qzdoom/wadsrc/static/zscript/heretic/weapongauntlets.txt

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// Gauntlets ----------------------------------------------------------------
class Gauntlets : Weapon
{
Default
{
+BLOODSPLATTER
Weapon.SelectionOrder 2300;
+WEAPON.WIMPY_WEAPON
+WEAPON.MELEEWEAPON
Weapon.Kickback 0;
Weapon.YAdjust 15;
Weapon.UpSound "weapons/gauntletsactivate";
Weapon.SisterWeapon "GauntletsPowered";
Inventory.PickupMessage "$TXT_WPNGAUNTLETS";
Tag "$TAG_GAUNTLETS";
Obituary "$OB_MPGAUNTLETS";
}
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_PlaySound("weapons/gauntletsuse", CHAN_WEAPON);
GAUN C 4;
Hold:
GAUN DEF 4 BRIGHT A_GauntletAttack(0);
GAUN C 4 A_ReFire;
GAUN B 4 A_Light0;
Goto Ready;
}
//---------------------------------------------------------------------------
//
// PROC A_GauntletAttack
//
//---------------------------------------------------------------------------
action void A_GauntletAttack (int power)
{
int damage;
double dist;
Class<Actor> pufftype;
FTranslatedLineTarget t;
int actualdamage = 0;
Actor puff;
if (player == null)
{
return;
}
Weapon weapon = player.ReadyWeapon;
if (weapon != null)
{
if (!weapon.DepleteAmmo (weapon.bAltFire))
return;
player.GetPSprite(PSP_WEAPON).x = ((random[GauntletAtk]() & 3) - 2);
player.GetPSprite(PSP_WEAPON).y = WEAPONTOP + (random[GauntletAtk]() & 3);
}
double ang = angle;
if (power)
{
damage = random[GauntletAtk](1, 8) * 2;
dist = 4*DEFMELEERANGE;
ang += random2[GauntletAtk]() * (2.8125 / 256);
pufftype = "GauntletPuff2";
}
else
{
damage = random[GauntletAtk](1, 8) * 2;
dist = SAWRANGE;
ang += random2[GauntletAtk]() * (5.625 / 256);
pufftype = "GauntletPuff1";
}
double slope = AimLineAttack (ang, dist);
[puff, actualdamage] = LineAttack (ang, dist, slope, damage, 'Melee', pufftype, false, t);
if (!t.linetarget)
{
if (random[GauntletAtk]() > 64)
{
player.extralight = !player.extralight;
}
A_PlaySound ("weapons/gauntletson", CHAN_AUTO);
return;
}
int randVal = random[GauntletAtk]();
if (randVal < 64)
{
player.extralight = 0;
}
else if (randVal < 160)
{
player.extralight = 1;
}
else
{
player.extralight = 2;
}
if (power)
{
if (!t.linetarget.bDontDrain) GiveBody (actualdamage >> 1);
A_PlaySound ("weapons/gauntletspowhit", CHAN_AUTO);
}
else
{
A_PlaySound ("weapons/gauntletshit", CHAN_AUTO);
}
// turn to face target
ang = t.angleFromSource;
double anglediff = deltaangle(angle, ang);
if (anglediff < 0.0)
{
if (anglediff < -4.5)
angle = ang + 90.0 / 21;
else
angle -= 4.5;
}
else
{
if (anglediff > 4.5)
angle = ang - 90.0 / 21;
else
angle += 4.5;
}
bJustAttacked = true;
}
}
class GauntletsPowered : Gauntlets
{
Default
{
+WEAPON.POWERED_UP
Tag "$TAG_GAUNTLETSP";
Obituary "$OB_MPPGAUNTLETS";
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_PlaySound("weapons/gauntletsuse", CHAN_WEAPON);
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 ----------------------------------------------------------
class GauntletPuff1 : Actor
{
Default
{
+NOBLOCKMAP
+NOGRAVITY
+PUFFONACTORS
RenderStyle "Translucent";
Alpha 0.4;
VSpeed 0.8;
}
States
{
Spawn:
PUF1 ABCD 4 BRIGHT;
Stop;
}
}
// Gauntlet puff 2 ---------------------------------------------------------
class GauntletPuff2 : GauntletPuff1
{
States
{
Spawn:
PUF1 EFGH 4 BRIGHT;
Stop;
}
}