mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-24 21:21:04 +00:00
- reviewd script code for spawn calls that did not check their results.
Nothing should ever assume that spawning an actor is unconditionally successful. There can always be some edge cases where this is not the case.
This commit is contained in:
parent
c845fc126a
commit
3d61d2c1f4
24 changed files with 222 additions and 130 deletions
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@ -116,12 +116,15 @@ extend class Actor
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A_FaceTarget ();
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A_FaceTarget ();
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Actor fog = Spawn (fire, target.Pos, ALLOW_REPLACE);
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Actor fog = Spawn (fire, target.Pos, ALLOW_REPLACE);
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if (fog != null)
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{
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tracer = fog;
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tracer = fog;
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fog.target = self;
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fog.target = self;
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fog.tracer = self.target;
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fog.tracer = self.target;
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fog.A_Fire(0);
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fog.A_Fire(0);
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}
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}
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}
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}
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}
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void A_VileAttack(sound snd = "vile/stop", int initialdmg = 20, int blastdmg = 70, int blastradius = 70, double thrust = 1.0, name damagetype = "Fire", int flags = 0)
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void A_VileAttack(sound snd = "vile/stop", int initialdmg = 20, int blastdmg = 70, int blastradius = 70, double thrust = 1.0, name damagetype = "Fire", int flags = 0)
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{
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{
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@ -188,6 +188,7 @@ extend class Actor
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// Now launch mushroom cloud
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// Now launch mushroom cloud
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Actor aimtarget = Spawn("Mapspot", pos, NO_REPLACE); // We need something to aim at.
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Actor aimtarget = Spawn("Mapspot", pos, NO_REPLACE); // We need something to aim at.
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if (aimtarget == null) return;
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Actor owner = (flags & MSF_DontHurt) ? target : self;
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Actor owner = (flags & MSF_DontHurt) ? target : self;
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aimtarget.Height = Height;
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aimtarget.Height = Height;
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@ -233,10 +233,13 @@ extend class Actor
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SpawnPuff ("BulletPuff", pos, angle, angle, 3);
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SpawnPuff ("BulletPuff", pos, angle, angle, 3);
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Actor smoke = Spawn ("RevenantTracerSmoke", Vec3Offset(-Vel.X, -Vel.Y, 0.), ALLOW_REPLACE);
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Actor smoke = Spawn ("RevenantTracerSmoke", Vec3Offset(-Vel.X, -Vel.Y, 0.), ALLOW_REPLACE);
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if (smoke != null)
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{
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smoke.Vel.Z = 1.;
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smoke.Vel.Z = 1.;
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smoke.tics -= random[Tracer](0, 3);
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smoke.tics -= random[Tracer](0, 3);
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if (smoke.tics < 1)
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if (smoke.tics < 1)
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smoke.tics = 1;
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smoke.tics = 1;
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}
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// The rest of this function was identical with Strife's version, except for the angle being used.
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// The rest of this function was identical with Strife's version, except for the angle being used.
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A_Tracer2(16.875);
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A_Tracer2(16.875);
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@ -335,6 +335,8 @@ extend class Actor
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for (int i = 0; i < count; i++)
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for (int i = 0; i < count; i++)
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{
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{
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Actor mo = Spawn("Feather", pos + (0, 0, 20), NO_REPLACE);
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Actor mo = Spawn("Feather", pos + (0, 0, 20), NO_REPLACE);
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if (mo != null)
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{
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mo.target = self;
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mo.target = self;
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mo.Vel.X = Random2[Feathers]() / 256.;
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mo.Vel.X = Random2[Feathers]() / 256.;
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mo.Vel.Y = Random2[Feathers]() / 256.;
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mo.Vel.Y = Random2[Feathers]() / 256.;
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@ -342,5 +344,6 @@ extend class Actor
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mo.SetState (mo.SpawnState + (random[Feathers]()&7));
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mo.SetState (mo.SpawnState + (random[Feathers]()&7));
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}
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}
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}
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}
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}
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}
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}
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@ -166,13 +166,14 @@ class Sorcerer1 : Actor
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{
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{
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bSolid = false;
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bSolid = false;
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Actor mo = Spawn("Sorcerer2", Pos, ALLOW_REPLACE);
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Actor mo = Spawn("Sorcerer2", Pos, ALLOW_REPLACE);
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if (mo != null)
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{
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mo.Translation = Translation;
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mo.Translation = Translation;
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mo.SetStateLabel("Rise");
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mo.SetStateLabel("Rise");
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mo.angle = angle;
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mo.angle = angle;
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mo.CopyFriendliness (self, true);
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mo.CopyFriendliness (self, 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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@ -434,12 +435,15 @@ class Sorcerer2FX1 : Actor
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for (int i = 0; i < 2; i++)
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for (int i = 0; i < 2; i++)
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{
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{
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Actor mo = Spawn("Sorcerer2FXSpark", pos, ALLOW_REPLACE);
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Actor mo = Spawn("Sorcerer2FXSpark", pos, ALLOW_REPLACE);
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if (mo != null)
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{
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mo.Vel.X = Random2[BlueSpark]() / 128.;
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mo.Vel.X = Random2[BlueSpark]() / 128.;
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mo.Vel.Y = Random2[BlueSpark]() / 128.;
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mo.Vel.Y = Random2[BlueSpark]() / 128.;
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mo.Vel.Z = 1. + Random[BlueSpark]() / 256.;
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mo.Vel.Z = 1. + Random[BlueSpark]() / 256.;
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}
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}
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}
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}
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}
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}
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}
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// Sorcerer 2 FX Spark ------------------------------------------------------
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// Sorcerer 2 FX Spark ------------------------------------------------------
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@ -149,7 +149,7 @@ Class ArtiTimeBomb : Inventory
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override bool Use (bool pickup)
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override bool Use (bool pickup)
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{
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{
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Actor mo = Spawn("ActivatedTimeBomb", Owner.Vec3Angle(24., Owner.angle, - Owner.Floorclip), ALLOW_REPLACE);
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Actor mo = Spawn("ActivatedTimeBomb", Owner.Vec3Angle(24., Owner.angle, - Owner.Floorclip), ALLOW_REPLACE);
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mo.target = Owner;
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if (mo != null) mo.target = Owner;
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return true;
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return true;
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}
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}
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@ -102,14 +102,20 @@ class HereticImp : Actor
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bNoGravity = false;
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bNoGravity = false;
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chunk = Spawn("HereticImpChunk1", pos, ALLOW_REPLACE);
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chunk = Spawn("HereticImpChunk1", pos, ALLOW_REPLACE);
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if (chunk != null)
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{
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chunk.vel.x = random2[ImpExplode]() / 64.;
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chunk.vel.x = random2[ImpExplode]() / 64.;
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chunk.vel.y = random2[ImpExplode]() / 64.;
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chunk.vel.y = random2[ImpExplode]() / 64.;
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chunk.vel.z = 9;
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chunk.vel.z = 9;
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}
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chunk = Spawn("HereticImpChunk2", pos, ALLOW_REPLACE);
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chunk = Spawn("HereticImpChunk2", pos, ALLOW_REPLACE);
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if (chunk != null)
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{
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chunk.vel.x = random2[ImpExplode]() / 64.;
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chunk.vel.x = random2[ImpExplode]() / 64.;
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chunk.vel.y = random2[ImpExplode]() / 64.;
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chunk.vel.y = random2[ImpExplode]() / 64.;
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chunk.vel.z = 9;
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chunk.vel.z = 9;
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}
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if (extremecrash)
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if (extremecrash)
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{
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{
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@ -60,12 +60,15 @@ class Pod : Actor
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for (int count = chance > 240 ? 2 : 1; count; count--)
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for (int count = chance > 240 ? 2 : 1; count; count--)
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{
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{
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Actor goo = Spawn(gootype, pos + (0, 0, 48), ALLOW_REPLACE);
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Actor goo = Spawn(gootype, pos + (0, 0, 48), ALLOW_REPLACE);
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if (goo != null)
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{
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goo.target = self;
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goo.target = self;
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goo.Vel.X = Random2[PodPain]() / 128.;
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goo.Vel.X = Random2[PodPain]() / 128.;
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goo.Vel.Y = Random2[PodPain]() / 128.;
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goo.Vel.Y = Random2[PodPain]() / 128.;
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goo.Vel.Z = 0.5 + random[PodPain]() / 128.;
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goo.Vel.Z = 0.5 + random[PodPain]() / 128.;
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}
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}
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}
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}
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}
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//----------------------------------------------------------------------------
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//----------------------------------------------------------------------------
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//
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//
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@ -295,6 +298,8 @@ class Volcano : Actor
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for (int i = 0; i < count; i++)
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for (int i = 0; i < count; i++)
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{
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{
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Actor blast = Spawn("VolcanoBlast", pos + (0, 0, 44), ALLOW_REPLACE);
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Actor blast = Spawn("VolcanoBlast", pos + (0, 0, 44), ALLOW_REPLACE);
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if (blast != null)
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{
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blast.target = self;
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blast.target = self;
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blast.Angle = random[VolcanoBlast]() * (360 / 256.);
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blast.Angle = random[VolcanoBlast]() * (360 / 256.);
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blast.VelFromAngle(1.);
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blast.VelFromAngle(1.);
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@ -304,6 +309,7 @@ class Volcano : Actor
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}
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}
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}
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}
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}
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}
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}
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// Volcano blast ------------------------------------------------------------
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// Volcano blast ------------------------------------------------------------
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@ -102,6 +102,8 @@ class Ironlich : Actor
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{
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{
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A_PlaySound ("ironlich/attack1", CHAN_BODY);
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A_PlaySound ("ironlich/attack1", CHAN_BODY);
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}
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}
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if (fire != null)
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{
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fire.target = baseFire.target;
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fire.target = baseFire.target;
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fire.angle = baseFire.angle;
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fire.angle = baseFire.angle;
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fire.Vel = baseFire.Vel;
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fire.Vel = baseFire.Vel;
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@ -111,6 +113,7 @@ class Ironlich : Actor
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}
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}
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}
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}
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}
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}
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}
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else
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else
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{ // Whirlwind
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{ // Whirlwind
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Actor mo = SpawnMissile (target, "Whirlwind");
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Actor mo = SpawnMissile (target, "Whirlwind");
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@ -167,6 +170,8 @@ class HeadFX1 : Actor
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for (int i = 0; i < 8; i++)
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for (int i = 0; i < 8; i++)
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{
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{
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Actor shard = Spawn("HeadFX2", Pos, ALLOW_REPLACE);
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Actor shard = Spawn("HeadFX2", Pos, ALLOW_REPLACE);
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if (shard != null)
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{
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shard.target = target;
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shard.target = target;
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shard.angle = i*45.;
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shard.angle = i*45.;
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shard.VelFromAngle();
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shard.VelFromAngle();
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@ -175,6 +180,7 @@ class HeadFX1 : Actor
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}
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}
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}
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}
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}
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}
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}
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// Head FX 2 ----------------------------------------------------------------
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// Head FX 2 ----------------------------------------------------------------
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@ -163,8 +163,11 @@ class RedAxe : KnightAxe
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double xo = random2[DripBlood]() / 32.0;
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double xo = random2[DripBlood]() / 32.0;
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double yo = random2[DripBlood]() / 32.0;
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double yo = random2[DripBlood]() / 32.0;
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Actor mo = Spawn ("Blood", Vec3Offset(xo, yo, 0.), ALLOW_REPLACE);
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Actor mo = Spawn ("Blood", Vec3Offset(xo, yo, 0.), ALLOW_REPLACE);
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if (mo != null)
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{
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mo.Vel.X = random2[DripBlood]() / 64.0;
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mo.Vel.X = random2[DripBlood]() / 64.0;
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mo.Vel.Y = random2[DripBlood]() / 64.0;
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mo.Vel.Y = random2[DripBlood]() / 64.0;
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mo.Gravity = 1./8;
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mo.Gravity = 1./8;
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}
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}
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}
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}
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}
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@ -160,6 +160,8 @@ class BlasterFX1 : FastProjectile
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for(int i = 0; i < 8; i++)
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for(int i = 0; i < 8; i++)
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{
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{
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Actor ripper = Spawn("Ripper", pos, ALLOW_REPLACE);
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Actor ripper = Spawn("Ripper", pos, ALLOW_REPLACE);
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if (ripper != null)
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{
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ripper.target = target;
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ripper.target = target;
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ripper.angle = i*45;
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ripper.angle = i*45;
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ripper.VelFromAngle();
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ripper.VelFromAngle();
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@ -167,6 +169,7 @@ class BlasterFX1 : FastProjectile
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}
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}
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}
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}
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}
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}
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}
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// Blaster smoke ------------------------------------------------------------
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// Blaster smoke ------------------------------------------------------------
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@ -60,6 +60,8 @@ class Mace : HereticWeapon
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if (random[MaceAtk]() < 28)
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if (random[MaceAtk]() < 28)
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{
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{
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Actor ball = Spawn("MaceFX2", Pos + (0, 0, 28 - Floorclip), ALLOW_REPLACE);
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Actor ball = Spawn("MaceFX2", Pos + (0, 0, 28 - Floorclip), ALLOW_REPLACE);
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if (ball != null)
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{
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ball.Vel.Z = 2 - clamp(tan(pitch), -5, 5);
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ball.Vel.Z = 2 - clamp(tan(pitch), -5, 5);
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ball.target = self;
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ball.target = self;
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ball.angle = self.angle;
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ball.angle = self.angle;
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@ -69,6 +71,7 @@ class Mace : HereticWeapon
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ball.A_PlaySound ("weapons/maceshoot", CHAN_BODY);
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ball.A_PlaySound ("weapons/maceshoot", CHAN_BODY);
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ball.CheckMissileSpawn (radius);
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ball.CheckMissileSpawn (radius);
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}
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}
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}
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else
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else
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{
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{
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player.GetPSprite(PSP_WEAPON).x = ((random[MaceAtk]() & 3) - 2);
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player.GetPSprite(PSP_WEAPON).x = ((random[MaceAtk]() & 3) - 2);
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@ -260,18 +263,24 @@ class MaceFX2 : MaceFX1
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SetState (SpawnState);
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SetState (SpawnState);
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Actor tiny = Spawn("MaceFX3", Pos, ALLOW_REPLACE);
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Actor tiny = Spawn("MaceFX3", Pos, ALLOW_REPLACE);
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if (tiny != null)
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{
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tiny.target = target;
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tiny.target = target;
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tiny.angle = angle + 90.;
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tiny.angle = angle + 90.;
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tiny.VelFromAngle(Vel.Z - 1.);
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tiny.VelFromAngle(Vel.Z - 1.);
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tiny.Vel += (Vel.XY * .5, Vel.Z);
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tiny.Vel += (Vel.XY * .5, Vel.Z);
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tiny.CheckMissileSpawn (radius);
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tiny.CheckMissileSpawn (radius);
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}
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tiny = Spawn("MaceFX3", Pos, ALLOW_REPLACE);
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tiny = Spawn("MaceFX3", Pos, ALLOW_REPLACE);
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if (tiny != null)
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{
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tiny.target = target;
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tiny.target = target;
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tiny.angle = angle - 90.;
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tiny.angle = angle - 90.;
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tiny.VelFromAngle(Vel.Z - 1.);
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tiny.VelFromAngle(Vel.Z - 1.);
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tiny.Vel += (Vel.XY * .5, Vel.Z);
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tiny.Vel += (Vel.XY * .5, Vel.Z);
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tiny.CheckMissileSpawn (radius);
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tiny.CheckMissileSpawn (radius);
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}
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return;
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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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@ -151,16 +151,19 @@ class PhoenixRodPowered : PhoenixRod
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slope += 0.1;
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slope += 0.1;
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Actor mo = Spawn("PhoenixFX2", spawnpos, ALLOW_REPLACE);
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Actor mo = Spawn("PhoenixFX2", spawnpos, ALLOW_REPLACE);
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if (mo != null)
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{
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mo.target = self;
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mo.target = self;
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mo.Angle = Angle;
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mo.Angle = Angle;
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mo.VelFromAngle();
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mo.VelFromAngle();
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mo.Vel.XY += Vel.XY;
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mo.Vel.XY += Vel.XY;
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mo.Vel.Z = mo.Speed * slope;
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mo.Vel.Z = mo.Speed * slope;
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mo.CheckMissileSpawn (radius);
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}
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if (!player.refire)
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if (!player.refire)
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{
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{
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A_PlaySound("weapons/phoenixpowshoot", CHAN_WEAPON, 1, true);
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A_PlaySound("weapons/phoenixpowshoot", CHAN_WEAPON, 1, true);
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}
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}
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mo.CheckMissileSpawn (radius);
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}
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}
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//----------------------------------------------------------------------------
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//----------------------------------------------------------------------------
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@ -239,11 +242,17 @@ class PhoenixFX1 : Actor
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//[RH] Heretic never sets the target for seeking
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//[RH] Heretic never sets the target for seeking
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//P_SeekerMissile (self, 5, 10);
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//P_SeekerMissile (self, 5, 10);
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Actor puff = Spawn("PhoenixPuff", Pos, ALLOW_REPLACE);
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Actor puff = Spawn("PhoenixPuff", Pos, ALLOW_REPLACE);
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if (puff != null)
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{
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puff.Vel.XY = AngleToVector(Angle + 90, 1.3);
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puff.Vel.XY = AngleToVector(Angle + 90, 1.3);
|
||||||
|
}
|
||||||
|
|
||||||
puff = Spawn("PhoenixPuff", Pos, ALLOW_REPLACE);
|
puff = Spawn("PhoenixPuff", Pos, ALLOW_REPLACE);
|
||||||
|
if (puff != null)
|
||||||
|
{
|
||||||
puff.Vel.XY = AngleToVector(Angle - 90, 1.3);
|
puff.Vel.XY = AngleToVector(Angle - 90, 1.3);
|
||||||
}
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
|
@ -70,7 +70,8 @@ extend class Actor
|
||||||
// [RH] Floor and ceiling huggers should not be blasted vertically.
|
// [RH] Floor and ceiling huggers should not be blasted vertically.
|
||||||
if (!victim.bFloorHugger && !victim.bCeilingHugger)
|
if (!victim.bFloorHugger && !victim.bCeilingHugger)
|
||||||
{
|
{
|
||||||
mo.Vel.Z = victim.Vel.Z = 8;
|
victim.Vel.Z = 8;
|
||||||
|
if (mo != null) mo.Vel.Z = 8;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
|
|
|
@ -567,6 +567,8 @@ class HolyTail : Actor
|
||||||
static void SpawnSpiritTail (Actor spirit)
|
static void SpawnSpiritTail (Actor spirit)
|
||||||
{
|
{
|
||||||
Actor tail = Spawn ("HolyTail", spirit.Pos, ALLOW_REPLACE);
|
Actor tail = Spawn ("HolyTail", spirit.Pos, ALLOW_REPLACE);
|
||||||
|
if (tail != null)
|
||||||
|
{
|
||||||
tail.target = spirit; // parent
|
tail.target = spirit; // parent
|
||||||
for (int i = 1; i < 3; i++)
|
for (int i = 1; i < 3; i++)
|
||||||
{
|
{
|
||||||
|
@ -576,6 +578,7 @@ class HolyTail : Actor
|
||||||
}
|
}
|
||||||
tail.tracer = null; // last tail bit
|
tail.tracer = null; // last tail bit
|
||||||
}
|
}
|
||||||
|
}
|
||||||
|
|
||||||
//============================================================================
|
//============================================================================
|
||||||
//
|
//
|
||||||
|
|
|
@ -255,10 +255,13 @@ class ArtiPoisonBag : Inventory
|
||||||
}
|
}
|
||||||
|
|
||||||
class<Actor> spawntype = GetFlechetteType(other);
|
class<Actor> spawntype = GetFlechetteType(other);
|
||||||
Inventory copy = Inventory(Spawn (spawntype));
|
let copy = Inventory(Spawn (spawntype));
|
||||||
|
if (copy != null)
|
||||||
|
{
|
||||||
copy.Amount = Amount;
|
copy.Amount = Amount;
|
||||||
copy.MaxAmount = MaxAmount;
|
copy.MaxAmount = MaxAmount;
|
||||||
GoAwayAndDie ();
|
GoAwayAndDie ();
|
||||||
|
}
|
||||||
return copy;
|
return copy;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
|
@ -315,6 +315,8 @@ class Korax : Actor
|
||||||
private void SpawnKoraxMissile (Vector3 pos, Actor dest, Class<Actor> type)
|
private void SpawnKoraxMissile (Vector3 pos, Actor dest, Class<Actor> type)
|
||||||
{
|
{
|
||||||
Actor th = Spawn (type, pos, ALLOW_REPLACE);
|
Actor th = Spawn (type, pos, ALLOW_REPLACE);
|
||||||
|
if (th != null)
|
||||||
|
{
|
||||||
th.target = self; // Originator
|
th.target = self; // Originator
|
||||||
double an = th.AngleTo(dest);
|
double an = th.AngleTo(dest);
|
||||||
if (dest.bShadow)
|
if (dest.bShadow)
|
||||||
|
@ -327,6 +329,7 @@ class Korax : Actor
|
||||||
th.Vel.Z = (dest.pos.z - pos.Z + 30) / dist;
|
th.Vel.Z = (dest.pos.z - pos.Z + 30) / dist;
|
||||||
th.CheckMissileSpawn(radius);
|
th.CheckMissileSpawn(radius);
|
||||||
}
|
}
|
||||||
|
}
|
||||||
|
|
||||||
//============================================================================
|
//============================================================================
|
||||||
//
|
//
|
||||||
|
|
|
@ -262,7 +262,7 @@ class Minotaur : Actor
|
||||||
type = "PunchPuff";
|
type = "PunchPuff";
|
||||||
}
|
}
|
||||||
Actor puff = Spawn (type, Pos, ALLOW_REPLACE);
|
Actor puff = Spawn (type, Pos, ALLOW_REPLACE);
|
||||||
puff.Vel.Z = 2;
|
if (puff != null) puff.Vel.Z = 2;
|
||||||
special1--;
|
special1--;
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
|
@ -710,11 +710,14 @@ class MinotaurFX2 : MinotaurFX1
|
||||||
double y = Random2[MntrFloorFire]() / 64.;
|
double y = Random2[MntrFloorFire]() / 64.;
|
||||||
|
|
||||||
Actor mo = Spawn("MinotaurFX3", Vec2OffsetZ(x, y, floorz), ALLOW_REPLACE);
|
Actor mo = Spawn("MinotaurFX3", Vec2OffsetZ(x, y, floorz), ALLOW_REPLACE);
|
||||||
|
if (mo != null)
|
||||||
|
{
|
||||||
mo.target = target;
|
mo.target = target;
|
||||||
mo.Vel.X = MinVel; // Force block checking
|
mo.Vel.X = MinVel; // Force block checking
|
||||||
mo.CheckMissileSpawn (radius);
|
mo.CheckMissileSpawn (radius);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
}
|
||||||
|
|
||||||
// Minotaur FX 3 ------------------------------------------------------------
|
// Minotaur FX 3 ------------------------------------------------------------
|
||||||
|
|
||||||
|
|
|
@ -202,11 +202,14 @@ class EntityBoss : SpectralMonster
|
||||||
Vector3 pos = spot.Vec3Angle(secondRadius, an, tracer ? 70. : 0.);
|
Vector3 pos = spot.Vec3Angle(secondRadius, an, tracer ? 70. : 0.);
|
||||||
|
|
||||||
second = Spawn("EntitySecond", pos, ALLOW_REPLACE);
|
second = Spawn("EntitySecond", pos, ALLOW_REPLACE);
|
||||||
|
if (second != null)
|
||||||
|
{
|
||||||
second.CopyFriendliness(self, true);
|
second.CopyFriendliness(self, true);
|
||||||
second.A_FaceTarget();
|
second.A_FaceTarget();
|
||||||
second.VelFromAngle(i == 0? 4.8828125 : secondRadius * 4., an);
|
second.VelFromAngle(i == 0? 4.8828125 : secondRadius * 4., an);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
}
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
|
@ -171,10 +171,13 @@ class Inquisitor : Actor
|
||||||
void A_TossArm ()
|
void A_TossArm ()
|
||||||
{
|
{
|
||||||
Actor foo = Spawn("InquisitorArm", Pos + (0,0,24), ALLOW_REPLACE);
|
Actor foo = Spawn("InquisitorArm", Pos + (0,0,24), ALLOW_REPLACE);
|
||||||
|
if (foo != null)
|
||||||
|
{
|
||||||
foo.angle = angle - 90. + Random2[Inquisitor]() * (360./1024.);
|
foo.angle = angle - 90. + Random2[Inquisitor]() * (360./1024.);
|
||||||
foo.VelFromAngle(foo.Speed / 8);
|
foo.VelFromAngle(foo.Speed / 8);
|
||||||
foo.Vel.Z = random[Inquisitor]() / 64.;
|
foo.Vel.Z = random[Inquisitor]() / 64.;
|
||||||
}
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
|
@ -163,6 +163,10 @@ class TeleporterBeacon : Inventory
|
||||||
{
|
{
|
||||||
Actor owner = target;
|
Actor owner = target;
|
||||||
Actor rebel = Spawn("Rebel1", (pos.xy, floorz), ALLOW_REPLACE);
|
Actor rebel = Spawn("Rebel1", (pos.xy, floorz), ALLOW_REPLACE);
|
||||||
|
if (rebel == null)
|
||||||
|
{
|
||||||
|
return;
|
||||||
|
}
|
||||||
if (!rebel.TryMove (rebel.Pos.xy, true))
|
if (!rebel.TryMove (rebel.Pos.xy, true))
|
||||||
{
|
{
|
||||||
rebel.Destroy ();
|
rebel.Destroy ();
|
||||||
|
|
|
@ -268,7 +268,7 @@ class Sigil : Weapon
|
||||||
|
|
||||||
action void A_FireSigil1 ()
|
action void A_FireSigil1 ()
|
||||||
{
|
{
|
||||||
Actor spot;
|
Actor spot = null;
|
||||||
FTranslatedLineTarget t;
|
FTranslatedLineTarget t;
|
||||||
|
|
||||||
if (player == null || player.ReadyWeapon == null)
|
if (player == null || player.ReadyWeapon == null)
|
||||||
|
|
|
@ -62,11 +62,13 @@ class SpectralMonster : Actor
|
||||||
return;
|
return;
|
||||||
|
|
||||||
Actor foo = Spawn("SpectralLightningV2", Pos + (0, 0, 32), ALLOW_REPLACE);
|
Actor foo = Spawn("SpectralLightningV2", Pos + (0, 0, 32), ALLOW_REPLACE);
|
||||||
|
if (foo != null)
|
||||||
|
{
|
||||||
foo.Vel.Z = -12;
|
foo.Vel.Z = -12;
|
||||||
foo.target = self;
|
foo.target = self;
|
||||||
foo.FriendPlayer = 0;
|
foo.FriendPlayer = 0;
|
||||||
foo.tracer = target;
|
foo.tracer = target;
|
||||||
|
}
|
||||||
|
|
||||||
Angle -= 90.;
|
Angle -= 90.;
|
||||||
for (int i = 0; i < 20; ++i)
|
for (int i = 0; i < 20; ++i)
|
||||||
|
@ -217,11 +219,13 @@ class SpectralLightningH1 : SpectralLightningBase
|
||||||
void A_SpectralLightningTail ()
|
void A_SpectralLightningTail ()
|
||||||
{
|
{
|
||||||
Actor foo = Spawn("SpectralLightningHTail", Vec3Offset(-Vel.X, -Vel.Y, 0.), ALLOW_REPLACE);
|
Actor foo = Spawn("SpectralLightningHTail", Vec3Offset(-Vel.X, -Vel.Y, 0.), ALLOW_REPLACE);
|
||||||
|
if (foo != null)
|
||||||
|
{
|
||||||
foo.Angle = Angle;
|
foo.Angle = Angle;
|
||||||
foo.FriendPlayer = FriendPlayer;
|
foo.FriendPlayer = FriendPlayer;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
// Spectral Lightning (Horizontal #2) -------------------------------------
|
// Spectral Lightning (Horizontal #2) -------------------------------------
|
||||||
|
@ -386,16 +390,22 @@ class SpectralLightningSpot : SpectralLightningDeath1
|
||||||
|
|
||||||
Actor flash = Spawn (cls, Vec2OffsetZ(xo, yo, ONCEILINGZ), ALLOW_REPLACE);
|
Actor flash = Spawn (cls, Vec2OffsetZ(xo, yo, ONCEILINGZ), ALLOW_REPLACE);
|
||||||
|
|
||||||
|
if (flash != null)
|
||||||
|
{
|
||||||
flash.target = target;
|
flash.target = target;
|
||||||
flash.Vel.Z = -18;
|
flash.Vel.Z = -18;
|
||||||
flash.FriendPlayer = FriendPlayer;
|
flash.FriendPlayer = FriendPlayer;
|
||||||
|
}
|
||||||
|
|
||||||
flash = Spawn("SpectralLightningV2", (pos.xy, ONCEILINGZ), ALLOW_REPLACE);
|
flash = Spawn("SpectralLightningV2", (pos.xy, ONCEILINGZ), ALLOW_REPLACE);
|
||||||
|
|
||||||
|
if (flash != null)
|
||||||
|
{
|
||||||
flash.target = target;
|
flash.target = target;
|
||||||
flash.Vel.Z = -18;
|
flash.Vel.Z = -18;
|
||||||
flash.FriendPlayer = FriendPlayer;
|
flash.FriendPlayer = FriendPlayer;
|
||||||
}
|
}
|
||||||
|
}
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
|
@ -133,7 +133,10 @@ extend class Actor
|
||||||
void A_DropFire()
|
void A_DropFire()
|
||||||
{
|
{
|
||||||
Actor drop = Spawn("FireDroplet", pos + (0,0,24), ALLOW_REPLACE);
|
Actor drop = Spawn("FireDroplet", pos + (0,0,24), ALLOW_REPLACE);
|
||||||
|
if (drop != null)
|
||||||
|
{
|
||||||
drop.Vel.Z = -1.;
|
drop.Vel.Z = -1.;
|
||||||
|
}
|
||||||
A_Explode(64, 64, XF_NOSPLASH, damagetype: 'Fire');
|
A_Explode(64, 64, XF_NOSPLASH, damagetype: 'Fire');
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
Loading…
Reference in a new issue