mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-11 07:12:16 +00:00
- scriptified the Ironlich.
This commit is contained in:
parent
1a20a5b999
commit
5e67cf79d3
9 changed files with 215 additions and 223 deletions
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@ -860,7 +860,6 @@ set( NOT_COMPILED_SOURCE_FILES
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g_heretic/a_dsparil.cpp
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g_heretic/a_hereticartifacts.cpp
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g_heretic/a_hereticweaps.cpp
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g_heretic/a_ironlich.cpp
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g_hexen/a_blastradius.cpp
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g_hexen/a_boostarmor.cpp
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g_hexen/a_clericflame.cpp
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@ -22,5 +22,3 @@
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#include "a_dsparil.cpp"
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#include "a_hereticartifacts.cpp"
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#include "a_hereticweaps.cpp"
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#include "a_ironlich.cpp"
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@ -1,213 +0,0 @@
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/*
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#include "actor.h"
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#include "info.h"
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#include "m_random.h"
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#include "s_sound.h"
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#include "p_local.h"
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#include "p_enemy.h"
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#include "a_action.h"
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#include "gstrings.h"
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#include "vm.h"
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#include "g_level.h"
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*/
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static FRandom pr_foo ("WhirlwindDamage");
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static FRandom pr_atk ("LichAttack");
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static FRandom pr_seek ("WhirlwindSeek");
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class AWhirlwind : public AActor
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{
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DECLARE_CLASS (AWhirlwind, AActor)
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public:
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int DoSpecialDamage (AActor *target, int damage, FName damagetype);
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};
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IMPLEMENT_CLASS(AWhirlwind, false, false, false, false)
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int AWhirlwind::DoSpecialDamage (AActor *target, int damage, FName damagetype)
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{
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int randVal;
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if (!(target->flags7 & MF7_DONTTHRUST))
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{
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target->Angles.Yaw += pr_foo.Random2() * (360 / 4096.);
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target->Vel.X += pr_foo.Random2() / 64.;
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target->Vel.Y += pr_foo.Random2() / 64.;
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}
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if ((level.time & 16) && !(target->flags2 & MF2_BOSS) && !(target->flags7 & MF7_DONTTHRUST))
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{
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randVal = pr_foo();
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if (randVal > 160)
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{
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randVal = 160;
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}
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target->Vel.Z += randVal / 32.;
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if (target->Vel.Z > 12)
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{
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target->Vel.Z = 12;
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}
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}
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if (!(level.time & 7))
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{
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P_DamageMobj (target, NULL, this->target, 3, NAME_Melee);
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}
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return -1;
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}
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//----------------------------------------------------------------------------
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//
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// PROC A_LichAttack
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//
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//----------------------------------------------------------------------------
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DEFINE_ACTION_FUNCTION(AActor, A_LichAttack)
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{
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PARAM_SELF_PROLOGUE(AActor);
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int i;
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AActor *fire;
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AActor *baseFire;
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AActor *mo;
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AActor *target;
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int randAttack;
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static const int atkResolve1[] = { 50, 150 };
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static const int atkResolve2[] = { 150, 200 };
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// Ice ball (close 20% : far 60%)
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// Fire column (close 40% : far 20%)
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// Whirlwind (close 40% : far 20%)
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// Distance threshold = 8 cells
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target = self->target;
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if (target == NULL)
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{
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return 0;
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}
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A_FaceTarget (self);
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if (self->CheckMeleeRange ())
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{
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int damage = pr_atk.HitDice (6);
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int newdam = P_DamageMobj (target, self, self, damage, NAME_Melee);
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P_TraceBleed (newdam > 0 ? newdam : damage, target, self);
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return 0;
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}
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int dist = self->Distance2D(target) > 8 * 64;
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randAttack = pr_atk ();
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if (randAttack < atkResolve1[dist])
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{ // Ice ball
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P_SpawnMissile (self, target, PClass::FindActor("HeadFX1"));
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S_Sound (self, CHAN_BODY, "ironlich/attack2", 1, ATTN_NORM);
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}
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else if (randAttack < atkResolve2[dist])
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{ // Fire column
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baseFire = P_SpawnMissile (self, target, PClass::FindActor("HeadFX3"));
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if (baseFire != NULL)
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{
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baseFire->SetState (baseFire->FindState("NoGrow"));
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for (i = 0; i < 5; i++)
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{
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fire = Spawn("HeadFX3", baseFire->Pos(), ALLOW_REPLACE);
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if (i == 0)
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{
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S_Sound (self, CHAN_BODY, "ironlich/attack1", 1, ATTN_NORM);
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}
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fire->target = baseFire->target;
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fire->Angles.Yaw = baseFire->Angles.Yaw;
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fire->Vel = baseFire->Vel;
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fire->SetDamage(0);
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fire->health = (i+1) * 2;
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P_CheckMissileSpawn (fire, self->radius);
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}
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}
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}
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else
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{ // Whirlwind
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mo = P_SpawnMissile (self, target, RUNTIME_CLASS(AWhirlwind));
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if (mo != NULL)
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{
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mo->AddZ(-32);
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mo->tracer = target;
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mo->health = 20*TICRATE; // Duration
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S_Sound (self, CHAN_BODY, "ironlich/attack3", 1, ATTN_NORM);
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}
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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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// PROC A_WhirlwindSeek
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//
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//----------------------------------------------------------------------------
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DEFINE_ACTION_FUNCTION(AActor, A_WhirlwindSeek)
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{
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PARAM_SELF_PROLOGUE(AActor);
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self->health -= 3;
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if (self->health < 0)
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{
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self->Vel.Zero();
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self->SetState(self->FindState(NAME_Death));
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self->flags &= ~MF_MISSILE;
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return 0;
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}
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if ((self->threshold -= 3) < 0)
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{
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self->threshold = 58 + (pr_seek() & 31);
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S_Sound(self, CHAN_BODY, "ironlich/attack3", 1, ATTN_NORM);
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}
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if (self->tracer && self->tracer->flags&MF_SHADOW)
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{
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return 0;
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}
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P_SeekerMissile(self, 10, 30);
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return 0;
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}
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//----------------------------------------------------------------------------
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//
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// PROC A_LichIceImpact
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//
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//----------------------------------------------------------------------------
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DEFINE_ACTION_FUNCTION(AActor, A_LichIceImpact)
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{
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PARAM_SELF_PROLOGUE(AActor);
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unsigned int i;
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AActor *shard;
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for (i = 0; i < 8; i++)
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{
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shard = Spawn("HeadFX2", self->Pos(), ALLOW_REPLACE);
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shard->target = self->target;
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shard->Angles.Yaw = i*45.;
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shard->VelFromAngle();
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shard->Vel.Z = -.6;
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P_CheckMissileSpawn (shard, self->radius);
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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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// PROC A_LichFireGrow
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//
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//----------------------------------------------------------------------------
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DEFINE_ACTION_FUNCTION(AActor, A_LichFireGrow)
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{
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PARAM_SELF_PROLOGUE(AActor);
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self->health--;
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self->AddZ(9.);
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if (self->health == 0)
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{
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self->RestoreDamage();
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self->SetState (self->FindState("NoGrow"));
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}
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return 0;
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}
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@ -6668,6 +6668,17 @@ int AActor::DoSpecialDamage (AActor *target, int damage, FName damagetype)
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}
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}
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DEFINE_ACTION_FUNCTION(AActor, DoSpecialDamage)
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{
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PARAM_SELF_PROLOGUE(AActor);
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PARAM_OBJECT(target, AActor);
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PARAM_INT(damage);
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PARAM_NAME(damagetype);
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self->VMSuperCall();
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ACTION_RETURN_INT(self->DoSpecialDamage(target, damage, damagetype));
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}
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int AActor::TakeSpecialDamage (AActor *inflictor, AActor *source, int damage, FName damagetype)
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{
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FState *death;
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@ -7180,6 +7191,13 @@ DEFINE_ACTION_FUNCTION(AActor, Vec3Offset)
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ACTION_RETURN_VEC3(self->Vec3Offset(x, y, z, absolute));
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}
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DEFINE_ACTION_FUNCTION(AActor, RestoreDamage)
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{
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PARAM_SELF_PROLOGUE(AActor);
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self->RestoreDamage();
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return 0;
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}
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//----------------------------------------------------------------------------
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//
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// DropItem handling
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@ -2326,6 +2326,11 @@ void ZCCCompiler::CompileFunction(ZCC_StructWork *c, ZCC_FuncDeclarator *f, bool
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if (varflags & VARF_Virtual)
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{
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if (sym->Variants[0].Implementation == nullptr)
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{
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Error(f, "Virtual function %s.%s not present.", c->Type()->TypeName.GetChars(), FName(f->Name).GetChars());
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return;
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}
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if (varflags & VARF_Final)
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{
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sym->Variants[0].Implementation->Final = true;
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@ -38,6 +38,7 @@ VMEXPORTED_NATIVES_START
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VMEXPORTED_NATIVES_FUNC(BeginPlay)
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VMEXPORTED_NATIVES_FUNC(Activate)
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VMEXPORTED_NATIVES_FUNC(Deactivate)
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VMEXPORTED_NATIVES_FUNC(DoSpecialDamage)
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VMEXPORTED_NATIVES_END
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@ -192,6 +193,26 @@ public:
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stack.Call(VFUNC, params, 2, nullptr, 0, nullptr);
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}
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}
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int DoSpecialDamage(AActor *target, int damage, FName damagetype)
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{
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if (this->ObjectFlags & OF_SuperCall)
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{
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this->ObjectFlags &= ~OF_SuperCall;
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return ExportedNatives<T>::Get()->template DoSpecialDamage<int, T>(this, target, damage, damagetype);
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}
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else
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{
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VINDEX(AActor, DoSpecialDamage);
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// Without the type cast this picks the 'void *' assignment...
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VMValue params[4] = { (DObject*)this, (DObject*)target, damage, damagetype.GetIndex() };
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VMReturn ret;
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VMFrameStack stack;
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int retval;
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ret.IntAt(&retval);
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stack.Call(VFUNC, params, 4, &ret, 1, nullptr);
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return retval;
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}
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}
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};
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@ -223,6 +244,7 @@ VMEXPORT_NATIVES_START(AActor, DThinker)
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VMEXPORT_NATIVES_FUNC(BeginPlay)
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VMEXPORT_NATIVES_FUNC(Activate)
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VMEXPORT_NATIVES_FUNC(Deactivate)
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VMEXPORT_NATIVES_FUNC(DoSpecialDamage)
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VMEXPORT_NATIVES_END(AActor)
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/*
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@ -237,6 +237,7 @@ class Actor : Thinker native
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virtual native void BeginPlay();
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virtual native void Activate(Actor activator);
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virtual native void Deactivate(Actor activator);
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virtual native int DoSpecialDamage (Actor target, int damage, Name damagetype);
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native void AdjustPlayerAngle(FTranslatedLineTarget t);
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native static readonly<Actor> GetDefaultByType(class<Actor> cls);
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@ -247,6 +248,7 @@ class Actor : Thinker native
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native void ClearCounters();
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native bool GiveBody (int num, int max=0);
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native void RestoreDamage();
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native void SetDamage(int dmg);
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native double Distance2D(Actor other);
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native void SetOrigin(vector3 newpos, bool moving);
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@ -12,6 +12,8 @@ class Object native
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class Thinker : Object native
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{
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const TICRATE = 35;
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virtual native void Tick();
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virtual native void PostBeginPlay();
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}
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@ -27,7 +27,6 @@ class Ironlich : Actor
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DropItem "ArtiEgg", 51, 0;
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}
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native void A_LichAttack ();
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States
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{
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@ -54,6 +53,77 @@ class Ironlich : Actor
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LICH I -1 A_BossDeath;
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Stop;
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}
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//----------------------------------------------------------------------------
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//
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// PROC A_LichAttack
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//
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//----------------------------------------------------------------------------
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void A_LichAttack ()
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{
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static const int atkResolve1[] = { 50, 150 };
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static const int atkResolve2[] = { 150, 200 };
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// Ice ball (close 20% : far 60%)
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// Fire column (close 40% : far 20%)
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// Whirlwind (close 40% : far 20%)
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// Distance threshold = 8 cells
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if (target == null)
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{
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return;
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}
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A_FaceTarget ();
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if (CheckMeleeRange ())
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{
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int damage = random[LichAttack](1, 8) * 6;
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int newdam = target.DamageMobj (self, self, damage, 'Melee');
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target.TraceBleed (newdam > 0 ? newdam : damage, self);
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return;
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}
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int dist = Distance2D(target) > 8 * 64;
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int randAttack = random[LichAttack]();
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if (randAttack < atkResolve1[dist])
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{ // Ice ball
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SpawnMissile (target, "HeadFX1");
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A_PlaySound ("ironlich/attack2", CHAN_BODY);
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}
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else if (randAttack < atkResolve2[dist])
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{ // Fire column
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Actor baseFire = SpawnMissile (target, "HeadFX3");
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if (baseFire != null)
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{
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baseFire.SetStateLabel("NoGrow");
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for (int i = 0; i < 5; i++)
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{
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Actor fire = Spawn("HeadFX3", baseFire.Pos, ALLOW_REPLACE);
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if (i == 0)
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{
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A_PlaySound ("ironlich/attack1", CHAN_BODY);
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}
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fire.target = baseFire.target;
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fire.angle = baseFire.angle;
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fire.Vel = baseFire.Vel;
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fire.SetDamage(0);
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fire.health = (i+1) * 2;
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fire.CheckMissileSpawn (radius);
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}
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}
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}
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else
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{ // Whirlwind
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Actor mo = SpawnMissile (target, "Whirlwind");
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if (mo != null)
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{
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mo.AddZ(-32);
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mo.tracer = target;
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mo.health = 20*TICRATE; // Duration
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A_PlaySound ("ironlich/attack3", CHAN_BODY);
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}
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}
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}
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}
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// Head FX 1 ----------------------------------------------------------------
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@ -74,7 +144,6 @@ class HeadFX1 : Actor
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RenderStyle "Add";
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}
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native void A_LichIceImpact();
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States
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{
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@ -86,6 +155,25 @@ class HeadFX1 : Actor
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FX05 EFG 5 BRIGHT;
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Stop;
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}
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//----------------------------------------------------------------------------
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//
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// PROC A_LichIceImpact
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//
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//----------------------------------------------------------------------------
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void A_LichIceImpact()
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{
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for (int i = 0; i < 8; i++)
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{
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Actor shard = Spawn("HeadFX2", Pos, ALLOW_REPLACE);
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shard.target = target;
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shard.angle = i*45.;
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shard.VelFromAngle();
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shard.Vel.Z = -.6;
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shard.CheckMissileSpawn (radius);
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}
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}
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}
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// Head FX 2 ----------------------------------------------------------------
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@ -135,8 +223,6 @@ class HeadFX3 : Actor
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RenderStyle "Add";
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}
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native void A_LichFireGrow ();
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States
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{
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Spawn:
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@ -149,12 +235,29 @@ class HeadFX3 : Actor
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FX06 DEFG 5 BRIGHT;
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Stop;
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}
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//----------------------------------------------------------------------------
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//
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// PROC A_LichFireGrow
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//
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//----------------------------------------------------------------------------
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void A_LichFireGrow ()
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{
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health--;
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AddZ(9.);
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if (health == 0)
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{
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RestoreDamage();
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SetStateLabel("NoGrow");
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}
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}
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}
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// Whirlwind ----------------------------------------------------------------
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class Whirlwind : Actor native
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class Whirlwind : Actor
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{
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Default
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{
|
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|
@ -174,8 +277,6 @@ class Whirlwind : Actor native
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Alpha 0.4;
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}
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native void A_WhirlwindSeek();
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States
|
||||
{
|
||||
Spawn:
|
||||
|
@ -186,6 +287,64 @@ class Whirlwind : Actor native
|
|||
FX07 GFED 4;
|
||||
Stop;
|
||||
}
|
||||
|
||||
override int DoSpecialDamage (Actor target, int damage, Name damagetype)
|
||||
{
|
||||
int randVal;
|
||||
|
||||
if (!target.bDontThrust)
|
||||
{
|
||||
target.angle += Random2[WhirlwindDamage]() * (360 / 4096.);
|
||||
target.Vel.X += Random2[WhirlwindDamage]() / 64.;
|
||||
target.Vel.Y += Random2[WhirlwindDamage]() / 64.;
|
||||
}
|
||||
|
||||
if ((level.time & 16) && !target.bBoss && !target.bDontThrust)
|
||||
{
|
||||
randVal = min(160, random[WhirlwindSeek]());
|
||||
target.Vel.Z += randVal / 32.;
|
||||
if (target.Vel.Z > 12)
|
||||
{
|
||||
target.Vel.Z = 12;
|
||||
}
|
||||
}
|
||||
if (!(level.time & 7))
|
||||
{
|
||||
target.DamageMobj (null, target, 3, 'Melee');
|
||||
}
|
||||
return -1;
|
||||
}
|
||||
|
||||
//----------------------------------------------------------------------------
|
||||
//
|
||||
// PROC A_WhirlwindSeek
|
||||
//
|
||||
//----------------------------------------------------------------------------
|
||||
|
||||
void A_WhirlwindSeek()
|
||||
{
|
||||
|
||||
health -= 3;
|
||||
if (health < 0)
|
||||
{
|
||||
Vel = (0,0,0);
|
||||
SetStateLabel("Death");
|
||||
bMissile = false;
|
||||
return;
|
||||
}
|
||||
if ((threshold -= 3) < 0)
|
||||
{
|
||||
threshold = 58 + (random[WhirlwindSeek]() & 31);
|
||||
A_PlaySound("ironlich/attack3", CHAN_BODY);
|
||||
}
|
||||
if (tracer && tracer.bShadow)
|
||||
{
|
||||
return;
|
||||
}
|
||||
A_SeekerMissile(10, 30);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
|
Loading…
Reference in a new issue