raze/wadsrc/static/zscript/games/duke/actors/controllers.zs
Christoph Oelckers aa3df50f9b - fixed locked activator setup.
This broke all locked doors.
2022-11-26 17:26:45 +01:00

180 lines
3.2 KiB
Text

class DukeActivator : DukeActor
{
default
{
statnum STAT_ACTIVATOR;
}
override void Initialize()
{
self.cstat = CSTAT_SPRITE_INVISIBLE;
}
/* this first needs work on the sector effectors.
override void onActivate(int low, DukePlayer plr)
{
switch (self.hitag)
{
case 0:
break;
case 1:
if (self.sector.floorz != self.sector.ceilingz)
{
continue;
}
break;
case 2:
if (self.sector.floorz == self.sector.ceilingz)
{
continue;
}
break;
}
if (self.sector.lotag < 3)
{
DukeSectIterator itr;
for(let a2 = itr.First(self.sector); a2; a2 = itr.Next())
{
// todo: move this into the effectors as a virtual override.
if (a2.statnum == STAT_EFFECTOR) switch (a2.lotag)
{
case SE_18_INCREMENTAL_SECTOR_RISE_FALL:
if (Raze.isRRRA()) break;
case SE_36_PROJ_SHOOTER:
case SE_31_FLOOR_RISE_FALL:
case SE_32_CEILING_RISE_FALL:
a2.temp_data[0] = 1 - a2.temp_data[0];
a2.callsound(self.sector());
break;
}
}
}
if (k == -1 && (self.sector.lotag & 0xff) == SE_22_TEETH_DOOR)
k = act.callsound(self.sector);
self.operatesectors(self.sector);
}
*/
}
class DukeLocator : DukeActor
{
default
{
statnum STAT_LOCATOR;
}
override void Initialize()
{
self.cstat = CSTAT_SPRITE_INVISIBLE;
}
}
class DukeActivatorLocked : DukeActor
{
default
{
statnum STAT_ACTIVATOR;
}
override void Initialize()
{
self.cstat = CSTAT_SPRITE_INVISIBLE;
if (!Raze.IsRR()) self.sector.lotag |= 16384;
else self.sector.lotag ^= 16384;
}
/* must wait until Activator.onActivate can be done.
override void onActivate(int low, DukePlayer plr)
{
if (self.lotag == low)
{
self.sector.lotag ^= 16384;
if (plr)
{
if (self.sector.lotag & 16384)
plr.FTA(QUOTE_LOCKED, true);
else plr.FTA(QUOTE_UNLOCKED, true);
}
}
}
*/
}
// Note: StaticSetup is run much earlier than Initialize! This is only meant for things that modify global game state.
class DukeCycler : DukeActor
{
override void StaticSetup()
{
dlevel.AddCycler(self.sector, self.lotag, self.shade, self.sector.floorshade, self.hitag, self.intangle == 1536);
self.Destroy();
}
}
class DukeGPSpeed : DukeActor
{
override void StaticSetup()
{
self.sector.extra = self.lotag;
self.Destroy();
}
}
// the following ones are only used in RR.
class DukeTorchCtrl : DukeActor
{
override void StaticSetup()
{
dlevel.addtorch(self.sector, self.sector.floorshade, self.lotag);
self.Destroy();
}
}
class DukeLightningCtrl : DukeActor
{
override void StaticSetup()
{
dlevel.addlightning(self.sector, self.sector.floorshade);
self.Destroy();
}
}
class DukeShadeCtrl : DukeActor
{
override void StaticSetup()
{
self.sector.shadedsector = 1;
self.Destroy();
}
}
class DukeDummyCtrl : DukeActor
{
override void StaticSetup()
{
self.cstat |= CSTAT_SPRITE_INVISIBLE;
}
}
class DukeSoundFX : DukeActor
{
override void StaticSetup()
{
self.cstat = CSTAT_SPRITE_INVISIBLE;
self.detail = dlevel.addambient(self.hitag, self.lotag);
self.lotag = self.hitag = 0;
}
// this actor needs to start on STAT_DEFAULT.
override void Initialize()
{
self.ChangeStat(STAT_ZOMBIEACTOR);
}
}