vht/vhtzs/weapons.zsc

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class VhtFWeapAxe : FWeapAxe replaces FWeapAxe {
override void beginPlay() {
super.beginPlay();
if(vht_faxe_projectile) {
ammoUse1 = 1;
}
}
action void vhtFAxeAttack() {
if(!player) return;
if(vht_faxe_projectile) {
let wep = player.readyWeapon;
if(wep.ammo1 && wep.ammo1.amount > 0) {
a_fireProjectile("VhtAxeMissile");
}
}
a_fAxeAttack();
}
states {
FireGlow:
FAXE N 4 offset(15, 32);
FAXE O 3 offset(15, 32);
FAXE P 2 offset(15, 32);
FAXE P 1 offset(-5, 70) vhtFAxeAttack;
FAXE P 2 offset(-25, 90);
FAXE Q 1 offset(15, 32);
FAXE Q 2 offset(10, 54);
FAXE Q 7 offset(10, 150);
FAXE A 1 offset(0, 60) a_reFire;
FAXE A 1 offset(0, 52);
FAXE A 1 offset(0, 44);
FAXE A 1 offset(0, 36);
FAXE A 1;
goto ReadyGlow;
}
}
class VhtMWeapWand : MWeapWand replaces MWeapWand {
states {
Fire:
MWND A 0 a_setTics(6 - clamp(vht_mwand_speed, 0, 6));
MWND B 0 bright offset(0, 48) {
a_setTics(6 - clamp(vht_mwand_speed, 0, 6));
a_fireProjectile("MageWandMissile");
}
MWND A 3 offset(0, 40);
MWND A 3 offset(0, 36) a_reFire;
goto Ready;
}
}