mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-11-24 21:11:39 +00:00
a7e40b56f6
have those escapes stripped before printing so that they do not merge with subsequent text. - Moved default weapon slot assignments into the player classes. Weapon.SlotNumber is now used solely for mods that want to add new weapons without completely redoing the player's arsenal. Restored some config-based weapon slot customization, though slots are no longer automatically saved to the config and section names have changed slightly. However, unlike before, config slots are now the definitive word on slot assignments and cannot be overridden by any other files loaded. - Fixed: Several weapons were missing a game filter from their definitions. - Removed storage of weapon slots in the config so that weapon slots can be setup in the weapons themselves. Slots are still configurable, since they need to be for KEYCONF to work; any changes simply won't be saved when you quit. - Removed limit on weapon slot sizes. SVN r1428 (trunk)
241 lines
4.1 KiB
Text
241 lines
4.1 KiB
Text
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// Cleric Weapon Piece ------------------------------------------------------
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ACTOR ClericWeaponPiece : WeaponPiece native
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{
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Inventory.PickupSound "misc/w_pkup"
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Inventory.PickupMessage "$TXT_WRAITHVERGE_PIECE"
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WeaponPiece.Weapon CWeapWraithverge
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+FLOATBOB
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}
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// Cleric Weapon Piece 1 ----------------------------------------------------
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ACTOR CWeaponPiece1 : ClericWeaponPiece 18
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{
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Game Hexen
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SpawnID 33
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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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WCH1 A -1
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Stop
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}
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}
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// Cleric Weapon Piece 2 ----------------------------------------------------
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ACTOR CWeaponPiece2 : ClericWeaponPiece 19
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{
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Game Hexen
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SpawnID 34
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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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WCH2 A -1
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Stop
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}
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}
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// Cleric Weapon Piece 3 ----------------------------------------------------
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ACTOR CWeaponPiece3 : ClericWeaponPiece 20
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{
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Game Hexen
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SpawnID 35
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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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WCH3 A -1
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Stop
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}
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}
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// Wraithverge Drop ---------------------------------------------------------
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ACTOR WraithvergeDrop
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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("CWeaponPiece1", "CWeaponPiece2", "CWeaponPiece3")
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Stop
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}
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}
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// Cleric's Wraithverge (Holy Symbol?) --------------------------------------
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ACTOR CWeapWraithverge : ClericWeapon native
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{
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Game Hexen
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Health 3
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Weapon.SelectionOrder 3000
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+WEAPON.PRIMARY_USES_BOTH
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+Inventory.NoAttenPickupSound
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Weapon.AmmoUse1 18
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Weapon.AmmoUse2 18
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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.AmmoType1 "Mana1"
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Weapon.AmmoType2 "Mana2"
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Inventory.PickupMessage "$TXT_WEAPON_C4"
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Inventory.PickupSound "WeaponBuild"
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action native A_CHolyAttack();
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action native A_CHolyPalette();
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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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Ready:
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CHLY A 1 A_WeaponReady
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Loop
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Select:
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CHLY A 1 A_Raise
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Loop
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Deselect:
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CHLY A 1 A_Lower
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Loop
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Fire:
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CHLY AB 1 Bright Offset (0, 40)
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CHLY CD 2 Bright Offset (0, 43)
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CHLY E 2 Bright Offset (0, 45)
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CHLY F 6 Bright Offset (0, 48) A_CHolyAttack
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CHLY GG 2 Bright Offset (0, 40) A_CHolyPalette
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CHLY G 2 Offset (0, 36) A_CHolyPalette
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Goto Ready
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}
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}
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// Holy Missile -------------------------------------------------------------
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ACTOR HolyMissile
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{
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Speed 30
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Radius 15
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Height 8
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Damage 4
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Projectile
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-ACTIVATEIMPACT -ACTIVATEPCROSS
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+EXTREMEDEATH
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action native A_CHolyAttack2();
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States
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{
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Spawn:
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SPIR PPPP 3 Bright A_SpawnItemEx("HolyMissilePuff")
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Death:
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SPIR P 1 Bright A_CHolyAttack2
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Stop
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}
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}
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// Holy Missile Puff --------------------------------------------------------
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ACTOR HolyMissilePuff
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{
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Radius 4
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Height 8
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+NOBLOCKMAP +NOGRAVITY +DROPOFF
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+NOTELEPORT
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RenderStyle "Translucent"
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Alpha 0.4
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States
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{
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Spawn:
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SPIR QRSTU 3
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Stop
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}
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}
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// Holy Puff ----------------------------------------------------------------
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ACTOR HolyPuff
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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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SPIR KLMNO 3
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Stop
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}
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}
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// Holy Spirit --------------------------------------------------------------
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ACTOR HolySpirit native
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{
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Health 105
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Speed 12
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Radius 10
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Height 6
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Damage 3
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Projectile
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+RIPPER +SEEKERMISSILE
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+FOILINVUL +SKYEXPLODE +NOEXPLODEFLOOR +CANBLAST
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+EXTREMEDEATH
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RenderStyle Translucent
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Alpha 0.4
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DeathSound "SpiritDie"
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action native A_CHolySeek();
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action native A_CHolyCheckScream();
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States
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{
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Spawn:
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SPIR AAB 2 A_CHolySeek
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SPIR B 2 A_CHolyCheckScream
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Loop
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Death:
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SPIR D 4
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SPIR E 4 A_Scream
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SPIR FGHI 4
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Stop
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}
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}
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// Holy Tail ----------------------------------------------------------------
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ACTOR HolyTail
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{
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Radius 1
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Height 1
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+NOBLOCKMAP +NOGRAVITY +DROPOFF +NOCLIP
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+NOTELEPORT
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RenderStyle Translucent
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Alpha 0.6
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action native A_CHolyTail();
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States
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{
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Spawn:
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SPIR C 1 A_CHolyTail
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Loop
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TailTrail:
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SPIR D -1
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Stop
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}
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}
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// Holy Tail Trail ---------------------------------------------------------
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ACTOR HolyTailTrail : HolyTail
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{
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States
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{
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Spawn:
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Goto TailTrail
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}
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}
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