qzdoom/wadsrc/static/actors/heretic/hereticweaps.txt
Christoph Oelckers affd0e5034 - Converted the mace and all related actors to DECORATE and generalized
the spawn function that only spawns one mace per level.
- Moved Mace respawning code into AInventory so that it works properly
  for replacement actors.


SVN r1107 (trunk)
2008-08-03 19:10:48 +00:00

660 lines
9.9 KiB
Text

/*
ACTOR HereticWeapon : Weapon
{
Weapon.Kickback 150
}
*/
// Staff --------------------------------------------------------------------
ACTOR Staff : HereticWeapon
{
Weapon.SelectionOrder 3800
+THRUGHOST
+WIMPY_WEAPON
+MELEEWEAPON
Weapon.sisterweapon "StaffPowered"
action native A_StaffAttack (eval int damage, class<Actor> puff);
States
{
Ready:
STFF A 1 A_WeaponReady
Loop
Deselect:
STFF A 1 A_Lower
Loop
Select:
STFF A 1 A_Raise
Loop
Fire:
STFF B 6
STFF C 8 A_StaffAttack(random[StaffAttack](5, 20), "StaffPuff")
STFF B 8 A_ReFire
Goto Ready
}
}
ACTOR StaffPowered : Staff
{
Weapon.sisterweapon "Staff"
Weapon.ReadySound "weapons/staffcrackle"
+WEAPON.POWERED_UP
+WEAPON.READYSNDHALF
+WEAPON.STAFF2_KICKBACK
States
{
Ready:
STFF DEF 4 A_WeaponReady
Loop
Deselect:
STFF D 1 A_Lower
Loop
Select:
STFF D 1 A_Raise
Loop
Fire:
STFF G 6
STFF H 8 A_StaffAttack(random[StaffAttack](18, 81), "StaffPuff2")
STFF G 8 A_ReFire
Goto Ready
}
}
// Staff puff ---------------------------------------------------------------
ACTOR StaffPuff
{
RenderStyle Translucent
Alpha 0.4
VSpeed 1
+NOBLOCKMAP
+NOGRAVITY
+PUFFONACTORS
AttackSound "weapons/staffhit"
States
{
Spawn:
PUF3 A 3 BRIGHT
PUF3 BCD 3
Stop
}
}
// Staff puff 2 -------------------------------------------------------------
ACTOR StaffPuff2
{
RenderStyle Add
+NOBLOCKMAP
+NOGRAVITY
+PUFFONACTORS
AttackSound "weapons/staffpowerhit"
States
{
Spawn:
PUF4 ABCDEF 4 BRIGHT
Stop
}
}
// Gold wand ----------------------------------------------------------------
ACTOR GoldWand : HereticWeapon
{
+BLOODSPLATTER
Weapon.SelectionOrder 2000
Weapon.AmmoGive 25
Weapon.AmmoUse 1
Weapon.AmmoType "GoldWandAmmo"
Weapon.SisterWeapon "GoldWandPowered"
Weapon.YAdjust 5
action native A_FireGoldWandPL1 ();
States
{
Ready:
GWND A 1 A_WeaponReady
Loop
Deselect:
GWND A 1 A_Lower
Loop
Select:
GWND A 1 A_Raise
Loop
Fire:
GWND B 3
GWND C 5 A_FireGoldWandPL1
GWND D 3
GWND D 0 A_ReFire
Goto Ready
}
}
ACTOR GoldWandPowered : GoldWand
{
+WEAPON.POWERED_UP
Weapon.AmmoGive 0
Weapon.SisterWeapon "GoldWand"
action native A_FireGoldWandPL2 ();
States
{
Fire:
GWND B 3
GWND C 4 A_FireGoldWandPL2
GWND D 3
GWND D 0 A_ReFire
Goto Ready
}
}
// Gold wand FX1 ------------------------------------------------------------
ACTOR GoldWandFX1
{
Game Heretic
SpawnID 151
Radius 10
Height 6
Speed 22
Damage 2
Projectile
RenderStyle Add
DeathSound "weapons/wandhit"
States
{
Spawn:
FX01 AB 6 BRIGHT
Loop
Death:
FX01 EFGH 3 BRIGHT
Stop
}
}
// Gold wand FX2 ------------------------------------------------------------
ACTOR GoldWandFX2 : GoldWandFX1
{
Game Heretic
SpawnID 152
Speed 18
Damage 1
DeathSound ""
States
{
Spawn:
FX01 CD 6 BRIGHT
Loop
}
}
// Gold wand puff 1 ---------------------------------------------------------
ACTOR GoldWandPuff1
{
+NOBLOCKMAP
+NOGRAVITY
+PUFFONACTORS
RenderStyle Add
States {
Spawn:
PUF2 ABCDE 3 BRIGHT
Stop
}
}
// Gold wand puff 2 ---------------------------------------------------------
ACTOR GoldWandPuff2 : GoldWandFX1
{
Skip_Super
+NOBLOCKMAP
+NOGRAVITY
States
{
Spawn:
Goto Super::Death
}
}
// Crossbow -----------------------------------------------------------------
ACTOR Crossbow : HereticWeapon 2001
{
Game Heretic
SpawnID 27
Weapon.SelectionOrder 800
Weapon.AmmoUse 1
Weapon.AmmoGive 10
Weapon.AmmoType "CrossbowAmmo"
Weapon.SisterWeapon "CrossbowPowered"
Weapon.YAdjust 15
Inventory.PickupMessage "$TxT_WPNCROSSBOW"
action native A_FireCrossbowPL1 ();
States
{
Spawn:
WBOW A -1
Stop
Ready:
CRBW AAAAAABBBBBBCCCCCC 1 A_WeaponReady
Loop
Deselect:
CRBW A 1 A_Lower
Loop
Select:
CRBW A 1 A_Raise
Loop
Fire:
CRBW D 6 A_FireCrossbowPL1
CRBW EFGH 3
CRBW AB 4
CRBW C 5 A_ReFire
Goto Ready
}
}
ACTOR CrossbowPowered : Crossbow
{
+WEAPON.POWERED_UP
Weapon.AmmoGive 0
Weapon.SisterWeapon "Crossbow"
action native A_FireCrossbowPL2();
States
{
Fire:
CRBW D 5 A_FireCrossbowPL2
CRBW E 3
CRBW F 2
CRBW G 3
CRBW H 2
CRBW A 3
CRBW B 3
CRBW C 4 A_ReFire
Goto Ready
}
}
// Crossbow FX1 -------------------------------------------------------------
ACTOR CrossbowFX1
{
Game Heretic
SpawnID 147
Radius 11
Height 8
Speed 30
Damage 10
Projectile
RenderStyle Add
SeeSound "weapons/bowshoot"
DeathSound "weapons/bowhit"
States
{
Spawn:
FX03 B 1 BRIGHT
Loop
Death:
FX03 HIJ 8 BRIGHT
Stop
}
}
// Crossbow FX2 -------------------------------------------------------------
ACTOR CrossbowFX2 : CrossbowFX1
{
Game Heretic
SpawnID 148
Speed 32
Damage 6
States
{
Spawn:
FX03 B 1 BRIGHT A_SpawnItemEx("CrossbowFX4", random2[BoltSpark]()*0.015625, random2[BoltSpark]()*0.015625, 0, 0,0,0,0,SXF_ABSOLUTEPOSITION, 50)
Loop
}
}
// Crossbow FX3 -------------------------------------------------------------
ACTOR CrossbowFX3 : CrossbowFX1
{
Game Heretic
SpawnID 149
Speed 20
Damage 2
SeeSound ""
-NOBLOCKMAP
+WINDTHRUST
+THRUGHOST
States
{
Spawn:
FX03 A 1 BRIGHT
Loop
Death:
FX03 CDE 8 BRIGHT
Stop
}
}
// Crossbow FX4 -------------------------------------------------------------
ACTOR CrossbowFX4
{
+NOBLOCKMAP
Gravity 0.125
RenderStyle Add
States
{
Spawn:
FX03 FG 8 BRIGHT
Stop
}
}
// Gauntlets ----------------------------------------------------------------
ACTOR Gauntlets : Weapon 2005
{
Game Heretic
SpawnID 32
+BLOODSPLATTER
Weapon.SelectionOrder 2300
+WEAPON.WIMPY_WEAPON
+WEAPON.MELEEWEAPON
Weapon.Kickback 0
Weapon.YAdjust 15
Weapon.UpSound "weapons/gauntletsactivate"
Weapon.SisterWeapon "GauntletsPowered"
Inventory.PickupMessage "$TxT_WPNGAUNTLETS"
action native A_GauntletAttack (eval int power);
States
{
Spawn:
WGNT A -1
Stop
Ready:
GAUN A 1 A_WeaponReady
Loop
Deselect:
GAUN A 1 A_Lower
Loop
Select:
GAUN A 1 A_Raise
Loop
Fire:
GAUN B 4 A_PlayWeaponSound("weapons/gauntletsuse")
GAUN C 4
Hold:
GAUN DEF 4 BRIGHT A_GauntletAttack(0)
GAUN C 4 A_ReFire
GAUN B 4 A_Light0
Goto Ready
}
}
ACTOR GauntletsPowered : Gauntlets
{
+POWERED_UP
Weapon.SisterWeapon "Gauntlets"
States
{
Ready:
GAUN GHI 4 A_WeaponReady
Loop
Deselect:
GAUN G 1 A_Lower
Loop
Select:
GAUN G 1 A_Raise
Loop
Fire:
GAUN J 4 A_PlayWeaponSound("weapons/gauntletsuse")
GAUN K 4
Hold:
GAUN LMN 4 BRIGHT A_GauntletAttack(1)
GAUN K 4 A_ReFire
GAUN J 4 A_Light0
Goto Ready
}
}
// Gauntlet puff 1 ----------------------------------------------------------
ACTOR GauntletPuff1
{
+NOBLOCKMAP
+NOGRAVITY
+PUFFONACTORS
RenderStyle Translucent
Alpha 0.4
VSpeed 0.8
States
{
PUF1 ABCD 4 BRIGHT
Stop
}
}
// Gauntlett puff 2 ---------------------------------------------------------
ACTOR GauntletPuff2 : GauntletPuff1
{
States
{
PUF1 EFGH 4 BRIGHT
Stop
}
}
// The mace itself ----------------------------------------------------------
ACTOR Mace : HereticWeapon
{
Game Heretic
SpawnID 31
Weapon.SelectionOrder 1400
Weapon.AmmoUse 1
Weapon.AmmoGive1 50
Weapon.YAdjust 15
Weapon.AmmoType "MaceAmmo"
Weapon.SisterWeapon "MacePowered"
Inventory.PickupMessage "$TxT_WPNMACE"
action native A_FireMacePL1();
States
{
Spawn:
WMCE A -1
Stop
Ready:
MACE A 1 A_WeaponReady
Loop
Deselect:
MACE A 1 A_Lower
Loop
Select:
MACE A 1 A_Raise
Loop
Fire:
MACE B 4
Hold:
MACE CDEF 3 A_FireMacePL1
MACE C 4 A_ReFire
MACE DEFB 4
Goto Ready
}
}
ACTOR MacePowered : Mace
{
+WEAPON.POWERED_UP
Weapon.AmmoUse 5
Weapon.AmmoGive 0
Weapon.SisterWeapon "Mace"
action native A_FireMacePL2();
States
{
Fire:
Hold:
MACE B 4
MACE D 4 A_FireMacePL2
MACE B 4
MACE A 8 A_ReFire
Goto Ready
}
}
// Mace FX1 -----------------------------------------------------------------
ACTOR MaceFX1
{
Game Heretic
SpawnID 154
Radius 8
Height 6
Speed 20
Damage 2
Projectile
+THRUGHOST
+HERETICBOUNCE
SeeSound "weapons/maceshoot"
action native A_MacePL1Check();
action native A_MaceBallImpact();
States
{
Spawn:
FX02 AB 4 A_MacePL1Check
Loop
Death:
FX02 F 4 BRIGHT A_MaceBallImpact
FX02 GHIJ 4 BRIGHT
Stop
}
}
// Mace FX2 -----------------------------------------------------------------
ACTOR MaceFX2 : MaceFX1
{
Game Heretic
SpawnID 156
Speed 10
Damage 6
Gravity 0.125
-NOGRAVITY
SeeSound ""
action native A_MaceBallImpact2();
States
{
Spawn:
FX02 CD 4
Loop
Death:
FX02 F 4 A_MaceBallImpact2
goto Super::Death+1
}
}
// Mace FX3 -----------------------------------------------------------------
ACTOR MaceFX3 : MaceFX1
{
Game Heretic
SpawnID 155
Speed 7
Damage 4
-NOGRAVITY
Gravity 0.125
States
{
Spawn:
FX02 AB 4
Loop
}
}
// Mace FX4 -----------------------------------------------------------------
ACTOR MaceFX4 native
{
Game Heretic
SpawnID 153
Radius 8
Height 6
Speed 7
Damage 18
Gravity 0.125
Projectile
-NOGRAVITY
+TELESTOMP
+THRUGHOST
+HERETICBOUNCE
SeeSound ""
action native A_DeathBallImpact();
States
{
Spawn:
FX02 E 99
Loop
Death:
FX02 C 4 A_DeathBallImpact
FX02 GHIJ 4 BRIGHT
Stop
}
}
// Mace spawn spot ----------------------------------------------------------
ACTOR MaceSpawner : SpecialSpot 2002
{
Game Heretic
+NOSECTOR
+NOBLOCKMAP
States
{
Spawn:
TNT1 A 1
TNT1 A -1 A_SpawnSingleItem("Mace", 64, 64, 0)
Stop
}
}