHI 4 BRIGHT;
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Stop;
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}
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}
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// Rain tracker "inventory" item --------------------------------------------
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class RainTracker : Inventory native
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{
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Default
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{
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+INVENTORY.UNDROPPABLE
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}
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}
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// Phoenix Rod --------------------------------------------------------------
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class PhoenixRod : Weapon native
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{
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Default
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{
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+WEAPON.NOAUTOFIRE
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Weapon.SelectionOrder 2600;
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Weapon.Kickback 150;
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Weapon.YAdjust 15;
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Weapon.AmmoUse 1;
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Weapon.AmmoGive 2;
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Weapon.AmmoType "PhoenixRodAmmo";
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Weapon.Sisterweapon "PhoenixRodPowered";
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Inventory.PickupMessage "$TXT_WPNPHOENIXROD";
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Tag "$TAG_PHOENIXROD";
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}
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action native void A_FirePhoenixPL1();
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States
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{
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Spawn:
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WPHX A -1;
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Stop;
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Ready:
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PHNX A 1 A_WeaponReady;
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Loop;
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Deselect:
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PHNX A 1 A_Lower;
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Loop;
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Select:
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PHNX A 1 A_Raise;
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Loop;
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Fire:
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PHNX B 5;
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PHNX C 7 A_FirePhoenixPL1;
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PHNX DB 4;
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PHNX B 0 A_ReFire;
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Goto Ready;
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}
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}
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class PhoenixRodPowered : PhoenixRod native
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{
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Default
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{
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+WEAPON.POWERED_UP
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+WEAPON.MELEEWEAPON
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Weapon.SisterWeapon "PhoenixRod";
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Weapon.AmmoGive 0;
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Tag "$TAG_PHOENIXRODP";
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}
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action native void A_InitPhoenixPL2();
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action native void A_FirePhoenixPL2();
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action native void A_ShutdownPhoenixPL2();
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States
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{
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Fire:
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PHNX B 3 A_InitPhoenixPL2;
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Hold:
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PHNX C 1 A_FirePhoenixPL2;
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PHNX B 4 A_ReFire;
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Powerdown:
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PHNX B 4 A_ShutdownPhoenixPL2;
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Goto Ready;
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}
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}
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// Phoenix FX 1 -------------------------------------------------------------
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class PhoenixFX1 : Actor
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{
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Default
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{
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Radius 11;
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Height 8;
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Speed 20;
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Damage 20;
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DamageType "Fire";
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Projectile;
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+THRUGHOST
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+SPECIALFIREDAMAGE
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SeeSound "weapons/phoenixshoot";
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DeathSound "weapons/phoenixhit";
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Obituary "$OB_MPPHOENIXROD";
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}
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native void A_PhoenixPuff();
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States
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{
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Spawn:
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FX04 A 4 BRIGHT A_PhoenixPuff;
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Loop;
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Death:
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FX08 A 6 BRIGHT A_Explode;
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FX08 BC 5 BRIGHT;
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FX08 DEFGH 4 BRIGHT;
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Stop;
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}
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override int DoSpecialDamage (Actor target, int damage, Name damagetype)
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{
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Sorcerer2 s2 = Sorcerer2(target);
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if (s2 != null && random[HornRodFX2]() < 96)
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{ // D'Sparil teleports away
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s2.DSparilTeleport ();
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return -1;
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}
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return damage;
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}
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}
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// Phoenix puff -------------------------------------------------------------
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class PhoenixPuff : Actor
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{
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Default
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{
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+NOBLOCKMAP
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+NOGRAVITY
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+NOTELEPORT
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+CANNOTPUSH
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RenderStyle "Translucent";
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Alpha 0.4;
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}
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States
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{
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Spawn:
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FX04 BCDEF 4;
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Stop;
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}
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}
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// Phoenix FX 2 -------------------------------------------------------------
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class PhoenixFX2 : Actor native
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{
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Default
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{
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Radius 6;
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Height 8;
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Speed 10;
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Damage 2;
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DamageType "Fire";
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Projectile;
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RenderStyle "Add";
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Obituary "$OB_MPPPHOENIXROD";
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}
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native void A_FlameEnd();
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native void A_FloatPuff();
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States
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{
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Spawn:
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FX09 ABABA 2 BRIGHT;
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FX09 B 2 BRIGHT A_FlameEnd;
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FX09 CDEF 2 BRIGHT;
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Stop;
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Death:
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FX09 G 3 BRIGHT;
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FX09 H 3 BRIGHT A_FloatPuff;
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FX09 I 4 BRIGHT;
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FX09 JK 5 BRIGHT;
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Stop;
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}
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}
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