mirror of
https://github.com/DrBeef/Raze.git
synced 2024-12-11 21:31:16 +00:00
deaec2d91d
As it turned out this is simply too dangerous - these should be left to be loaded from the map data or set manually. All remaining setups using this feature have either been moved to Initialize or other meta properties that are not affected by map loading.
220 lines
4.3 KiB
Text
220 lines
4.3 KiB
Text
class DukeMortar : DukeActor
|
|
{
|
|
default
|
|
{
|
|
pic "MORTAR";
|
|
DukeMortar.ceilingdist 3;
|
|
}
|
|
|
|
meta int ceilingdist;
|
|
property ceilingdist: ceilingdist;
|
|
|
|
override void Tick()
|
|
{
|
|
let spawned = self.spawn("DukeFrameEffect");
|
|
if (spawned) spawned.temp_data[0] = 3;
|
|
Common(1);
|
|
}
|
|
|
|
void Common(int itemmode)
|
|
{
|
|
let sectp = self.sector;
|
|
DukePlayer p;
|
|
double xx;
|
|
|
|
[p,xx] = self.findplayer();
|
|
|
|
if (xx < 1220 / 16.) self.cstat &= ~CSTAT_SPRITE_BLOCK_ALL;
|
|
else self.cstat |= CSTAT_SPRITE_BLOCK_ALL;
|
|
|
|
if (self.temp_data[3] == 0)
|
|
{
|
|
int j = self.ifhitbyweapon();
|
|
if (j >= 0)
|
|
{
|
|
self.temp_data[3] = 1;
|
|
self.temp_data[4] = 0;
|
|
self.vel.X = 0;
|
|
self.DetonateIt(itemmode);
|
|
return;
|
|
}
|
|
}
|
|
|
|
if (itemmode != 0)
|
|
{
|
|
self.makeitfall();
|
|
|
|
// Feature check later needs to be map controlled, not game controlled.
|
|
if (sectp.lotag != ST_1_ABOVE_WATER && (!Raze.isRRRA() || sectp.lotag != ST_160_FLOOR_TELEPORT) && self.pos.Z >= self.floorz - 1 && self.yint < 3)
|
|
{
|
|
if (self.yint > 0 || (self.yint == 0 && self.floorz == sectp.floorz))
|
|
{
|
|
if (itemmode != 2)
|
|
self.PlayActorSound("PIPEBOMB_BOUNCE");
|
|
else if (self.temp_data[3] == 0)
|
|
{
|
|
self.temp_data[3] = 1;
|
|
self.temp_data[4] = 0;
|
|
self.DetonateIt(itemmode);
|
|
return;
|
|
}
|
|
}
|
|
self.vel.Z = -(4 - self.yint);
|
|
if (sectp.lotag == 2)
|
|
self.vel.Z *= 0.25;
|
|
self.yint++;
|
|
}
|
|
if (itemmode != 2 && self.pos.Z < self.ceilingz + self.ceilingdist && (!Raze.isRR() || sectp.lotag != ST_2_UNDERWATER)) // underwater check only for RR
|
|
{
|
|
self.pos.Z = self.ceilingz + self.ceilingdist;
|
|
self.vel.Z = 0;
|
|
}
|
|
}
|
|
|
|
CollisionData coll;
|
|
self.movesprite_ex((self.angle.ToVector() * self.vel.X, self.vel.Z), CLIPMASK0, coll);
|
|
|
|
if (sectp.lotag == ST_1_ABOVE_WATER && self.vel.Z == 0)
|
|
{
|
|
self.pos.Z += 32;
|
|
if (self.temp_data[5] == 0)
|
|
{
|
|
self.temp_data[5] = 1;
|
|
self.spawn("DukeWaterSplash");
|
|
}
|
|
}
|
|
else self.temp_data[5] = 0;
|
|
|
|
if (self.temp_data[3] == 0 && (coll.type || xx < 844 / 16.))
|
|
{
|
|
self.temp_data[3] = 1;
|
|
self.temp_data[4] = 0;
|
|
self.vel.X = 0;
|
|
}
|
|
else if(self.vel.X > 0)
|
|
{
|
|
self.vel.X -= 5. / 16;
|
|
if (sectp.lotag == ST_2_UNDERWATER)
|
|
self.vel.X -= 10. / 16;
|
|
|
|
if(self.vel.X < 0)
|
|
self.vel.X = 0;
|
|
//if (int(self.vel.X * 16) & 8) self.spr.cstat ^= CSTAT_SPRITE_XFLIP;
|
|
}
|
|
self.DetonateIt(itemmode);
|
|
}
|
|
|
|
void DetonateIt(int itemmode)
|
|
{
|
|
if (self.temp_data[3] == 1)
|
|
{
|
|
self.temp_data[4]++;
|
|
|
|
DukePlayer p;
|
|
double xx;
|
|
|
|
[p,xx] = self.findplayer();
|
|
|
|
if (self.temp_data[4] == 2)
|
|
{
|
|
int x = self.extra;
|
|
int m = itemmode == 0? gs.bouncemineblastradius : gs.morterblastradius;
|
|
|
|
if (self.sector.lotag != 800 || !Raze.isRR()) // this line is RR only
|
|
{
|
|
self.hitradius(m, x >> 2, x >> 1, x - (x >> 2), x);
|
|
self.spawn("DukeExplosion2");
|
|
if (self.vel.Z == 0 && !Raze.isRR()) self.spawn("DukeExplosion2Bot"); // this line is Duke only
|
|
if (itemmode == 2) self.spawn("DukeBurning");
|
|
self.PlayActorSound("PIPEBOMB_EXPLODE");
|
|
for (x = 0; x < 8; x++)
|
|
self.RANDOMSCRAP();
|
|
}
|
|
}
|
|
|
|
if (self.scale.Y)
|
|
{
|
|
self.scale.Y = 0;
|
|
return;
|
|
}
|
|
if (self.temp_data[4] > 20)
|
|
{
|
|
self.Destroy();
|
|
return;
|
|
}
|
|
if (itemmode == 2)
|
|
{
|
|
self.spawn("DukeBurning");
|
|
self.Destroy();
|
|
return;
|
|
}
|
|
}
|
|
if (self.temp_data[0] < 8) self.temp_data[0]++;
|
|
}
|
|
|
|
}
|
|
|
|
class DukeBounceMine : DukeMortar
|
|
{
|
|
default
|
|
{
|
|
pic "BOUNCEMINE";
|
|
}
|
|
|
|
override void Initialize()
|
|
{
|
|
// This is only for placed items, not for armed weapons!
|
|
// Although this can be shot, it doesn't really work for that.
|
|
if (self.mapSpawned)
|
|
{
|
|
self.ownerActor = self;
|
|
self.extra = gs.impact_damage << 2;
|
|
self.cstat |= CSTAT_SPRITE_BLOCK_ALL; // Make it hitable
|
|
self.ChangeStat(STAT_ZOMBIEACTOR);
|
|
self.shade = -127;
|
|
self.Scale = (0.375, 0.375);
|
|
}
|
|
}
|
|
|
|
override void Tick()
|
|
{
|
|
Common(0);
|
|
}
|
|
}
|
|
|
|
class RedneckMortar : DukeMortar
|
|
{
|
|
default
|
|
{
|
|
pic "MORTAR";
|
|
DukeMortar.ceilingdist 16;
|
|
}
|
|
|
|
override void Tick()
|
|
{
|
|
Common(1);
|
|
}
|
|
|
|
}
|
|
|
|
class RedneckCheerBomb : DukeMortar
|
|
{
|
|
default
|
|
{
|
|
spriteset "CHEERBOMB", "CHEERBOMB1", "CHEERBOMB2", "CHEERBOMB3";
|
|
DukeMortar.ceilingdist 16;
|
|
}
|
|
|
|
override bool Animate(tspritetype t)
|
|
{
|
|
t.SetSpritePic(self, (PlayClock >> 4) & 3);
|
|
return true;
|
|
}
|
|
|
|
override void Tick()
|
|
{
|
|
Common(2);
|
|
}
|
|
}
|
|
|
|
|