/***************************************************************************** * 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. ****************************************************************************/ /***************************************************************************** * id1 - decohack - incinerator ****************************************************************************/ class ID24Incinerator : DoomWeapon // Incinerator { Default { Weapon.SelectionOrder 120; Weapon.AmmoUse 1; Weapon.AmmoGive 20; Weapon.AmmoType "ID24Fuel"; Inventory.PickupMessage "$ID24_GOTINCINERATOR"; Tag "$TAG_ID24INCINERATOR"; } States { Spawn: INCN A -1; Stop; Ready: FLMG A 1 A_WeaponReady; Loop; Deselect: FLMG A 1 A_Lower; Loop; Select: FLMG A 1 A_Raise; Loop; Fire: FLMF A 0 BRIGHT A_Jump(128, "FireAltSound"); FLMF A 0 BRIGHT A_StartSound("weapons/incinerator/fire1", CHAN_WEAPON); Goto DoFire; FireAltSound: FLMF A 0 BRIGHT A_StartSound("weapons/incinerator/fire2", CHAN_WEAPON); Goto DoFire; DoFire: FLMF A 0 BRIGHT A_GunFlash; FLMF A 0 BRIGHT MBF21_ConsumeAmmo(1); FLMF A 1 BRIGHT MBF21_WeaponProjectile("ID24IncineratorFlame", 0, 0, 0, 0); FLMF B 1 BRIGHT; FLMG A 1; FLMG A 0 A_ReFire; Goto Ready; Flash: TNT1 A 2 A_Light2; TNT1 A 1 A_Light1; Goto LightDone; } } class ID24IncineratorFlame : Actor // Incinerator Flame { Default { Damage 5; Speed 40; Radius 13; Height 8; Projectile; +ZDOOMTRANS; +FORCERADIUSDMG; RenderStyle "Add"; Decal "Scorch"; } States { Spawn: TNT1 A 1 BRIGHT; IFLM A 2 BRIGHT; IFLM B 2 BRIGHT A_StartSound("weapons/incinerator/burn", CHAN_BODY); IFLM CDEFGH 2 BRIGHT; Stop; Death: IFLM A 0 BRIGHT A_Jump(128, "DeathSoundAlt"); IFLM A 0 BRIGHT A_StartSound("weapons/incinerator/hot1", CHAN_BODY); Goto DeathExplosion; DeathSoundAlt: IFLM A 0 BRIGHT A_StartSound("weapons/incinerator/hot2", CHAN_BODY); Goto DeathExplosion; DeathExplosion: IFLM I 2 BRIGHT A_RadiusDamage(5, 64); IFLM JI 2 BRIGHT; IFLM J 2 BRIGHT A_RadiusDamage(5, 64); IFLM KJ 2 BRIGHT; IFLM K 2 BRIGHT A_RadiusDamage(5, 64); IFLM L 2 BRIGHT; IFLM K 2 BRIGHT A_StartSound("weapons/incinerator/hot3", CHAN_BODY); IFLM L 2 BRIGHT A_RadiusDamage(5, 64); IFLM ML 2 BRIGHT; IFLM M 2 BRIGHT A_RadiusDamage(5, 64); IFLM NM 2 BRIGHT; IFLM N 2 BRIGHT A_RadiusDamage(5, 64); IFLM ONO 2 BRIGHT; IFLM POP 2 BRIGHT; Stop; } }