mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-11-28 15:02:01 +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.
160 lines
2.8 KiB
Text
160 lines
2.8 KiB
Text
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// Mage Weapon Piece --------------------------------------------------------
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class MageWeaponPiece : 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_BLOODSCOURGE_PIECE";
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Inventory.ForbiddenTo "FighterPlayer", "ClericPlayer";
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WeaponPiece.Weapon "MWeapBloodscourge";
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+FLOATBOB
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}
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}
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// Mage Weapon Piece 1 ------------------------------------------------------
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class MWeaponPiece1 : MageWeaponPiece
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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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WMS1 A -1 Bright;
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Stop;
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}
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}
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// Mage Weapon Piece 2 ------------------------------------------------------
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class MWeaponPiece2 : MageWeaponPiece
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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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WMS2 A -1 Bright;
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Stop;
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}
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}
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// Mage Weapon Piece 3 ------------------------------------------------------
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class MWeaponPiece3 : MageWeaponPiece
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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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WMS3 A -1 Bright;
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Stop;
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}
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}
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// Bloodscourge Drop --------------------------------------------------------
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class BloodscourgeDrop : 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("MWeaponPiece1", "MWeaponPiece2", "MWeaponPiece3");
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Stop;
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}
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}
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// The Mages's Staff (Bloodscourge) -----------------------------------------
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class MWeapBloodscourge : MageWeapon native
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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 3100;
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Weapon.AmmoUse1 15;
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Weapon.AmmoUse2 15;
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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 20;
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Weapon.AmmoType1 "Mana1";
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Weapon.AmmoType2 "Mana2";
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+WEAPON.PRIMARY_USES_BOTH;
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+Inventory.NoAttenPickupSound
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Inventory.PickupMessage "$TXT_WEAPON_M4";
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Inventory.PickupSound "WeaponBuild";
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Tag "$TAG_MWEAPBLOODSCOURGE";
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}
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native void A_MStaffAttack();
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native void A_MStaffPalette();
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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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MSTF A 1 A_Raise;
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Loop;
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Deselect:
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MSTF A 1 A_Lower;
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Loop;
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Ready:
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MSTF AAAAAABBBBBBCCCCCCDDDDDDEEEEEEFFFFF 1 A_WeaponReady;
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Loop;
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Fire:
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MSTF G 4 Offset (0, 40);
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MSTF H 4 Bright Offset (0, 48) A_MStaffAttack;
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MSTF H 2 Bright Offset (0, 48) A_MStaffPalette;
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MSTF II 2 Offset (0, 48) A_MStaffPalette;
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MSTF I 1 Offset (0, 40);
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MSTF J 5 Offset (0, 36);
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Goto Ready;
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}
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}
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// Mage Staff FX2 (Bloodscourge) --------------------------------------------
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class MageStaffFX2 : Actor native
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{
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Default
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{
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Speed 17;
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Height 8;
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Damage 4;
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DamageType "Fire";
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Projectile;
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+SEEKERMISSILE
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+SCREENSEEKER
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+EXTREMEDEATH
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DeathSound "MageStaffExplode";
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Obituary "$OB_MPMWEAPBLOODSCOURGE";
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}
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native void A_MStaffTrack();
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States
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{
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Spawn:
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MSP2 ABCD 2 Bright A_MStaffTrack;
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Loop;
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Death:
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MSP2 E 4 Bright A_SetTranslucent(1,1);
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MSP2 F 5 Bright A_Explode (80, 192, 0);
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MSP2 GH 5 Bright;
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MSP2 I 4 Bright;
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Stop;
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}
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}
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