mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-28 15:02:39 +00:00
- scriptified Oracle, Programmer and Rebels.
This commit is contained in:
parent
119bcb924d
commit
360cbfba2a
13 changed files with 233 additions and 314 deletions
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@ -861,9 +861,6 @@ set( NOT_COMPILED_SOURCE_FILES
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sc_man_scanner.re
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g_hexen/a_heresiarch.cpp
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g_hexen/a_spike.cpp
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g_strife/a_oracle.cpp
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g_strife/a_programmer.cpp
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g_strife/a_rebels.cpp
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g_strife/a_sentinel.cpp
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g_strife/a_stalker.cpp
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g_strife/a_strifeitems.cpp
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@ -696,7 +696,7 @@ public:
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bool UseInventory(AInventory *item);
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// Tosses an item out of the inventory.
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virtual AInventory *DropInventory (AInventory *item);
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AInventory *DropInventory (AInventory *item);
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// Removes all items from the inventory.
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void ClearInventory();
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@ -1,26 +0,0 @@
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/*
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#include "actor.h"
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#include "a_action.h"
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#include "a_strifeglobal.h"
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#include "p_enemy.h"
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#include "r_defs.h"
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#include "vm.h"
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*/
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DEFINE_ACTION_FUNCTION(AActor, A_WakeOracleSpectre)
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{
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PARAM_SELF_PROLOGUE(AActor);
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TThinkerIterator<AActor> it(NAME_AlienSpectre3);
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AActor *spectre = it.Next();
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if (spectre != NULL && spectre->health > 0 && self->target != spectre)
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{
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spectre->Sector->SoundTarget = spectre->LastHeard = self->LastHeard;
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spectre->target = self->target;
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spectre->SetState (spectre->SeeState);
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}
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return 0;
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}
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@ -1,141 +0,0 @@
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/*
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#include "actor.h"
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#include "m_random.h"
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#include "a_action.h"
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#include "p_local.h"
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#include "p_enemy.h"
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#include "s_sound.h"
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#include "a_strifeglobal.h"
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#include "vm.h"
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#include "g_level.h"
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#include "doomstat.h"
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*/
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static FRandom pr_prog ("Programmer");
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// The Programmer level ending thing ----------------------------------------
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// [RH] I took some liberties to make this "cooler" than it was in Strife.
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class AProgLevelEnder : public AInventory
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{
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DECLARE_CLASS (AProgLevelEnder, AInventory)
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public:
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void Tick ();
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PalEntry GetBlend ();
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};
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IMPLEMENT_CLASS(AProgLevelEnder, false, false)
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//============================================================================
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//
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// AProgLevelEnder :: Tick
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//
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// Fade to black, end the level, then unfade.
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//
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//============================================================================
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void AProgLevelEnder::Tick ()
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{
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if (special2 == 0)
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{ // fade out over .66 second
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special1 += 255 / (TICRATE*2/3);
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if (++special1 >= 255)
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{
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special1 = 255;
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special2 = 1;
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G_ExitLevel (0, false);
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}
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}
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else
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{ // fade in over two seconds
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special1 -= 255 / (TICRATE*2);
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if (special1 <= 0)
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{
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Destroy ();
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}
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}
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}
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//============================================================================
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//
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// AProgLevelEnder :: GetBlend
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//
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//============================================================================
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PalEntry AProgLevelEnder::GetBlend ()
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{
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return PalEntry ((BYTE)special1, 0, 0, 0);
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}
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//============================================================================
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//
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// A_ProgrammerMelee
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//
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//============================================================================
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DEFINE_ACTION_FUNCTION(AActor, A_ProgrammerMelee)
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{
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PARAM_SELF_PROLOGUE(AActor);
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int damage;
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if (self->target == NULL)
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return 0;
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A_FaceTarget (self);
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if (!self->CheckMeleeRange ())
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return 0;
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S_Sound (self, CHAN_WEAPON, "programmer/clank", 1, ATTN_NORM);
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damage = ((pr_prog() % 10) + 1) * 6;
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int newdam = P_DamageMobj (self->target, self, self, damage, NAME_Melee);
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P_TraceBleed (newdam > 0 ? newdam : damage, self->target, self);
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return 0;
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}
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//============================================================================
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//
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// A_SpawnProgrammerBase
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//
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//============================================================================
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DEFINE_ACTION_FUNCTION(AActor, A_SpawnProgrammerBase)
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{
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PARAM_SELF_PROLOGUE(AActor);
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AActor *foo = Spawn("ProgrammerBase", self->PosPlusZ(24.), ALLOW_REPLACE);
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if (foo != NULL)
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{
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foo->Angles.Yaw = self->Angles.Yaw + 180. + pr_prog.Random2() * (360. / 1024.);
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foo->VelFromAngle();
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foo->Vel.Z = pr_prog() / 128.;
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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_ProgrammerDeath
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//
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//============================================================================
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DEFINE_ACTION_FUNCTION(AActor, A_ProgrammerDeath)
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{
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PARAM_SELF_PROLOGUE(AActor);
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if (!CheckBossDeath (self))
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return 0;
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for (int i = 0; i < MAXPLAYERS; ++i)
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{
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if (playeringame[i] && players[i].health > 0)
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{
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players[i].mo->GiveInventoryType (RUNTIME_CLASS(AProgLevelEnder));
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break;
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}
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}
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// the sky change scripts are now done as special actions in MAPINFO
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A_BossDeath(self);
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return 0;
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}
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@ -1,124 +0,0 @@
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/*
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#include "actor.h"
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#include "m_random.h"
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#include "a_action.h"
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#include "p_local.h"
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#include "p_enemy.h"
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#include "s_sound.h"
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#include "gi.h"
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#include "a_sharedglobal.h"
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#include "a_strifeglobal.h"
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#include "vm.h"
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#include "doomstat.h"
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*/
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static FRandom pr_shootgun ("ShootGun");
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//============================================================================
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//
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// A_ShootGun
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//
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//============================================================================
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DEFINE_ACTION_FUNCTION(AActor, A_ShootGun)
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{
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PARAM_SELF_PROLOGUE(AActor);
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DAngle pitch;
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if (self->target == NULL)
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return 0;
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S_Sound (self, CHAN_WEAPON, "monsters/rifle", 1, ATTN_NORM);
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A_FaceTarget (self);
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pitch = P_AimLineAttack (self, self->Angles.Yaw, MISSILERANGE);
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P_LineAttack (self, self->Angles.Yaw + pr_shootgun.Random2() * (11.25 / 256),
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MISSILERANGE, pitch,
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3*(pr_shootgun() % 5 + 1), NAME_Hitscan, NAME_StrifePuff);
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return 0;
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}
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// Teleporter Beacon --------------------------------------------------------
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class ATeleporterBeacon : public AInventory
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{
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DECLARE_CLASS (ATeleporterBeacon, AInventory)
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public:
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bool Use (bool pickup);
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};
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IMPLEMENT_CLASS(ATeleporterBeacon, false, false)
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bool ATeleporterBeacon::Use (bool pickup)
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{
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AInventory *drop;
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// Increase the amount by one so that when DropInventory decrements it,
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// the actor will have the same number of beacons that he started with.
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// When we return to UseInventory, it will take care of decrementing
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// Amount again and disposing of this item if there are no more.
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Amount++;
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drop = Owner->DropInventory (this);
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if (drop == NULL)
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{
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Amount--;
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return false;
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}
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else
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{
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drop->SetState(drop->FindState(NAME_Drop));
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drop->target = Owner;
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return true;
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}
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}
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DEFINE_ACTION_FUNCTION(AActor, A_Beacon)
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{
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PARAM_SELF_PROLOGUE(AActor);
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AActor *owner = self->target;
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AActor *rebel;
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rebel = Spawn("Rebel1", self->PosAtZ(self->floorz), ALLOW_REPLACE);
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if (!P_TryMove (rebel, rebel->Pos(), true))
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{
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rebel->Destroy ();
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return 0;
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}
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// Once the rebels start teleporting in, you can't pick up the beacon anymore.
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self->flags &= ~MF_SPECIAL;
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static_cast<AInventory *>(self)->DropTime = 0;
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// Set up the new rebel.
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rebel->threshold = rebel->DefThreshold;
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rebel->target = NULL;
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rebel->flags4 |= MF4_INCOMBAT;
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rebel->LastHeard = owner; // Make sure the rebels look for targets
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if (deathmatch)
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{
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rebel->health *= 2;
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}
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if (owner != NULL)
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{
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// Rebels are the same color as their owner (but only in multiplayer)
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if (multiplayer)
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{
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rebel->Translation = owner->Translation;
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}
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rebel->SetFriendPlayer(owner->player);
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// Set the rebel's target to whatever last hurt the player, so long as it's not
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// one of the player's other rebels.
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if (owner->target != NULL && !rebel->IsFriend (owner->target))
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{
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rebel->target = owner->target;
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}
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}
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rebel->SetState (rebel->SeeState);
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rebel->Angles.Yaw = self->Angles.Yaw;
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P_SpawnTeleportFog(rebel, rebel->Vec3Angle(20., self->Angles.Yaw, 0), false, true);
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if (--self->health < 0)
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{
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self->SetState(self->FindState(NAME_Death));
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}
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return 0;
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}
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@ -180,8 +180,18 @@ IMPLEMENT_CLASS(ARaiseAlarm, false, false)
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bool ARaiseAlarm::TryPickup (AActor *&toucher)
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{
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P_NoiseAlert (toucher, toucher);
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VMFrameStack stack1, *stack = &stack1;
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CALL_ACTION(A_WakeOracleSpectre, toucher);
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/*
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ThinkerIterator it = ThinkerIterator.Create("AlienSpectre3");
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Actor spectre = Actor(it.Next());
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if (spectre != NULL && spectre.health > 0 && toucher != spectre)
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{
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spectre.CurSector.SoundTarget = spectre.LastHeard = toucher;
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spectre.target = toucher;
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spectre.SetState (spectre.SeeState);
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}
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*/
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GoAwayAndDie ();
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return true;
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}
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@ -24,9 +24,6 @@
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#include "vm.h"
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// Include all the other Strife stuff here to reduce compile time
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#include "a_oracle.cpp"
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#include "a_programmer.cpp"
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#include "a_rebels.cpp"
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#include "a_sentinel.cpp"
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#include "a_stalker.cpp"
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#include "a_strifeitems.cpp"
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@ -1018,6 +1018,13 @@ AInventory *AActor::DropInventory (AInventory *item)
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return drop;
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}
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DEFINE_ACTION_FUNCTION(AActor, DropInventory)
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{
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PARAM_SELF_PROLOGUE(AActor);
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PARAM_OBJECT(item, AInventory);
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ACTION_RETURN_OBJECT(self->DropInventory(item));
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}
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//============================================================================
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//
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// AActor :: FindInventory
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@ -372,12 +372,13 @@ class Actor : Thinker native
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native void PlayActiveSound();
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native void Howl();
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// DECORATE compatible functions
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native bool CheckClass(class<Actor> checkclass, int ptr_select = AAPTR_DEFAULT, bool match_superclass = false);
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native Inventory FindInventory(class<Inventory> itemtype, bool subclass = false);
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native Inventory GiveInventoryType(class<Inventory> itemtype);
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native Inventory DropInventory (Inventory item);
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native bool GiveAmmo (Class<Ammo> type, int amount);
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// DECORATE compatible functions
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native int CountInv(class<Inventory> itemtype, int ptr_select = AAPTR_DEFAULT);
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native double GetDistance(bool checkz, int ptr = AAPTR_TARGET);
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native double GetAngle(int flags, int ptr = AAPTR_DEFAULT);
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@ -701,7 +702,6 @@ class Actor : Thinker native
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native void A_ClearLastHeard();
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native bool A_SelectWeapon(class<Weapon> whichweapon, int flags = 0);
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native void A_ClassBossHealth();
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native void A_ShootGun();
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native void A_RocketInFlight();
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native void A_Bang4Cloud();
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native void A_DropFire();
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@ -19,8 +19,6 @@ class Oracle : Actor
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DropItem "Meat";
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}
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native void A_WakeOracleSpectre ();
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States
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{
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Spawn:
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@ -35,4 +33,19 @@ class Oracle : Actor
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ORCL Q -1;
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Stop;
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}
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void A_WakeOracleSpectre ()
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{
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ThinkerIterator it = ThinkerIterator.Create("AlienSpectre3");
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Actor spectre = Actor(it.Next());
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if (spectre != NULL && spectre.health > 0 && self.target != spectre)
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{
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spectre.CurSector.SoundTarget = spectre.LastHeard = self.LastHeard;
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spectre.target = self.target;
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spectre.SetState (spectre.SeeState);
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}
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}
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}
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@ -33,10 +33,6 @@ class Programmer : Actor
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DropItem "Sigil1";
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}
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native void A_ProgrammerMelee ();
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native void A_SpawnProgrammerBase ();
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native void A_ProgrammerDeath ();
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States
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{
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Spawn:
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@ -80,6 +76,69 @@ class Programmer : Actor
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Stop;
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}
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//============================================================================
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//
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// A_ProgrammerMelee
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//
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//============================================================================
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void A_ProgrammerMelee ()
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{
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if (target == null)
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return;
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A_FaceTarget ();
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if (!CheckMeleeRange ())
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return;
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A_PlaySound("programmer/clank", CHAN_WEAPON);
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int damage = ((random[Programmer]() % 10) + 1) * 6;
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int newdam = DamageMobj (self, self, damage, 'Melee');
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target.TraceBleed (newdam > 0 ? newdam : damage, self);
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}
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//============================================================================
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//
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// A_SpawnProgrammerBase
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//
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//============================================================================
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void A_SpawnProgrammerBase ()
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{
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Actor foo = Spawn("ProgrammerBase", Pos + (0,0,24), ALLOW_REPLACE);
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if (foo != null)
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{
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foo.Angle = Angle + 180. + Random2[Programmer]() * (360. / 1024.);
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foo.VelFromAngle();
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foo.Vel.Z = random[Programmer]() / 128.;
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}
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}
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//============================================================================
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//
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// A_ProgrammerDeath
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//
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//============================================================================
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||||
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void A_ProgrammerDeath ()
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{
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if (!CheckBossDeath ())
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return;
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|
||||
for (int i = 0; i < MAXPLAYERS; ++i)
|
||||
{
|
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if (playeringame[i] && players[i].health > 0)
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{
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players[i].mo.GiveInventoryType ("ProgLevelEnder");
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break;
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}
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}
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// the sky change scripts are now done as special actions in MAPINFO
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A_BossDeath();
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}
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//============================================================================
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||||
//
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// A_SpotLightning
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|
@ -88,10 +147,10 @@ class Programmer : Actor
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void A_SpotLightning()
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{
|
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if (target == NULL) return;
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if (target == null) return;
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Actor spot = Spawn("SpectralLightningSpot", (target.pos.xy, target.floorz), ALLOW_REPLACE);
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if (spot != NULL)
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||||
if (spot != null)
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||||
{
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spot.threshold = 25;
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spot.target = self;
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|
@ -127,10 +186,52 @@ class ProgrammerBase : Actor
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// The Programmer level ending thing ----------------------------------------
|
||||
|
||||
class ProgLevelEnder : Inventory native
|
||||
class ProgLevelEnder : Inventory
|
||||
{
|
||||
Default
|
||||
{
|
||||
+INVENTORY.UNDROPPABLE
|
||||
}
|
||||
|
||||
|
||||
//============================================================================
|
||||
//
|
||||
// AProgLevelEnder :: Tick
|
||||
//
|
||||
// Fade to black, end the level, then unfade.
|
||||
//
|
||||
//============================================================================
|
||||
|
||||
override void Tick ()
|
||||
{
|
||||
if (special2 == 0)
|
||||
{ // fade out over .66 second
|
||||
special1 += 255 / (TICRATE*2/3);
|
||||
if (++special1 >= 255)
|
||||
{
|
||||
special1 = 255;
|
||||
special2 = 1;
|
||||
Exit_Normal(0);
|
||||
}
|
||||
}
|
||||
else
|
||||
{ // fade in over two seconds
|
||||
special1 -= 255 / (TICRATE*2);
|
||||
if (special1 <= 0)
|
||||
{
|
||||
Destroy ();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//============================================================================
|
||||
//
|
||||
// AProgLevelEnder :: GetBlend
|
||||
//
|
||||
//============================================================================
|
||||
|
||||
override Color GetBlend ()
|
||||
{
|
||||
return Color(special1, 0, 0, 0);
|
||||
}
|
||||
}
|
||||
|
|
|
@ -107,7 +107,7 @@ class Rebel6 : Rebel
|
|||
|
||||
// Teleporter Beacon --------------------------------------------------------
|
||||
|
||||
class TeleporterBeacon : Inventory native
|
||||
class TeleporterBeacon : Inventory
|
||||
{
|
||||
Default
|
||||
{
|
||||
|
@ -122,8 +122,6 @@ class TeleporterBeacon : Inventory native
|
|||
Inventory.PickupMessage "$TXT_BEACON";
|
||||
}
|
||||
|
||||
native void A_Beacon ();
|
||||
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
|
@ -137,4 +135,73 @@ class TeleporterBeacon : Inventory native
|
|||
BEAC A 1 A_FadeOut(0.015);
|
||||
Loop;
|
||||
}
|
||||
|
||||
// Teleporter Beacon --------------------------------------------------------
|
||||
|
||||
override bool Use (bool pickup)
|
||||
{
|
||||
// Increase the amount by one so that when DropInventory decrements it,
|
||||
// the actor will have the same number of beacons that he started with.
|
||||
// When we return to UseInventory, it will take care of decrementing
|
||||
// Amount again and disposing of self item if there are no more.
|
||||
Amount++;
|
||||
Inventory drop = Owner.DropInventory (self);
|
||||
if (drop == null)
|
||||
{
|
||||
Amount--;
|
||||
return false;
|
||||
}
|
||||
else
|
||||
{
|
||||
drop.SetStateLabel("Drop");
|
||||
drop.target = Owner;
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
void A_Beacon()
|
||||
{
|
||||
Actor owner = target;
|
||||
Actor rebel = Spawn("Rebel1", (pos.xy, floorz), ALLOW_REPLACE);
|
||||
if (!rebel.TryMove (rebel.Pos.xy, true))
|
||||
{
|
||||
rebel.Destroy ();
|
||||
return;
|
||||
}
|
||||
// Once the rebels start teleporting in, you can't pick up the beacon anymore.
|
||||
bSpecial = false;
|
||||
Inventory(self).DropTime = 0;
|
||||
// Set up the new rebel.
|
||||
rebel.threshold = rebel.DefThreshold;
|
||||
rebel.target = null;
|
||||
rebel.bInCombat = true;
|
||||
rebel.LastHeard = owner; // Make sure the rebels look for targets
|
||||
if (deathmatch)
|
||||
{
|
||||
rebel.health *= 2;
|
||||
}
|
||||
if (owner != null)
|
||||
{
|
||||
// Rebels are the same color as their owner (but only in multiplayer)
|
||||
if (multiplayer)
|
||||
{
|
||||
rebel.Translation = owner.Translation;
|
||||
}
|
||||
rebel.SetFriendPlayer(owner.player);
|
||||
// Set the rebel's target to whatever last hurt the player, so long as it's not
|
||||
// one of the player's other rebels.
|
||||
if (owner.target != null && !rebel.IsFriend (owner.target))
|
||||
{
|
||||
rebel.target = owner.target;
|
||||
}
|
||||
}
|
||||
|
||||
rebel.SetState (rebel.SeeState);
|
||||
rebel.Angle = Angle;
|
||||
rebel.SpawnTeleportFog(rebel.Vec3Angle(20., Angle, 0), false, true);
|
||||
if (--health < 0)
|
||||
{
|
||||
SetStateLabel("Death");
|
||||
}
|
||||
}
|
||||
}
|
|
@ -56,3 +56,21 @@ class FireDroplet : Actor
|
|||
}
|
||||
|
||||
|
||||
extend class Actor
|
||||
{
|
||||
//============================================================================
|
||||
//
|
||||
// A_ShootGun
|
||||
//
|
||||
//============================================================================
|
||||
|
||||
void A_ShootGun()
|
||||
{
|
||||
if (!target) return;
|
||||
A_PlaySound ("monsters/rifle", CHAN_WEAPON);
|
||||
A_FaceTarget ();
|
||||
double pitch = AimLineAttack (angle, MISSILERANGE);
|
||||
LineAttack (Angle + Random2[ShootGun]() * (11.25 / 256), MISSILERANGE, pitch, 3*(random[ShootGun]() % 5 + 1), 'Hitscan', "StrifePuff");
|
||||
}
|
||||
|
||||
}
|
Loading…
Reference in a new issue