qzdoom/wadsrc/static/zscript/strife/weapondagger.txt
Christoph Oelckers 050acc9271 - added rudimentary support for SVE.wad from the Strife Veteran edition so that the extended single player campaign is usable:
* all new things got either an sctor definition or are explicitly deleted through the 'doomednums' section in MAPINFO. CTC related actors are non-functional!
* added a 'noskillflags' option to 'doomednums' so that the lightmap definition things in the maps can be repurposed as dynamic lights.
* added the new dagger powerup.
* added MAPINFO entries for the added maps.
2017-05-01 21:25:54 +02:00

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Text

// Punch Dagger -------------------------------------------------------------
class PunchDagger : StrifeWeapon
{
Default
{
Weapon.SelectionOrder 3900;
+WEAPON.NOALERT
Obituary "$OB_MPPUNCHDAGGER";
Tag "$TAG_PUNCHDAGGER";
}
States
{
Ready:
PNCH A 1 A_WeaponReady;
Loop;
Deselect:
PNCH A 1 A_Lower;
Loop;
Select:
PNCH A 1 A_Raise;
Loop;
Fire:
PNCH B 4;
PNCH C 4 A_JabDagger;
PNCH D 5;
PNCH C 4;
PNCH B 5 A_ReFire;
Goto Ready;
}
//============================================================================
//
// A_JabDagger
//
//============================================================================
action void A_JabDagger ()
{
FTranslatedLineTarget t;
int damage;
if (FindInventory("SVETalismanPowerup"))
{
damage = 1000;
}
else
{
int power = MIN(10, stamina / 10);
damage = (random[JabDagger]() % (power + 8)) * (power + 2);
if (FindInventory("PowerStrength"))
{
damage *= 10;
}
}
double angle = angle + random2[JabDagger]() * (5.625 / 256);
double pitch = AimLineAttack (angle, 80.);
LineAttack (angle, 80., pitch, damage, 'Melee', "StrifeSpark", true, t);
// turn to face target
if (t.linetarget)
{
A_PlaySound (t.linetarget.bNoBlood ? sound("misc/metalhit") : sound("misc/meathit"), CHAN_WEAPON);
angle = t.angleFromSource;
bJustAttacked = true;
t.linetarget.DaggerAlert (self);
}
else
{
A_PlaySound ("misc/swish", CHAN_WEAPON);
}
}
}