zorch-squadron/zscript/weapon/rpdzorcherhga.zs
2024-02-03 13:26:11 -08:00

72 lines
1.8 KiB
Plaintext

/*
* Copyright © 2024 Nicole O'Connor
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
class RapidZorcherHGA : RapidZorcher replaces RapidZorcher {
Default {
Weapon.SisterWeapon "RapidZorcherBuffed";
}
action void A_FireRailgun() {
if (player == null) { return; }
// every time i use this weapon sound, i think fondly of my wife
//A_StartSound("weapons/railgf", CHAN_WEAPON);
Weapon weap = player.ReadyWeapon;
if (weap != null && invoker == weap && stateinfo != null && stateinfo.mStateType == STATE_Psprite) {
if (!weap.DepleteAmmo (weap.bAltFire, true, 6)) { return; }
player.SetPsprite(PSP_FLASH, weap.FindState('Flash'), true);
}
player.mo.PlayAttacking2();
A_RailAttack(70, 0, false, "1f91ff", "b7dcff", RGF_SILENT | RGF_FULLBRIGHT, 1.5, range:16384);
}
}
class RapidZorcherBuffed : RapidZorcherHGA {
Default {
+WEAPON.POWERED_UP;
Weapon.SisterWeapon "RapidZorcherHGA";
Weapon.AmmoUse 6;
Weapon.AmmoGive 0;
}
States
{
Ready:
SCHG A 1 A_WeaponReady;
Loop;
Deselect:
SCHG A 1 A_Lower;
Loop;
Select:
SCHG A 1 A_Raise;
Loop;
Fire:
SCHG AB 4 A_FireRailgun;
SCHG B 0 A_ReFire;
Goto Ready;
Flash:
SCHF A 5 Bright A_Light1;
Goto LightDone;
SCHF B 5 Bright A_Light2;
Goto LightDone;
Spawn:
MGUN A -1;
Stop;
}
}