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Made the BFG and EXPLOSIVE weapon flags usable.
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- Made the BFG and EXPLOSIVE weapon flags usable again.
- Marked the appropriate weapons with them for the 3 main supported games.
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inkoalawetrust committed Feb 20, 2025
1 parent 7bdffa2 commit 9a0cc46
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Showing 15 changed files with 19 additions and 2 deletions.
2 changes: 2 additions & 0 deletions src/gamedata/a_weapons.h
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Expand Up @@ -159,5 +159,7 @@ enum
WIF_NODEATHINPUT = 0x00020000, // The weapon cannot be fired/reloaded/whatever when the player is dead
WIF_CHEATNOTWEAPON = 0x00040000, // Give cheat considers this not a weapon (used by Sigil)
WIF_NOAUTOSWITCHTO = 0x00080000, // cannot be switched to when autoswitching weapons.
WIF_BFG = 0x00100000, // BFG tier weapon
WIF_EXPLOSIVE = 0x00200000, // Weapon is explosive
};

1 change: 1 addition & 0 deletions wadsrc/static/zscript/actors/doom/weaponbfg.zs
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Expand Up @@ -14,6 +14,7 @@ class BFG9000 : DoomWeapon
Weapon.AmmoGive 40;
Weapon.AmmoType "Cell";
+WEAPON.NOAUTOFIRE;
+WEAPON.BFG;
Inventory.PickupMessage "$GOTBFG9000";
Tag "$TAG_BFG9000";
}
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1 change: 1 addition & 0 deletions wadsrc/static/zscript/actors/doom/weaponrlaunch.zs
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Expand Up @@ -13,6 +13,7 @@ class RocketLauncher : DoomWeapon
Weapon.AmmoGive 2;
Weapon.AmmoType "RocketAmmo";
+WEAPON.NOAUTOFIRE
+WEAPON.EXPLOSIVE
Inventory.PickupMessage "$GOTLAUNCHER";
Tag "$TAG_ROCKETLAUNCHER";
}
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3 changes: 3 additions & 0 deletions wadsrc/static/zscript/actors/heretic/weaponphoenix.zs
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Expand Up @@ -5,6 +5,7 @@ class PhoenixRod : Weapon
Default
{
+WEAPON.NOAUTOFIRE
+WEAPON.EXPLOSIVE
Weapon.SelectionOrder 2600;
Weapon.Kickback 150;
Weapon.YAdjust 15;
Expand Down Expand Up @@ -73,6 +74,8 @@ class PhoenixRodPowered : PhoenixRod
Default
{
+WEAPON.POWERED_UP
-WEAPON.EXPLOSIVE
+WEAPON.BFG
Weapon.SisterWeapon "PhoenixRod";
Weapon.AmmoGive 0;
Tag "$TAG_PHOENIXRODP";
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1 change: 1 addition & 0 deletions wadsrc/static/zscript/actors/heretic/weaponskullrod.zs
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Expand Up @@ -69,6 +69,7 @@ class SkullRodPowered : SkullRod
Default
{
+WEAPON.POWERED_UP
+WEAPON.EXPLOSIVE //[inkoalawetrust] It DOES have a form of AOE splash damage so I think it counts in spirit.
Weapon.AmmoUse1 5;
Weapon.AmmoGive1 0;
Weapon.SisterWeapon "SkullRod";
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1 change: 1 addition & 0 deletions wadsrc/static/zscript/actors/hexen/clericflame.zs
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Expand Up @@ -14,6 +14,7 @@ class CWeapFlame : ClericWeapon
Weapon.AmmoType1 "Mana2";
Inventory.PickupMessage "$TXT_WEAPON_C3";
Tag "$TAG_CWEAPFLAME";
+WEAPON.EXPLOSIVE
}

States
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1 change: 1 addition & 0 deletions wadsrc/static/zscript/actors/hexen/clericholy.zs
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Expand Up @@ -85,6 +85,7 @@ class CWeapWraithverge : ClericWeapon
Health 3;
Weapon.SelectionOrder 3000;
+WEAPON.PRIMARY_USES_BOTH;
+WEAPON.BFG;
+Inventory.NoAttenPickupSound
Weapon.AmmoUse1 18;
Weapon.AmmoUse2 18;
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1 change: 1 addition & 0 deletions wadsrc/static/zscript/actors/hexen/fighterhammer.zs
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Expand Up @@ -10,6 +10,7 @@ class FWeapHammer : FighterWeapon
+BLOODSPLATTER
Weapon.SelectionOrder 900;
+WEAPON.AMMO_OPTIONAL
+WEAPON.EXPLOSIVE
Weapon.AmmoUse1 3;
Weapon.AmmoGive1 25;
Weapon.KickBack 150;
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1 change: 1 addition & 0 deletions wadsrc/static/zscript/actors/hexen/fighterquietus.zs
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Expand Up @@ -83,6 +83,7 @@ class FWeapQuietus : FighterWeapon
Health 3;
Weapon.SelectionOrder 2900;
+WEAPON.PRIMARY_USES_BOTH;
+WEAPON.EXPLOSIVE
+Inventory.NoAttenPickupSound
Weapon.AmmoUse1 14;
Weapon.AmmoUse2 14;
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1 change: 1 addition & 0 deletions wadsrc/static/zscript/actors/hexen/magestaff.zs
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Expand Up @@ -93,6 +93,7 @@ class MWeapBloodscourge : MageWeapon
Weapon.AmmoType1 "Mana1";
Weapon.AmmoType2 "Mana2";
+WEAPON.PRIMARY_USES_BOTH;
+WEAPON.BFG
+Inventory.NoAttenPickupSound
Inventory.PickupMessage "$TXT_WEAPON_M4";
Inventory.PickupSound "WeaponBuild";
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4 changes: 2 additions & 2 deletions wadsrc/static/zscript/actors/inventory/weapons.zs
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Expand Up @@ -93,12 +93,12 @@ class Weapon : StateProvider
flagdef NoDeathInput: WeaponFlags, 17; // The weapon cannot be fired/reloaded/whatever when the player is dead
flagdef CheatNotWeapon: WeaponFlags, 18; // Give cheat considers this not a weapon (used by Sigil)
flagdef NoAutoSwitchTo : WeaponFlags, 19; // do not auto switch to this weapon ever!
flagdef BFG: WeaponFlags, 20; // This weapon is a BFG (i.e BFG9000 and the Wraithverge)
flagdef Explosive: WeaponFlags, 21; // This weapon is explosive (i.e Doom and Strife's Rocket Launchers)

// no-op flags
flagdef NoLMS: none, 0;
flagdef Allow_With_Respawn_Invul: none, 0;
flagdef BFG: none, 0;
flagdef Explosive: none, 0;

Default
{
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1 change: 1 addition & 0 deletions wadsrc/static/zscript/actors/strife/sigil.zs
Original file line number Diff line number Diff line change
Expand Up @@ -13,6 +13,7 @@ class Sigil : Weapon
Health 1;
+FLOORCLIP
+WEAPON.CHEATNOTWEAPON
+WEAPON.BFG
Inventory.PickupSound "weapons/sigilcharge";
Tag "$TAG_SIGIL";
Inventory.Icon "I_SGL1";
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1 change: 1 addition & 0 deletions wadsrc/static/zscript/actors/strife/weapongrenade.zs
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Expand Up @@ -13,6 +13,7 @@ class StrifeGrenadeLauncher : StrifeWeapon
Inventory.Icon "GRNDA0";
Tag "$TAG_GLAUNCHER1";
Inventory.PickupMessage "$TXT_GLAUNCHER";
+WEAPON.EXPLOSIVE
}

States
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1 change: 1 addition & 0 deletions wadsrc/static/zscript/actors/strife/weaponmauler.zs
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Expand Up @@ -98,6 +98,7 @@ class Mauler2 : Mauler
Weapon.AmmoType1 "EnergyPod";
Weapon.SisterWeapon "Mauler";
Tag "$TAG_MAULER2";
+WEAPON.BFG;
}

States
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1 change: 1 addition & 0 deletions wadsrc/static/zscript/actors/strife/weaponmissile.zs
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Expand Up @@ -12,6 +12,7 @@ class MiniMissileLauncher : StrifeWeapon
Inventory.Icon "MMSLA0";
Tag "$TAG_MMLAUNCHER";
Inventory.PickupMessage "$TXT_MMLAUNCHER";
+WEAPON.EXPLOSIVE
}

States
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