mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-11-24 21:11:39 +00:00
371712c53a
- fixed emission of the self pointer in FxVMFunctionCall. I did not realize that the self expression only sets up a register for the value, not pushing it onto the stack.
185 lines
3.1 KiB
Text
185 lines
3.1 KiB
Text
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// Fighter Weapon Piece -----------------------------------------------------
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class FighterWeaponPiece : WeaponPiece
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{
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Default
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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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}
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}
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// Fighter Weapon Piece 1 ---------------------------------------------------
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class FWeaponPiece1 : FighterWeaponPiece
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{
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Default
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{
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WeaponPiece.Number 1;
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}
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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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class FWeaponPiece2 : FighterWeaponPiece
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{
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Default
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{
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WeaponPiece.Number 2;
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}
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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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class FWeaponPiece3 : FighterWeaponPiece
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{
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Default
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{
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WeaponPiece.Number 3;
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}
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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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class QuietusDrop : Actor
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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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class FWeapQuietus : FighterWeapon
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{
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Default
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{
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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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}
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native void 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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class FSwordMissile : Actor native
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{
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Default
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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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}
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native void 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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class FSwordFlame : Actor
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{
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Default
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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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}
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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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