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7c861cac42
Previously, actor[].shootzvel (implementation detail, not available to CON) was checked, and if it was !=0, that was the overridden velocity. The value 0 meant "hardcoded, projectile-dependent velocity". But that neccesiated a hack where if zvel 0 was passed and really meant, it needed to be set to 1 instead. Now we have A_ShootWithZvel() taking an additional last argument plus a macro SHOOT_HARDCODED_ZVEL permissible for that argument. git-svn-id: https://svn.eduke32.com/eduke32@3465 1a8010ca-5511-0410-912e-c29ae57300e0
39 lines
1.1 KiB
Text
39 lines
1.1 KiB
Text
gamevar snd 351 0 // thunder sound
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gamevar tmp 0 0
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gamevar tmp2 0 0
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gamevar shoots 2605 2 // RPG
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gamevar WEAPON1_SHOOTS 2605 0
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define MORTER2 1653
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defineprojectile MORTER2 PROJ_WORKSLIKE 6150
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defineprojectile MORTER2 PROJ_SPAWNS EXPLOSION2
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defineprojectile MORTER2 PROJ_SOUND RPG_SHOOT
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defineprojectile MORTER2 PROJ_VEL 600
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defineprojectile MORTER2 PROJ_EXTRA 165
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defineprojectile MORTER2 PROJ_EXTRA_RAND 10
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defineprojectile MORTER2 PROJ_DROP -200 // tested in test.elua
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defineprojectile MORTER2 PROJ_ISOUND PIPEBOMB_EXPLODE
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defineprojectile MORTER2 PROJ_HITRADIUS 2800
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defineprojectile MORTER2 PROJ_BOUNCES 4
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defineprojectile MORTER2 PROJ_OFFSET 128
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defineprojectile MORTER2 PROJ_CLIPDIST 24
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defineprojectile MORTER2 PROJ_TRAIL SMALLSMOKE
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defineprojectile MORTER2 PROJ_TNUM 6
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onevent EVENT_GAME
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setvarvar WEAPON1_FIRESOUND snd
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// setvarvar WEAPON1_SHOOTS shoots
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endevent
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useractor notenemy 909 // tree trunk
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ifcount 120
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{
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ezshoot -4096 MORTER2
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getthisprojectile[RETURN].vel tmp
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randvar tmp2 500
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subvarvar tmp tmp2
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setthisprojectile[RETURN].vel tmp
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resetcount
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}
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enda
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