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https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-24 21:21:04 +00:00
- scriptified the fighter's hammer.
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parent
bdad526f62
commit
178db4bb09
7 changed files with 102 additions and 130 deletions
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@ -855,7 +855,6 @@ set( NOT_COMPILED_SOURCE_FILES
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${OTHER_SYSTEM_SOURCES}
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sc_man_scanner.h
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sc_man_scanner.re
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g_hexen/a_fighterhammer.cpp
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g_hexen/a_fighterplayer.cpp
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g_hexen/a_fighterquietus.cpp
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g_hexen/a_flechette.cpp
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@ -1,124 +0,0 @@
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/*
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#include "actor.h"
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#include "gi.h"
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#include "m_random.h"
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#include "s_sound.h"
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#include "d_player.h"
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#include "a_action.h"
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#include "p_local.h"
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#include "a_action.h"
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#include "p_pspr.h"
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#include "gstrings.h"
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#include "a_hexenglobal.h"
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#include "vm.h"
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*/
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const double HAMMER_RANGE = 1.5 * MELEERANGE;
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static FRandom pr_hammeratk ("FHammerAtk");
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//============================================================================
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//
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// A_FHammerAttack
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//
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//============================================================================
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DEFINE_ACTION_FUNCTION(AActor, A_FHammerAttack)
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{
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PARAM_ACTION_PROLOGUE(AActor);
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DAngle angle;
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int damage;
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DAngle slope;
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int i;
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player_t *player;
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FTranslatedLineTarget t;
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PClassActor *hammertime;
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if (NULL == (player = self->player))
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{
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return 0;
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}
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AActor *pmo=player->mo;
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damage = 60+(pr_hammeratk()&63);
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hammertime = PClass::FindActor("HammerPuff");
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for (i = 0; i < 16; i++)
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{
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for (int j = 1; j >= -1; j -= 2)
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{
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angle = pmo->Angles.Yaw + j*i*(45. / 32);
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slope = P_AimLineAttack(pmo, angle, HAMMER_RANGE, &t, 0., ALF_CHECK3D);
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if (t.linetarget != NULL)
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{
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P_LineAttack(pmo, angle, HAMMER_RANGE, slope, damage, NAME_Melee, hammertime, true, &t);
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if (t.linetarget != NULL)
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{
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AdjustPlayerAngle(pmo, &t);
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if (t.linetarget->flags3 & MF3_ISMONSTER || t.linetarget->player)
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{
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t.linetarget->Thrust(t.angleFromSource, 10);
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}
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pmo->weaponspecial = false; // Don't throw a hammer
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goto hammerdone;
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}
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}
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}
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}
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// didn't find any targets in meleerange, so set to throw out a hammer
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angle = pmo->Angles.Yaw;
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slope = P_AimLineAttack (pmo, angle, HAMMER_RANGE, NULL, 0., ALF_CHECK3D);
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if (P_LineAttack (pmo, angle, HAMMER_RANGE, slope, damage, NAME_Melee, hammertime, true) != NULL)
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{
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pmo->weaponspecial = false;
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}
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else
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{
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pmo->weaponspecial = true;
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}
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hammerdone:
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// Don't spawn a hammer if the player doesn't have enough mana
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if (player->ReadyWeapon == NULL ||
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!player->ReadyWeapon->CheckAmmo (player->ReadyWeapon->bAltFire ?
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AWeapon::AltFire : AWeapon::PrimaryFire, false, true))
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{
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pmo->weaponspecial = false;
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}
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return 0;
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}
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//============================================================================
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//
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// A_FHammerThrow
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//
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//============================================================================
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DEFINE_ACTION_FUNCTION(AActor, A_FHammerThrow)
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{
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PARAM_ACTION_PROLOGUE(AActor);
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AActor *mo;
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player_t *player;
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if (NULL == (player = self->player))
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{
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return 0;
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}
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if (!player->mo->weaponspecial)
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{
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return 0;
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}
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AWeapon *weapon = player->ReadyWeapon;
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if (weapon != NULL)
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{
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if (!weapon->DepleteAmmo (weapon->bAltFire, false))
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return 0;
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}
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mo = P_SpawnPlayerMissile (player->mo, PClass::FindActor("HammerMissile"));
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if (mo)
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{
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mo->special1 = 0;
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}
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return 0;
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}
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@ -24,7 +24,6 @@
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#include "serializer.h"
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// Include all the Hexen stuff here to reduce compile time
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#include "a_fighterhammer.cpp"
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#include "a_fighterplayer.cpp"
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#include "a_fighterquietus.cpp"
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#include "a_flechette.cpp"
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@ -664,6 +664,16 @@ bool AWeapon::CheckAmmo (int fireMode, bool autoSwitch, bool requireAmmo, int am
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return false;
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}
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DEFINE_ACTION_FUNCTION(AWeapon, CheckAmmo)
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{
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PARAM_SELF_PROLOGUE(AWeapon);
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PARAM_INT(mode);
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PARAM_BOOL(autoswitch);
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PARAM_BOOL_DEF(require);
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PARAM_INT_DEF(ammocnt);
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ACTION_RETURN_BOOL(self->CheckAmmo(mode, autoswitch, require, ammocnt));
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}
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//===========================================================================
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//
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// AWeapon :: DepleteAmmo
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@ -3,6 +3,8 @@
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class FWeapHammer : FighterWeapon
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{
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const HAMMER_RANGE = 1.5 * MELEERANGE;
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Default
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{
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+BLOODSPLATTER
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@ -18,9 +20,6 @@ class FWeapHammer : FighterWeapon
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Tag "$TAG_FWEAPHAMMER";
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}
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action native void A_FHammerAttack();
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action native void A_FHammerThrow();
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States
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{
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Spawn:
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@ -50,6 +49,87 @@ class FWeapHammer : FighterWeapon
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FHMR A 1;
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Goto Ready;
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}
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//============================================================================
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//
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// A_FHammerAttack
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//
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//============================================================================
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action void A_FHammerAttack()
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{
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FTranslatedLineTarget t;
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if (player == null)
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{
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return;
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}
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int damage = 60+(random[HammerAtk]() & 63);
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for (int i = 0; i < 16; i++)
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{
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for (int j = 1; j >= -1; j -= 2)
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{
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double ang = angle + j*i*(45. / 32);
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double slope = AimLineAttack(ang, HAMMER_RANGE, t, 0., ALF_CHECK3D);
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if (t.linetarget != null)
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{
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LineAttack(ang, HAMMER_RANGE, slope, damage, 'Melee', "HammerPuff", true, t);
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if (t.linetarget != null)
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{
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AdjustPlayerAngle(t);
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if (t.linetarget.bIsMonster || t.linetarget.player)
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{
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t.linetarget.Thrust(10, t.angleFromSource);
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}
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weaponspecial = false; // Don't throw a hammer
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return;
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}
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}
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}
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}
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// didn't find any targets in meleerange, so set to throw out a hammer
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double slope = AimLineAttack (angle, HAMMER_RANGE, null, 0., ALF_CHECK3D);
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weaponspecial = (LineAttack (angle, HAMMER_RANGE, slope, damage, 'Melee', "HammerPuff", true) == null);
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// Don't spawn a hammer if the player doesn't have enough mana
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if (player.ReadyWeapon == null ||
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!player.ReadyWeapon.CheckAmmo (player.ReadyWeapon.bAltFire ?
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Weapon.AltFire : Weapon.PrimaryFire, false, true))
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{
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weaponspecial = false;
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}
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}
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//============================================================================
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//
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// A_FHammerThrow
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//
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//============================================================================
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action void A_FHammerThrow()
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{
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if (player == null)
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{
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return;
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}
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if (!weaponspecial)
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{
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return;
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}
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Weapon weapon = player.ReadyWeapon;
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if (weapon != null)
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{
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if (!weapon.DepleteAmmo (weapon.bAltFire, false))
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return;
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}
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Actor mo = SpawnPlayerMissile ("HammerMissile");
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if (mo)
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{
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mo.special1 = 0;
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}
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}
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}
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// Hammer Missile -----------------------------------------------------------
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FHFX CDEFGH 2 Bright;
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Loop;
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Death:
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FHFX I 3 Bright A_SetTranslucent(1,1);
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FHFX I 3 Bright A_SetRenderStyle(1, STYLE_Add);
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FHFX J 3 Bright;
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FHFX K 3 Bright A_Explode (128, 128, 0);
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FHFX LM 3 Bright;
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@ -529,6 +529,13 @@ class PuzzleItem : Inventory native
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class Weapon : StateProvider native
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{
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enum EFireMode
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{
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PrimaryFire,
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AltFire,
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EitherFire
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};
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native uint WeaponFlags;
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native class<Ammo> AmmoType1, AmmoType2; // Types of ammo used by this weapon
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native int AmmoGive1, AmmoGive2; // Amount of each ammo to get when picking up weapon
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Stop;
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}
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native bool CheckAmmo(int fireMode, bool autoSwitch, bool requireAmmo = false, int ammocount = -1);
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native bool DepleteAmmo(bool altFire, bool checkEnough = true, int ammouse = -1);
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native virtual void EndPowerup();
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