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add fuel/calamity blade/incinerator from id24
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/***************************************************************************** | ||
* Copyright (C) 1993-2024 id Software LLC, a ZeniMax Media company. | ||
* | ||
* This program is free software; you can redistribute it and/or | ||
* modify it under the terms of the GNU General Public License | ||
* as published by the Free Software Foundation; either version 2 | ||
* of the License, or (at your option) any later version. | ||
* | ||
* This program is distributed in the hope that it will be useful, | ||
* but WITHOUT ANY WARRANTY; without even the implied warranty of | ||
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the | ||
* GNU General Public License for more details. | ||
****************************************************************************/ | ||
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/***************************************************************************** | ||
* id1 - decohack - ammo | ||
****************************************************************************/ | ||
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//converted from DECOHACK and from id24data.cpp | ||
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class ID24Fuel : Ammo | ||
{ | ||
Default | ||
{ | ||
Inventory.PickupMessage "$ID24_GOTFUELCAN"; | ||
Inventory.Amount 10; | ||
Inventory.MaxAmount 150; | ||
Ammo.BackpackAmount 10; | ||
Ammo.BackpackMaxAmount 300; | ||
Inventory.Icon "FTNKA0"; | ||
Tag "$AMMO_ID24FUEL"; | ||
} | ||
States | ||
{ | ||
Spawn: | ||
FCPU A -1; | ||
Stop; | ||
} | ||
} | ||
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class ID24FuelTank : ID24Fuel | ||
{ | ||
Default | ||
{ | ||
Inventory.PickupMessage "$ID24_GOTFUELTANK"; | ||
Inventory.Amount 50; | ||
Ammo.DropAmmoFactorMultiplier 0.8; // tank has 20 drop amount, not 25, so multiply the factor by a further 0.8 | ||
// -- for custom dehacked ammo this can be calculated based on the drop amount and the default factor | ||
Tag "$AMMO_ID24FUELTANK"; | ||
} | ||
States | ||
{ | ||
Spawn: | ||
FTNK A -1; | ||
Stop; | ||
} | ||
} |
213 changes: 213 additions & 0 deletions
213
wadsrc/static/zscript/actors/doom/id24/id24calamityblade.zs
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/***************************************************************************** | ||
* Copyright (C) 1993-2024 id Software LLC, a ZeniMax Media company. | ||
* | ||
* This program is free software; you can redistribute it and/or | ||
* modify it under the terms of the GNU General Public License | ||
* as published by the Free Software Foundation; either version 2 | ||
* of the License, or (at your option) any later version. | ||
* | ||
* This program is distributed in the hope that it will be useful, | ||
* but WITHOUT ANY WARRANTY; without even the implied warranty of | ||
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the | ||
* GNU General Public License for more details. | ||
****************************************************************************/ | ||
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/***************************************************************************** | ||
* id1 - decohack - heatwave generator | ||
****************************************************************************/ | ||
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class ID24CalamityBlade : DoomWeapon // Heatwave Generator | ||
{ | ||
Default | ||
{ | ||
Weapon.SelectionOrder 1000; | ||
Weapon.AmmoUse 10; | ||
Weapon.AmmoGive 40; | ||
Weapon.AmmoType "ID24Fuel"; | ||
Inventory.PickupMessage "$ID24_GOTCALAMITYBLADE"; | ||
Tag "$TAG_ID24CALAMITYBLADE"; | ||
} | ||
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action void A_CheckAmmo(StateLabel st, int amount) | ||
{ | ||
MBF21_CheckAmmo(ResolveState(st), amount); | ||
} | ||
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action void A_GunFlashTo(StateLabel st, int dontchangeplayer) | ||
{ | ||
MBF21_GunFlashTo(ResolveState(st), dontchangeplayer); | ||
} | ||
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action void A_RefireTo(StateLabel st, int skipcheck) | ||
{ | ||
MBF21_RefireTo(ResolveState(st), skipcheck); | ||
} | ||
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States | ||
{ | ||
Spawn: | ||
CBLD A -1; | ||
Stop; | ||
Ready: | ||
HETG A 1 A_WeaponReady; | ||
Loop; | ||
Deselect: | ||
HETG A 1 A_Lower; | ||
Loop; | ||
Select: | ||
HETG A 1 A_Raise; | ||
Loop; | ||
Fire: | ||
Hold0: | ||
HETG A 0 MBF21_ConsumeAmmo(0); | ||
HETG A 0 A_GunFlashTo("Hold0Flash", 1); | ||
HETG A 20 A_StartSound("weapons/calamityblade/charge", CHAN_WEAPON); | ||
HETG A 0 A_CheckAmmo("Hold0FireProjectiles", 0); | ||
HETG A 0 A_RefireTo("Hold1", 0); | ||
Goto Hold0FireProjectiles; | ||
Hold1: | ||
HETG A 0 MBF21_ConsumeAmmo(0); | ||
HETG A 0 A_GunFlashTo("Hold1Flash", 1); | ||
HETG A 20 A_StartSound("weapons/calamityblade/charge", CHAN_WEAPON); | ||
HETG A 0 A_CheckAmmo("Hold1FireProjectiles", 0); | ||
HETG A 0 A_RefireTo("Hold2", 0); | ||
Goto Hold1FireProjectiles; | ||
Hold2: | ||
HETG A 0 MBF21_ConsumeAmmo(0); | ||
HETG A 0 A_GunFlashTo("Hold2Flash", 1); | ||
HETG A 20 A_StartSound("weapons/calamityblade/charge", CHAN_WEAPON); | ||
HETG A 0 A_CheckAmmo("Hold2FireProjectiles", 0); | ||
HETG A 0 A_RefireTo("Hold3", 0); | ||
Goto Hold2FireProjectiles; | ||
Hold3: | ||
HETG A 0 MBF21_ConsumeAmmo(0); | ||
HETG A 0 A_GunFlashTo("Hold3Flash", 1); | ||
HETG A 20 A_StartSound("weapons/calamityblade/charge", CHAN_WEAPON); | ||
HETG A 0 A_CheckAmmo("Hold3FireProjectiles", 0); | ||
HETG A 0 A_RefireTo("Hold4", 0); | ||
Goto Hold3FireProjectiles; | ||
Hold4: | ||
HETG A 0 MBF21_ConsumeAmmo(0); | ||
HETG A 0 A_GunFlashTo("Hold4Flash", 1); | ||
HETG A 20 A_StartSound("weapons/calamityblade/charge", CHAN_WEAPON); | ||
Goto Hold4FireProjectiles; | ||
Hold4FireProjectiles: | ||
HETF A 0 BRIGHT MBF21_WeaponProjectile("ID24IncineratorProjectile", -35, 0, 0, 0); | ||
HETF A 0 BRIGHT MBF21_WeaponProjectile("ID24IncineratorProjectile", -30, 0, 0, 0); | ||
HETF A 0 BRIGHT MBF21_WeaponProjectile("ID24IncineratorProjectile", -25, 0, 0, 0); | ||
HETF A 0 BRIGHT MBF21_WeaponProjectile("ID24IncineratorProjectile", -20, 0, 0, 0); | ||
HETF A 0 BRIGHT MBF21_WeaponProjectile("ID24IncineratorProjectile", -15, 0, 0, 0); | ||
HETF A 0 BRIGHT MBF21_WeaponProjectile("ID24IncineratorProjectile", -10, 0, 0, 0); | ||
HETF A 0 BRIGHT MBF21_WeaponProjectile("ID24IncineratorProjectile", -5, 0, 0, 0); | ||
HETF A 0 BRIGHT MBF21_WeaponProjectile("ID24IncineratorProjectile", 0, 0, 0, 0); | ||
HETF A 0 BRIGHT MBF21_WeaponProjectile("ID24IncineratorProjectile", 5, 0, 0, 0); | ||
HETF A 0 BRIGHT MBF21_WeaponProjectile("ID24IncineratorProjectile", 10, 0, 0, 0); | ||
HETF A 0 BRIGHT MBF21_WeaponProjectile("ID24IncineratorProjectile", 15, 0, 0, 0); | ||
HETF A 0 BRIGHT MBF21_WeaponProjectile("ID24IncineratorProjectile", 20, 0, 0, 0); | ||
HETF A 0 BRIGHT MBF21_WeaponProjectile("ID24IncineratorProjectile", 25, 0, 0, 0); | ||
HETF A 0 BRIGHT MBF21_WeaponProjectile("ID24IncineratorProjectile", 30, 0, 0, 0); | ||
HETF A 0 BRIGHT MBF21_WeaponProjectile("ID24IncineratorProjectile", 35, 0, 0, 0); | ||
Goto FireAnim; | ||
Hold3FireProjectiles: | ||
HETF A 0 BRIGHT MBF21_WeaponProjectile("ID24IncineratorProjectile", -27.5, 0, 0, 0); | ||
HETF A 0 BRIGHT MBF21_WeaponProjectile("ID24IncineratorProjectile", -22.5, 0, 0, 0); | ||
HETF A 0 BRIGHT MBF21_WeaponProjectile("ID24IncineratorProjectile", -17.5, 0, 0, 0); | ||
HETF A 0 BRIGHT MBF21_WeaponProjectile("ID24IncineratorProjectile", -12.5, 0, 0, 0); | ||
HETF A 0 BRIGHT MBF21_WeaponProjectile("ID24IncineratorProjectile", -7.5, 0, 0, 0); | ||
HETF A 0 BRIGHT MBF21_WeaponProjectile("ID24IncineratorProjectile", -2.5, 0, 0, 0); | ||
HETF A 0 BRIGHT MBF21_WeaponProjectile("ID24IncineratorProjectile", 2.5, 0, 0, 0); | ||
HETF A 0 BRIGHT MBF21_WeaponProjectile("ID24IncineratorProjectile", 7.5, 0, 0, 0); | ||
HETF A 0 BRIGHT MBF21_WeaponProjectile("ID24IncineratorProjectile", 12.5, 0, 0, 0); | ||
HETF A 0 BRIGHT MBF21_WeaponProjectile("ID24IncineratorProjectile", 17.5, 0, 0, 0); | ||
HETF A 0 BRIGHT MBF21_WeaponProjectile("ID24IncineratorProjectile", 22.5, 0, 0, 0); | ||
HETF A 0 BRIGHT MBF21_WeaponProjectile("ID24IncineratorProjectile", 27.5, 0, 0, 0); | ||
Goto FireAnim; | ||
Hold2FireProjectiles: | ||
HETF A 0 BRIGHT MBF21_WeaponProjectile("ID24IncineratorProjectile", -20, 0, 0, 0); | ||
HETF A 0 BRIGHT MBF21_WeaponProjectile("ID24IncineratorProjectile", -15, 0, 0, 0); | ||
HETF A 0 BRIGHT MBF21_WeaponProjectile("ID24IncineratorProjectile", -10, 0, 0, 0); | ||
HETF A 0 BRIGHT MBF21_WeaponProjectile("ID24IncineratorProjectile", -5, 0, 0, 0); | ||
HETF A 0 BRIGHT MBF21_WeaponProjectile("ID24IncineratorProjectile", 0, 0, 0, 0); | ||
HETF A 0 BRIGHT MBF21_WeaponProjectile("ID24IncineratorProjectile", 5, 0, 0, 0); | ||
HETF A 0 BRIGHT MBF21_WeaponProjectile("ID24IncineratorProjectile", 10, 0, 0, 0); | ||
HETF A 0 BRIGHT MBF21_WeaponProjectile("ID24IncineratorProjectile", 15, 0, 0, 0); | ||
HETF A 0 BRIGHT MBF21_WeaponProjectile("ID24IncineratorProjectile", 20, 0, 0, 0); | ||
Goto FireAnim; | ||
Hold1FireProjectiles: | ||
HETF A 0 BRIGHT MBF21_WeaponProjectile("ID24IncineratorProjectile", -12.5, 0, 0, 0); | ||
HETF A 0 BRIGHT MBF21_WeaponProjectile("ID24IncineratorProjectile", -7.5, 0, 0, 0); | ||
HETF A 0 BRIGHT MBF21_WeaponProjectile("ID24IncineratorProjectile", -2.5, 0, 0, 0); | ||
HETF A 0 BRIGHT MBF21_WeaponProjectile("ID24IncineratorProjectile", 2.5, 0, 0, 0); | ||
HETF A 0 BRIGHT MBF21_WeaponProjectile("ID24IncineratorProjectile", 7.5, 0, 0, 0); | ||
HETF A 0 BRIGHT MBF21_WeaponProjectile("ID24IncineratorProjectile", 12.5, 0, 0, 0); | ||
Goto FireAnim; | ||
Hold0FireProjectiles: | ||
HETF A 0 BRIGHT MBF21_WeaponProjectile("ID24IncineratorProjectile", -5, 0, 0, 0); | ||
HETF A 0 BRIGHT MBF21_WeaponProjectile("ID24IncineratorProjectile", 0, 0, 0, 0); | ||
HETF A 0 BRIGHT MBF21_WeaponProjectile("ID24IncineratorProjectile", 5, 0, 0, 0); | ||
Goto FireAnim; | ||
FireAnim: | ||
HETF A 0 BRIGHT A_StartSound("weapons/calamityblade/shoot", CHAN_WEAPON); | ||
HETF A 3 BRIGHT A_GunFlash; | ||
HETF B 5 BRIGHT; | ||
HETG D 4; | ||
HETG C 4; | ||
HETG B 4; | ||
HETG A 0 A_ReFire; | ||
Goto Ready; | ||
Hold0Flash: | ||
HETC A 6 BRIGHT; | ||
HETC BCD 5 BRIGHT; | ||
Goto LightDone; | ||
Hold1Flash: | ||
HETC E 6 BRIGHT; | ||
HETC FGH 5 BRIGHT; | ||
Goto LightDone; | ||
Hold2Flash: | ||
HETC I 6 BRIGHT; | ||
HETC JKL 5 BRIGHT; | ||
Goto LightDone; | ||
Hold3Flash: | ||
HETC M 6 BRIGHT; | ||
HETC NOP 5 BRIGHT; | ||
Goto LightDone; | ||
Hold4Flash: | ||
HETC Q 6 BRIGHT; | ||
HETC RST 5 BRIGHT; | ||
Goto LightDone; | ||
Flash: | ||
TNT1 A 3 A_Light1; | ||
TNT1 A 5 A_Light2; | ||
Goto LightDone; | ||
} | ||
} | ||
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class ID24IncineratorProjectile : Actor // Heatwave Ripper | ||
{ | ||
Default | ||
{ | ||
Damage 10; | ||
Speed 20; | ||
Radius 16; | ||
Height 8; | ||
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+NOBLOCKMAP; | ||
+NOGRAVITY; | ||
+DROPOFF; | ||
+MISSILE; | ||
+ZDOOMTRANS; | ||
+RIPPER; | ||
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DeathSound "weapons/calamityblade/explode"; | ||
} | ||
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States | ||
{ | ||
Spawn: | ||
HETB ABC 3 Bright; | ||
Loop; | ||
Death: | ||
HETB DEFGHI 3 Bright; | ||
Stop; | ||
} | ||
} |
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