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212343b390
Also add "zshoot -4096 BOUNCEMINE" to lunatic/test/weaponvars.con to demonstrate that bouncemines can be shot. git-svn-id: https://svn.eduke32.com/eduke32@5319 1a8010ca-5511-0410-912e-c29ae57300e0
60 lines
1.7 KiB
Text
60 lines
1.7 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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// NOTE: the custom MORTER2 doesn't spawn FRAMEEFFECT like the MORTER, which
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// has some hard-wired code running.
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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 -1 // overridden in test.elua
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defineprojectile MORTER2 PROJ_TNUM 6
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defineprojectile MORTER2 PROJ_USERDATA 32 // test setting initial value
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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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definequote 400 Failed setting projectile userdata
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useractor notenemy 909 // tree trunk
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ifcount 120
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{
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zshoot -4096 BOUNCEMINE
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// userdata: bitwise-OR in 64
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getprojectile[MORTER2].userdata tmp
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orvar tmp 64
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setprojectile[MORTER2].userdata tmp
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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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// userdata: must be 32+64 now
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getthisprojectile[RETURN].userdata tmp
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ifvarn tmp 96
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quote 400
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}
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enda
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onevent EVENT_JUMP
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tossweapon
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endevent
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