Gzdoom zlib源码以及运行机理

ACTOR FakeFlameCannonSprite: BasicWeaponPickup

{

 VisibleToPlayerClass BDoomer, Doomer2, Doomer3, ArcadeDoomer, ArcadeDoomer2, ArcadeDoomer3, TacticalDoomer

 +NOGRAVITY

 +FLOAT +NOCLIP +NOINTERACTION

 States

    {

 

  Spawn:

  MANA H 0

  MANA H 18

  Stop

    }

}

 

ACTOR FlameCannonSpawner: CustomInventory

{

 radius 24

 height 24

 +FORCEXYBILLBOARD

 inventory.pickupsound "BFGREADY"

 Inventory.PickupMessage "You got the Mancubus Flame Cannon (Slot 9)"

 Mass 1

    States

    {

 Spawn:

  TNT1 A 0

  TNT1 A 1

  TNT1 A 0 A_ChangeFlag("THRUACTORS", 0)

 Stay:

  TNT1 A 0

  TNT1 A 0 A_SpawnItem("FakeCellSprite")

  TNT1 A 0 A_SpawnItem("FakeFlameCannonSprite")

  TNT1 A 16

  Loop

 Pickup:

     TNT1 A 0

  TNT1 A 0 A_JumpIfInventory("IsPlayingAsPurist", 1, "Purist")

  TNT1 A 0 A_GiveInventory("FlameCannon", 1)

  Stop

 Purist:

     TNT1 A 0 A_GiveIn执行下一步:ACTOR LiquidAcidTrail: Brutal_FlyingBlood 

{

 scale 1.5

 gravity 0.3

 -THRUACTORS

 -NOCLIP

  -NOBLOCKMAP

  //translation "168:191=112:127","16:47=120:127"

 Translation "0:255=%[0,0,0]:[0,1,0]"

    States

    {

     Spawn:

  TNT1 A 0

     BLOD B 15 A_SpawnItemEx("GreenTrailSparks", random(5,-5), random(5,-5), random(5,-5), 0, 0, 0, 0, 128, 0)

  Stop

  Death:

    TNT1 A 0

       Stop

    }

}

 

Actor LiquidAcid: FlamethrowerMissile

{

  -NOCLIP

  -NOBLOCKMAP

  -NOGRAVITY

  +NOEXTREMEDEATH

 

  Damage 10

  PoisonDamage 4, 6

  RenderStyle Translucent

  Scale 0.5

  Alpha 0.85

  Speed 18

  Decal "Scorch"

  SeeSound "redburn" //FLMFIRE1

  DeathSound "blooddrip"

  Radius 9

  Height 9

  gravity 0.2

  Damagetype "Desintegrate"

  PoisonDamageType "Desintegrate"

  //translation "168:191=112:127","16:47=120:127"

 Translation "0:255=%[0,0,0]:[0,1,0]"

    States

    {

 

  Spawn:

TNT1 A 0

TNT1 A 0 A_Jump(128, "Spawn2", "Spawn3")

MSBL ABCDEFGH 2 BRIGHT //A_SpawnItem("GreenBloodTrails")

Loop

 

Spawn2:

MSBU ABCDEFGH 2 BRIGHT//A_SpawnItem("GreenBloodTrails")

Loop

 

Spawn3:

MSBZ ABCDEFGH 2 BRIGHT//A_SpawnItem("GreenBloodTrails")

Loop

 

 

  Death:

  Crash:

  XDeath:

      TNT1 A 0 A_PlaySound("blooddrip", 6)

    TNT1 A 0 A_Explode(random(2,4), 12, 1)

    TNT1 AA 0 A_SpawnItemEx("PlasmaParticleSpawner", 0, 0, 0, 6, 6, 6, 0, 128)

   // TNT1 A 0 A_SpawnItemEx("SmallAcidSpot", 0, 0, 0, 0, 0, 0, 0, 0)

    XDT1 FGHIJKL 2 

    TNT1 A 0

       Stop

    }

}ventory("AmmoCell", 20)

  Stop

    }

}

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