mirror of
https://github.com/DrBeef/Raze.git
synced 2024-11-15 17:01:51 +00:00
aa3df50f9b
This broke all locked doors.
180 lines
3.2 KiB
Text
180 lines
3.2 KiB
Text
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class DukeActivator : DukeActor
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{
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default
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{
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statnum STAT_ACTIVATOR;
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}
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override void Initialize()
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{
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self.cstat = CSTAT_SPRITE_INVISIBLE;
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}
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/* this first needs work on the sector effectors.
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override void onActivate(int low, DukePlayer plr)
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{
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switch (self.hitag)
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{
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case 0:
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break;
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case 1:
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if (self.sector.floorz != self.sector.ceilingz)
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{
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continue;
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}
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break;
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case 2:
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if (self.sector.floorz == self.sector.ceilingz)
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{
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continue;
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}
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break;
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}
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if (self.sector.lotag < 3)
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{
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DukeSectIterator itr;
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for(let a2 = itr.First(self.sector); a2; a2 = itr.Next())
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{
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// todo: move this into the effectors as a virtual override.
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if (a2.statnum == STAT_EFFECTOR) switch (a2.lotag)
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{
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case SE_18_INCREMENTAL_SECTOR_RISE_FALL:
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if (Raze.isRRRA()) break;
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case SE_36_PROJ_SHOOTER:
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case SE_31_FLOOR_RISE_FALL:
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case SE_32_CEILING_RISE_FALL:
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a2.temp_data[0] = 1 - a2.temp_data[0];
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a2.callsound(self.sector());
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break;
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}
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}
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}
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if (k == -1 && (self.sector.lotag & 0xff) == SE_22_TEETH_DOOR)
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k = act.callsound(self.sector);
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self.operatesectors(self.sector);
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}
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*/
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}
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class DukeLocator : DukeActor
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{
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default
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{
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statnum STAT_LOCATOR;
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}
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override void Initialize()
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{
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self.cstat = CSTAT_SPRITE_INVISIBLE;
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}
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}
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class DukeActivatorLocked : DukeActor
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{
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default
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{
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statnum STAT_ACTIVATOR;
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}
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override void Initialize()
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{
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self.cstat = CSTAT_SPRITE_INVISIBLE;
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if (!Raze.IsRR()) self.sector.lotag |= 16384;
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else self.sector.lotag ^= 16384;
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}
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/* must wait until Activator.onActivate can be done.
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override void onActivate(int low, DukePlayer plr)
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{
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if (self.lotag == low)
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{
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self.sector.lotag ^= 16384;
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if (plr)
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{
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if (self.sector.lotag & 16384)
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plr.FTA(QUOTE_LOCKED, true);
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else plr.FTA(QUOTE_UNLOCKED, true);
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}
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}
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}
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*/
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}
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// Note: StaticSetup is run much earlier than Initialize! This is only meant for things that modify global game state.
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class DukeCycler : DukeActor
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{
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override void StaticSetup()
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{
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dlevel.AddCycler(self.sector, self.lotag, self.shade, self.sector.floorshade, self.hitag, self.intangle == 1536);
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self.Destroy();
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}
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}
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class DukeGPSpeed : DukeActor
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{
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override void StaticSetup()
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{
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self.sector.extra = self.lotag;
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self.Destroy();
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}
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}
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// the following ones are only used in RR.
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class DukeTorchCtrl : DukeActor
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{
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override void StaticSetup()
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{
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dlevel.addtorch(self.sector, self.sector.floorshade, self.lotag);
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self.Destroy();
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}
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}
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class DukeLightningCtrl : DukeActor
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{
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override void StaticSetup()
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{
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dlevel.addlightning(self.sector, self.sector.floorshade);
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self.Destroy();
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}
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}
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class DukeShadeCtrl : DukeActor
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{
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override void StaticSetup()
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{
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self.sector.shadedsector = 1;
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self.Destroy();
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}
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}
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class DukeDummyCtrl : DukeActor
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{
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override void StaticSetup()
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{
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self.cstat |= CSTAT_SPRITE_INVISIBLE;
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}
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}
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class DukeSoundFX : DukeActor
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{
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override void StaticSetup()
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{
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self.cstat = CSTAT_SPRITE_INVISIBLE;
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self.detail = dlevel.addambient(self.hitag, self.lotag);
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self.lotag = self.hitag = 0;
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}
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// this actor needs to start on STAT_DEFAULT.
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override void Initialize()
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{
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self.ChangeStat(STAT_ZOMBIEACTOR);
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}
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}
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