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https://github.com/ZDoom/gzdoom-gles.git
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- Converted the rest of a_strifestuff.cpp to DECORATE.
- Fixed: AStalker::CheckMeleeRange did not perform all checks of AActor::CheckMeleeRange. I replaced this virtual override with a new flag MF5_NOVERTICALMELEERANGE so that this feature can also be used by other actors. - Converted Strife's Stalker to DECORATE. - Converted ArtiTeleport to DECORATE. SVN r1126 (trunk)
This commit is contained in:
parent
0e009ff18a
commit
6b3325b358
19 changed files with 433 additions and 430 deletions
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@ -1,4 +1,12 @@
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August 7, 2008 (Changes by Graf Zahl)
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- Converted the rest of a_strifestuff.cpp to DECORATE.
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- Fixed: AStalker::CheckMeleeRange did not perform all checks of AActor::CheckMeleeRange.
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I replaced this virtual override with a new flag MF5_NOVERTICALMELEERANGE so that
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this feature can also be used by other actors.
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- Converted Strife's Stalker to DECORATE.
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- Converted ArtiTeleport to DECORATE.
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- Removed the NoBlockingSet method from AActor because everything using it has been
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converted to DECORATE using DropItem instead.
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- Changed: Macil doesn't need the StrifeHumanoid's special death states so he might
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as well inherit directly from AActor.
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- Converted Strife's Coin, Oracle, Macil and StrifeHumanoid to DECORATE. Also moved
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25
src/actor.h
25
src/actor.h
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@ -306,6 +306,7 @@ enum
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MF5_SPECIALFIREDAMAGE=0x01000000, // Special treatment of PhoenixFX1 turned into a flag to removr
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// dependence of main engine code of specific actor types.
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MF5_SUMMONEDMONSTER = 0x02000000, // To mark the friendly Minotaur. Hopefully to be generalized later.
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MF5_NOVERTICALMELEERANGE=0x04000000,// Does not check vertical distance for melee range
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// --- mobj.renderflags ---
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@ -452,6 +453,17 @@ public:
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return (AActor *)(RUNTIME_TYPE(this)->Defaults);
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}
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// Return true if the monster should use a missile attack, false for melee
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bool SuggestMissileAttack (fixed_t dist);
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// Adjusts the angle for deflection/reflection of incoming missiles
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// Returns true if the missile should be allowed to explode anyway
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bool AdjustReflectionAngle (AActor *thing, angle_t &angle);
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// Returns true if this actor is within melee range of its target
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bool CheckMeleeRange ();
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// BeginPlay: Called just after the actor is created
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virtual void BeginPlay ();
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// LevelSpawned: Called after BeginPlay if this actor was spawned by the world
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@ -467,9 +479,6 @@ public:
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// Smallest yaw interval for a mapthing to be spawned with
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virtual angle_t AngleIncrements ();
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// Return true if the monster should use a missile attack, false for melee
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virtual bool SuggestMissileAttack (fixed_t dist);
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// Called when actor dies
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virtual void Die (AActor *source, AActor *inflictor);
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@ -490,9 +499,6 @@ public:
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// Made a metadata property so no longer virtual
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void Howl ();
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// Called by A_NoBlocking in case the actor wants to drop some presents
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virtual void NoBlockingSet ();
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// Called by A_SinkMobj
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virtual fixed_t GetSinkSpeed ();
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@ -505,10 +511,6 @@ public:
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// Called when an actor with MF_MISSILE and MF2_FLOORBOUNCE hits the floor
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virtual bool FloorBounceMissile (secplane_t &plane);
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// Adjusts the angle for deflection/reflection of incoming missiles
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// Returns true if the missile should be allowed to explode anyway
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virtual bool AdjustReflectionAngle (AActor *thing, angle_t &angle);
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// Called when an actor is to be reflected by a disc of repulsion.
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// Returns true to continue normal blast processing.
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virtual bool SpecialBlastHandling (AActor *source, fixed_t strength);
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@ -531,9 +533,6 @@ public:
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// Returns true if it's okay to switch target to "other" after being attacked by it.
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virtual bool OkayToSwitchTarget (AActor *other);
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// Returns true if this actor is within melee range of its target
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virtual bool CheckMeleeRange ();
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// Something just touched this actor.
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virtual void Touch (AActor *toucher);
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@ -109,9 +109,7 @@ ACTOR(ResetReloadCounter)
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ACTOR(ClearReFire)
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ACTOR(SpawnSingleItem)
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ACTOR(GiveQuestItem)
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ACTOR(Bang4Cloud)
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ACTOR(HandLower)
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ACTOR(WakeOracleSpectre)
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ACTOR(RemoveForceField)
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ACTOR(M_Refire)
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ACTOR(M_CheckAttack)
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@ -306,6 +304,14 @@ ACTOR(LoremasterChain)
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ACTOR(ExtraLightOff)
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ACTOR(Explode512)
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ACTOR(LightGoesOut)
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ACTOR(Bang4Cloud)
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ACTOR(HandLower)
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ACTOR(WakeOracleSpectre)
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ACTOR(StalkerLookInit)
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ACTOR(StalkerChaseDecide)
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ACTOR(StalkerWalk)
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ACTOR(StalkerAttack)
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ACTOR(StalkerDrop)
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// Special code pointers for Strife's player - not to be used elsewhere!
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ACTOR(ItBurnsItBurns)
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@ -20,6 +20,7 @@ void A_PoisonBagDamage (AActor *);
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void A_PoisonBagCheck (AActor *);
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void A_CheckThrowBomb (AActor *);
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void A_CheckThrowBomb2 (AActor *);
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void A_TimeBomb(AActor *self);
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// Fire Bomb (Flechette used by Mage) ---------------------------------------
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@ -27,11 +28,6 @@ class AFireBomb : public AActor
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{
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DECLARE_ACTOR (AFireBomb, AActor)
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public:
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void PreExplode ()
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{
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z += 32*FRACUNIT;
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RenderStyle = STYLE_Normal;
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}
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};
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FState AFireBomb::States[] =
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S_NORMAL (PSBG, 'A', 10, NULL , &States[S_FIREBOMB1+3]),
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S_NORMAL (PSBG, 'B', 4, NULL , &States[S_FIREBOMB1+4]),
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S_NORMAL (PSBG, 'C', 4, A_Scream , &States[S_FIREBOMB1+5]),
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S_BRIGHT (XPL1, 'A', 4, A_Explode , &States[S_FIREBOMB1+6]),
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S_BRIGHT (XPL1, 'A', 4, A_TimeBomb , &States[S_FIREBOMB1+6]),
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S_BRIGHT (XPL1, 'B', 4, NULL , &States[S_FIREBOMB1+7]),
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S_BRIGHT (XPL1, 'C', 4, NULL , &States[S_FIREBOMB1+8]),
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S_BRIGHT (XPL1, 'D', 4, NULL , &States[S_FIREBOMB1+9]),
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@ -13,30 +13,12 @@ static FRandom pr_tele ("TeleportSelf");
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class AArtiTeleport : public AInventory
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{
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DECLARE_ACTOR (AArtiTeleport, AInventory)
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DECLARE_CLASS (AArtiTeleport, AInventory)
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public:
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bool Use (bool pickup);
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};
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FState AArtiTeleport::States[] =
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{
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S_NORMAL (ATLP, 'A', 4, NULL, &States[1]),
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S_NORMAL (ATLP, 'B', 4, NULL, &States[2]),
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S_NORMAL (ATLP, 'C', 4, NULL, &States[3]),
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S_NORMAL (ATLP, 'B', 4, NULL, &States[0])
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};
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IMPLEMENT_ACTOR (AArtiTeleport, Raven, 36, 18)
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PROP_Flags (MF_SPECIAL|MF_COUNTITEM)
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PROP_Flags2 (MF2_FLOATBOB)
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PROP_SpawnState (0)
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PROP_Inventory_DefMaxAmount
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PROP_Inventory_PickupFlash (1)
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PROP_Inventory_FlagsSet (IF_INVBAR|IF_FANCYPICKUPSOUND)
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PROP_Inventory_Icon ("ARTIATLP")
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PROP_Inventory_PickupSound ("misc/p_pkup")
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PROP_Inventory_PickupMessage("$TXT_ARTITELEPORT")
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END_DEFAULTS
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IMPLEMENT_CLASS (AArtiTeleport)
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bool AArtiTeleport::Use (bool pickup)
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{
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bool P_AutoUseChaosDevice (player_t *player)
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{
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AArtiTeleport *arti = player->mo->FindInventory<AArtiTeleport> ();
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AInventory *arti = player->mo->FindInventory(PClass::FindClass("ArtiTeleport"));
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if (arti != NULL)
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{
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@ -42,12 +42,6 @@ void AMinotaur::Tick ()
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}
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}
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void AMinotaur::NoBlockingSet ()
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{
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P_DropItem (this, "ArtiSuperHealth", 0, 51);
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P_DropItem (this, "PhoenixRodAmmo", 10, 84);
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}
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bool AMinotaur::Slam (AActor *thing)
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{
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// Slamming minotaurs shouldn't move non-creatures
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return Super::OkayToSwitchTarget (other);
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}
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void AMinotaurFriend::NoBlockingSet ()
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{
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// Do not drop anything
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}
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// Action functions for the minotaur ----------------------------------------
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//----------------------------------------------------------------------------
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@ -7,7 +7,6 @@ class AMinotaur : public AActor
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{
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DECLARE_CLASS (AMinotaur, AActor)
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public:
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void NoBlockingSet ();
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int DoSpecialDamage (AActor *target, int damage);
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public:
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@ -21,7 +20,6 @@ class AMinotaurFriend : public AMinotaur
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public:
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int StartTime;
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void NoBlockingSet ();
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bool IsOkayToAttack (AActor *target);
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void Die (AActor *source, AActor *inflictor);
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bool OkayToSwitchTarget (AActor *other);
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@ -97,7 +97,6 @@ void A_NoBlocking (AActor *actor)
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actor->Conversation = NULL;
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// If the actor has attached metadata for items to drop, drop those.
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// Otherwise, call NoBlockingSet() and let it decide what to drop.
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if (!actor->IsKindOf (RUNTIME_CLASS (APlayerPawn))) // [GRB]
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{
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FDropItem *di = GetDropItems(RUNTIME_TYPE(actor));
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@ -114,10 +113,6 @@ void A_NoBlocking (AActor *actor)
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di = di->Next;
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}
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}
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else
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{
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actor->NoBlockingSet ();
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}
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}
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}
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@ -278,7 +278,7 @@ enum
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WIF_POWERED_UP = 0x00000400, // this is a tome-of-power'ed version of its sister
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WIF_NO_AUTO_SWITCH = 0x00001000, // never switch to this weapon when it's picked up
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WIF_STAFF2_KICKBACK = 0x00002000, // the powered-up Heretic staff has special kickback
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WIF_STAFF2_KICKBACK = 0x00002000, // the powered-up Heretic staff has special kickba
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WIF_CHEATNOTWEAPON = 1<<27, // Give cheat considers this not a weapon (used by Sigil)
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@ -7,137 +7,39 @@
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static FRandom pr_stalker ("Stalker");
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void A_StalkerLookInit (AActor *);
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void A_StalkerChaseDecide (AActor *);
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void A_StalkerWalk (AActor *);
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void A_StalkerAttack (AActor *);
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void A_StalkerDrop (AActor *);
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// Stalker ------------------------------------------------------------------
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class AStalker : public AActor
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{
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DECLARE_ACTOR (AStalker, AActor)
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public:
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bool CheckMeleeRange ();
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};
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FState AStalker::States[] =
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{
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#define S_STALK_SPAWN 0
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S_NORMAL (STLK, 'A', 1, A_StalkerLookInit, &States[S_STALK_SPAWN]),
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#define S_STALK_STND_CEIL (S_STALK_SPAWN+1)
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S_NORMAL (STLK, 'A', 10, A_Look, &States[S_STALK_STND_CEIL]),
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#define S_STALK_STND_FLOOR (S_STALK_STND_CEIL+1)
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S_NORMAL (STLK, 'J', 10, A_Look, &States[S_STALK_STND_FLOOR]),
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#define S_STALK_CHASE (S_STALK_STND_FLOOR+1)
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S_NORMAL (STLK, 'A', 1, A_StalkerChaseDecide, &States[S_STALK_CHASE+1]),
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S_NORMAL (STLK, 'A', 3, A_Chase, &States[S_STALK_CHASE+2]),
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S_NORMAL (STLK, 'B', 3, A_Chase, &States[S_STALK_CHASE+3]),
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S_NORMAL (STLK, 'B', 3, A_Chase, &States[S_STALK_CHASE+4]),
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S_NORMAL (STLK, 'C', 3, A_StalkerWalk, &States[S_STALK_CHASE+5]),
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S_NORMAL (STLK, 'C', 3, A_Chase, &States[S_STALK_CHASE]),
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#define S_STALK_ATK (S_STALK_CHASE+6)
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S_NORMAL (STLK, 'J', 3, A_FaceTarget, &States[S_STALK_ATK+1]),
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S_NORMAL (STLK, 'K', 3, A_StalkerAttack, &States[S_STALK_ATK+2]),
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#define S_STALK_GROUND_CHASE (S_STALK_ATK+2)
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S_NORMAL (STLK, 'J', 3, A_StalkerWalk, &States[S_STALK_GROUND_CHASE+1]),
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S_NORMAL (STLK, 'K', 3, A_Chase, &States[S_STALK_GROUND_CHASE+2]),
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S_NORMAL (STLK, 'K', 3, A_Chase, &States[S_STALK_GROUND_CHASE+3]),
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S_NORMAL (STLK, 'L', 3, A_StalkerWalk, &States[S_STALK_GROUND_CHASE+4]),
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S_NORMAL (STLK, 'L', 3, A_Chase, &States[S_STALK_GROUND_CHASE]),
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#define S_STALK_PAIN (S_STALK_GROUND_CHASE+5)
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S_NORMAL (STLK, 'L', 1, A_Pain, &States[S_STALK_CHASE]),
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#define S_STALK_FLIP (S_STALK_PAIN+1)
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S_NORMAL (STLK, 'C', 2, A_StalkerDrop, &States[S_STALK_FLIP+1]),
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S_NORMAL (STLK, 'I', 3, NULL, &States[S_STALK_FLIP+2]),
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S_NORMAL (STLK, 'H', 3, NULL, &States[S_STALK_FLIP+3]),
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S_NORMAL (STLK, 'G', 3, NULL, &States[S_STALK_FLIP+4]),
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S_NORMAL (STLK, 'F', 3, NULL, &States[S_STALK_FLIP+5]),
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S_NORMAL (STLK, 'E', 3, NULL, &States[S_STALK_FLIP+6]),
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S_NORMAL (STLK, 'D', 3, NULL, &States[S_STALK_GROUND_CHASE]),
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#define S_STALK_DIE (S_STALK_FLIP+7)
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S_NORMAL (STLK, 'O', 4, NULL, &States[S_STALK_DIE+1]),
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S_NORMAL (STLK, 'P', 4, A_Scream, &States[S_STALK_DIE+2]),
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S_NORMAL (STLK, 'Q', 4, NULL, &States[S_STALK_DIE+3]),
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S_NORMAL (STLK, 'R', 4, NULL, &States[S_STALK_DIE+4]),
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S_NORMAL (STLK, 'S', 4, NULL, &States[S_STALK_DIE+5]),
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S_NORMAL (STLK, 'T', 4, NULL, &States[S_STALK_DIE+6]),
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S_NORMAL (STLK, 'U', 4, A_NoBlocking, &States[S_STALK_DIE+7]),
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S_NORMAL (STLK, 'V', 4, NULL, &States[S_STALK_DIE+8]),
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S_NORMAL (STLK, 'W', 4, NULL, &States[S_STALK_DIE+9]),
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S_BRIGHT (STLK, 'X', 4, NULL, &States[S_STALK_DIE+10]),
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S_BRIGHT (STLK, 'Y', 4, NULL, &States[S_STALK_DIE+11]),
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S_BRIGHT (STLK, 'Z', 4, NULL, &States[S_STALK_DIE+12]),
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S_BRIGHT (STLK, '[', 4, NULL, NULL)
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};
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IMPLEMENT_ACTOR (AStalker, Strife, 186, 0)
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PROP_StrifeType (92)
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PROP_SpawnHealth (80)
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PROP_SpawnState (S_STALK_SPAWN)
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PROP_SeeState (S_STALK_CHASE)
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PROP_PainState (S_STALK_PAIN)
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PROP_PainChance (40)
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PROP_MeleeState (S_STALK_ATK)
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PROP_DeathState (S_STALK_DIE)
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PROP_SpeedFixed (16)
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PROP_RadiusFixed (31)
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PROP_HeightFixed (25)
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PROP_Flags (MF_SOLID|MF_SHOOTABLE|MF_SPAWNCEILING|MF_NOGRAVITY|MF_DROPOFF|
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MF_NOBLOOD|MF_COUNTKILL)
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PROP_Flags2 (MF2_PASSMOBJ|MF2_PUSHWALL|MF2_MCROSS)
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PROP_Flags4 (MF4_INCOMBAT)
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PROP_MaxDropOffHeight (32)
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PROP_MinMissileChance (150)
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PROP_SeeSound ("stalker/sight")
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PROP_AttackSound ("stalker/attack")
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PROP_PainSound ("stalker/pain")
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PROP_DeathSound ("stalker/death")
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PROP_ActiveSound ("stalker/active")
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PROP_HitObituary ("$OB_STALKER")
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END_DEFAULTS
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void A_StalkerChaseDecide (AActor *self)
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{
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if (!(self->flags & MF_NOGRAVITY))
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{
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self->SetState (&AStalker::States[S_STALK_GROUND_CHASE]);
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self->SetState (self->FindState("SeeFloor"));
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}
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else if (self->ceilingz - self->height > self->z)
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{
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self->SetState (&AStalker::States[S_STALK_FLIP]);
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self->SetState (self->FindState("Drop"));
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}
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}
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void A_StalkerLookInit (AActor *self)
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{
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FState *state;
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if (self->flags & MF_NOGRAVITY)
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{
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if (self->state->NextState != &AStalker::States[S_STALK_STND_CEIL])
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{
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self->SetState (&AStalker::States[S_STALK_STND_CEIL]);
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}
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state = self->FindState("LookCeiling");
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}
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else
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{
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if (self->state->NextState != &AStalker::States[S_STALK_STND_FLOOR])
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{
|
||||
self->SetState (&AStalker::States[S_STALK_STND_FLOOR]);
|
||||
}
|
||||
state = self->FindState("LookFloor");
|
||||
}
|
||||
if (self->state->NextState != state)
|
||||
{
|
||||
self->SetState (state);
|
||||
}
|
||||
}
|
||||
|
||||
void A_StalkerDrop (AActor *self)
|
||||
{
|
||||
self->flags5 &= ~MF5_NOVERTICALMELEERANGE;
|
||||
self->flags &= ~MF_NOGRAVITY;
|
||||
}
|
||||
|
||||
|
@ -145,7 +47,7 @@ void A_StalkerAttack (AActor *self)
|
|||
{
|
||||
if (self->flags & MF_NOGRAVITY)
|
||||
{
|
||||
self->SetState (&AStalker::States[S_STALK_FLIP]);
|
||||
self->SetState (self->FindState("Drop"));
|
||||
}
|
||||
else if (self->target != NULL)
|
||||
{
|
||||
|
@ -166,30 +68,3 @@ void A_StalkerWalk (AActor *self)
|
|||
A_Chase (self);
|
||||
}
|
||||
|
||||
bool AStalker::CheckMeleeRange ()
|
||||
{
|
||||
if (!(flags & MF_NOGRAVITY))
|
||||
{
|
||||
return Super::CheckMeleeRange ();
|
||||
}
|
||||
else
|
||||
{
|
||||
AActor *pl;
|
||||
fixed_t dist;
|
||||
|
||||
if (!target)
|
||||
return false;
|
||||
|
||||
pl = target;
|
||||
dist = P_AproxDistance (pl->x - x, pl->y - y);
|
||||
|
||||
if (dist >= MELEERANGE-20*FRACUNIT + pl->radius)
|
||||
return false;
|
||||
|
||||
if (!P_CheckSight (this, pl, 0))
|
||||
return false;
|
||||
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -389,28 +389,12 @@ void A_RemoveForceField (AActor *);
|
|||
|
||||
class AForceFieldGuard : public AActor
|
||||
{
|
||||
DECLARE_ACTOR (AForceFieldGuard, AActor)
|
||||
DECLARE_CLASS (AForceFieldGuard, AActor)
|
||||
public:
|
||||
int TakeSpecialDamage (AActor *inflictor, AActor *source, int damage, FName damagetype);
|
||||
};
|
||||
|
||||
FState AForceFieldGuard::States[] =
|
||||
{
|
||||
S_NORMAL (TOKN, 'A', -1, NULL, NULL),
|
||||
S_NORMAL (XPRK, 'A', 1, A_RemoveForceField, NULL)
|
||||
};
|
||||
|
||||
IMPLEMENT_ACTOR (AForceFieldGuard, Strife, 25, 0)
|
||||
PROP_StrifeType (0)
|
||||
PROP_SpawnHealth (10)
|
||||
PROP_SpawnState (0)
|
||||
PROP_DeathState (1)
|
||||
PROP_RadiusFixed (2)
|
||||
PROP_HeightFixed (1)
|
||||
PROP_Mass (10000)
|
||||
PROP_Flags (MF_SHOOTABLE|MF_NOSECTOR)
|
||||
PROP_Flags4 (MF4_INCOMBAT)
|
||||
END_DEFAULTS
|
||||
IMPLEMENT_CLASS (AForceFieldGuard)
|
||||
|
||||
int AForceFieldGuard::TakeSpecialDamage (AActor *inflictor, AActor *source, int damage, FName damagetype)
|
||||
{
|
||||
|
@ -453,59 +437,6 @@ void A_GetHurt (AActor *self)
|
|||
}
|
||||
}
|
||||
|
||||
class AKneelingGuy : public AActor
|
||||
{
|
||||
DECLARE_ACTOR (AKneelingGuy, AActor)
|
||||
};
|
||||
|
||||
FState AKneelingGuy::States[] =
|
||||
{
|
||||
#define S_KNEEL 0
|
||||
S_NORMAL (NEAL, 'A', 15, A_LoopActiveSound, &States[S_KNEEL+1]),
|
||||
S_NORMAL (NEAL, 'B', 40, A_LoopActiveSound, &States[S_KNEEL]),
|
||||
|
||||
#define S_KNEEL_PAIN (S_KNEEL+2)
|
||||
S_NORMAL (NEAL, 'C', 5, A_SetShadow, &States[S_KNEEL_PAIN+1]),
|
||||
S_NORMAL (NEAL, 'B', 4, A_Pain, &States[S_KNEEL_PAIN+2]),
|
||||
S_NORMAL (NEAL, 'C', 5, A_ClearShadow, &States[S_KNEEL]),
|
||||
|
||||
#define S_KNEEL_HURT (S_KNEEL_PAIN+3)
|
||||
S_NORMAL (NEAL, 'B', 6, NULL, &States[S_KNEEL_HURT+1]),
|
||||
S_NORMAL (NEAL, 'C', 13, A_GetHurt, &States[S_KNEEL_HURT]),
|
||||
|
||||
#define S_KNEEL_DIE (S_KNEEL_HURT+2)
|
||||
S_NORMAL (NEAL, 'D', 5, NULL, &States[S_KNEEL_DIE+1]),
|
||||
S_NORMAL (NEAL, 'E', 5, A_Scream, &States[S_KNEEL_DIE+2]),
|
||||
S_NORMAL (NEAL, 'F', 6, NULL, &States[S_KNEEL_DIE+3]),
|
||||
S_NORMAL (NEAL, 'G', 5, A_NoBlocking, &States[S_KNEEL_DIE+4]),
|
||||
S_NORMAL (NEAL, 'H', 5, NULL, &States[S_KNEEL_DIE+5]),
|
||||
S_NORMAL (NEAL, 'I', 6, NULL, &States[S_KNEEL_DIE+6]),
|
||||
S_NORMAL (NEAL, 'J', -1, NULL, NULL)
|
||||
};
|
||||
|
||||
IMPLEMENT_ACTOR (AKneelingGuy, Strife, 204, 0)
|
||||
PROP_SpawnState (S_KNEEL)
|
||||
PROP_SeeState (S_KNEEL)
|
||||
PROP_PainState (S_KNEEL_PAIN)
|
||||
PROP_WoundState (S_KNEEL_HURT)
|
||||
PROP_DeathState (S_KNEEL_DIE)
|
||||
|
||||
PROP_SpawnHealth (51)
|
||||
PROP_PainChance (255)
|
||||
PROP_RadiusFixed (6)
|
||||
PROP_HeightFixed (17)
|
||||
PROP_MassLong (50000)
|
||||
PROP_Flags (MF_SOLID|MF_SHOOTABLE|MF_NOBLOOD)
|
||||
PROP_Flags3 (MF3_ISMONSTER)
|
||||
PROP_Flags4 (MF4_INCOMBAT)
|
||||
PROP_MinMissileChance (150)
|
||||
PROP_StrifeType (37)
|
||||
|
||||
PROP_PainSound ("misc/static")
|
||||
PROP_DeathSound ("misc/static")
|
||||
PROP_ActiveSound ("misc/chant")
|
||||
END_DEFAULTS
|
||||
|
||||
// Klaxon Warning Light -----------------------------------------------------
|
||||
|
||||
void A_TurretLook (AActor *self)
|
||||
|
@ -561,99 +492,16 @@ void A_KlaxonBlare (AActor *self)
|
|||
}
|
||||
}
|
||||
|
||||
class AKlaxonWarningLight : public AActor
|
||||
{
|
||||
DECLARE_ACTOR (AKlaxonWarningLight, AActor)
|
||||
};
|
||||
|
||||
FState AKlaxonWarningLight::States[] =
|
||||
{
|
||||
S_NORMAL (KLAX, 'A', 5, A_TurretLook, &States[0]),
|
||||
|
||||
S_NORMAL (KLAX, 'B', 6, A_KlaxonBlare, &States[2]),
|
||||
S_NORMAL (KLAX, 'C', 60, NULL, &States[1])
|
||||
};
|
||||
|
||||
IMPLEMENT_ACTOR (AKlaxonWarningLight, Strife, 24, 0)
|
||||
PROP_SpawnState (0)
|
||||
PROP_SeeState (1)
|
||||
PROP_ReactionTime (60)
|
||||
PROP_RadiusFixed(5)
|
||||
PROP_Flags (MF_NOBLOCKMAP|MF_AMBUSH|MF_SPAWNCEILING|MF_NOGRAVITY)
|
||||
PROP_Flags4 (MF4_FIXMAPTHINGPOS|MF4_NOSPLASHALERT|MF4_SYNCHRONIZED)
|
||||
PROP_StrifeType (121)
|
||||
END_DEFAULTS
|
||||
|
||||
// CeilingTurret ------------------------------------------------------------
|
||||
|
||||
void A_ShootGun (AActor *);
|
||||
|
||||
class ACeilingTurret : public AActor
|
||||
{
|
||||
DECLARE_ACTOR (ACeilingTurret, AActor)
|
||||
};
|
||||
|
||||
FState ACeilingTurret::States[] =
|
||||
{
|
||||
S_NORMAL (TURT, 'A', 5, A_TurretLook, &States[0]),
|
||||
|
||||
S_NORMAL (TURT, 'A', 2, A_Chase, &States[1]),
|
||||
|
||||
S_NORMAL (TURT, 'B', 4, A_ShootGun, &States[3]),
|
||||
S_NORMAL (TURT, 'D', 3, A_SentinelRefire, &States[4]),
|
||||
S_NORMAL (TURT, 'A', 4, A_SentinelRefire, &States[2]),
|
||||
|
||||
S_BRIGHT (BALL, 'A', 6, A_Scream, &States[6]),
|
||||
S_BRIGHT (BALL, 'B', 6, NULL, &States[7]),
|
||||
S_BRIGHT (BALL, 'C', 6, NULL, &States[8]),
|
||||
S_BRIGHT (BALL, 'D', 6, NULL, &States[9]),
|
||||
S_BRIGHT (BALL, 'E', 6, NULL, &States[10]),
|
||||
S_NORMAL (TURT, 'C', -1, NULL, NULL)
|
||||
};
|
||||
|
||||
IMPLEMENT_ACTOR (ACeilingTurret, Strife, 27, 0)
|
||||
PROP_StrifeType (122)
|
||||
PROP_SpawnHealth (125)
|
||||
PROP_SpawnState (0)
|
||||
PROP_SeeState (1)
|
||||
PROP_PainState (2)
|
||||
PROP_MissileState (2)
|
||||
PROP_DeathState (5)
|
||||
PROP_SpeedFixed (0)
|
||||
PROP_PainChance (0)
|
||||
PROP_MassLong (10000000)
|
||||
PROP_Flags (MF_SHOOTABLE|MF_AMBUSH|MF_SPAWNCEILING|MF_NOGRAVITY|
|
||||
MF_NOBLOOD|MF_COUNTKILL)
|
||||
PROP_Flags4 (MF4_NOSPLASHALERT|MF4_DONTFALL)
|
||||
PROP_MinMissileChance (150)
|
||||
PROP_DeathSound ("turret/death")
|
||||
END_DEFAULTS
|
||||
|
||||
// Power Coupling -----------------------------------------------------------
|
||||
|
||||
class APowerCoupling : public AActor
|
||||
{
|
||||
DECLARE_ACTOR (APowerCoupling, AActor)
|
||||
DECLARE_CLASS (APowerCoupling, AActor)
|
||||
public:
|
||||
void Die (AActor *source, AActor *inflictor);
|
||||
};
|
||||
|
||||
FState APowerCoupling::States[] =
|
||||
{
|
||||
S_NORMAL (COUP, 'A', 5, NULL, &States[1]),
|
||||
S_NORMAL (COUP, 'B', 5, NULL, &States[0]),
|
||||
};
|
||||
|
||||
IMPLEMENT_ACTOR (APowerCoupling, Strife, 220, 0)
|
||||
PROP_SpawnState (0)
|
||||
PROP_SpawnHealth (40)
|
||||
PROP_RadiusFixed (17)
|
||||
PROP_HeightFixed (64)
|
||||
PROP_MassLong (999999)
|
||||
PROP_Flags (MF_SOLID|MF_SHOOTABLE|MF_DROPPED|MF_NOBLOOD|MF_NOTDMATCH)
|
||||
PROP_Flags4 (MF4_INCOMBAT)
|
||||
PROP_StrifeType (288)
|
||||
END_DEFAULTS
|
||||
IMPLEMENT_CLASS (APowerCoupling)
|
||||
|
||||
void APowerCoupling::Die (AActor *source, AActor *inflictor)
|
||||
{
|
||||
|
@ -686,7 +534,7 @@ void APowerCoupling::Die (AActor *source, AActor *inflictor)
|
|||
|
||||
class AMeat : public AActor
|
||||
{
|
||||
DECLARE_ACTOR (AMeat, AActor)
|
||||
DECLARE_CLASS (AMeat, AActor)
|
||||
public:
|
||||
void BeginPlay ()
|
||||
{
|
||||
|
@ -695,70 +543,7 @@ public:
|
|||
}
|
||||
};
|
||||
|
||||
FState AMeat::States[] =
|
||||
{
|
||||
S_NORMAL (MEAT, 'A', 700, NULL, NULL),
|
||||
S_NORMAL (MEAT, 'B', 700, NULL, NULL),
|
||||
S_NORMAL (MEAT, 'C', 700, NULL, NULL),
|
||||
S_NORMAL (MEAT, 'D', 700, NULL, NULL),
|
||||
S_NORMAL (MEAT, 'E', 700, NULL, NULL),
|
||||
S_NORMAL (MEAT, 'F', 700, NULL, NULL),
|
||||
S_NORMAL (MEAT, 'G', 700, NULL, NULL),
|
||||
S_NORMAL (MEAT, 'H', 700, NULL, NULL),
|
||||
S_NORMAL (MEAT, 'I', 700, NULL, NULL),
|
||||
S_NORMAL (MEAT, 'J', 700, NULL, NULL),
|
||||
S_NORMAL (MEAT, 'K', 700, NULL, NULL),
|
||||
S_NORMAL (MEAT, 'L', 700, NULL, NULL),
|
||||
S_NORMAL (MEAT, 'M', 700, NULL, NULL),
|
||||
S_NORMAL (MEAT, 'N', 700, NULL, NULL),
|
||||
S_NORMAL (MEAT, 'O', 700, NULL, NULL),
|
||||
S_NORMAL (MEAT, 'P', 700, NULL, NULL),
|
||||
S_NORMAL (MEAT, 'Q', 700, NULL, NULL),
|
||||
S_NORMAL (MEAT, 'R', 700, NULL, NULL),
|
||||
S_NORMAL (MEAT, 'S', 700, NULL, NULL),
|
||||
S_NORMAL (MEAT, 'T', 700, NULL, NULL)
|
||||
};
|
||||
|
||||
IMPLEMENT_ACTOR (AMeat, Any, -1, 0)
|
||||
PROP_SpawnState (0)
|
||||
PROP_Flags (MF_NOCLIP)
|
||||
END_DEFAULTS
|
||||
|
||||
// Gibs for things that don't bleed -----------------------------------------
|
||||
|
||||
class AJunk : public AMeat
|
||||
{
|
||||
DECLARE_ACTOR (AJunk, AMeat)
|
||||
};
|
||||
|
||||
FState AJunk::States[] =
|
||||
{
|
||||
S_NORMAL (JUNK, 'A', 700, NULL, NULL),
|
||||
S_NORMAL (JUNK, 'B', 700, NULL, NULL),
|
||||
S_NORMAL (JUNK, 'C', 700, NULL, NULL),
|
||||
S_NORMAL (JUNK, 'D', 700, NULL, NULL),
|
||||
S_NORMAL (JUNK, 'E', 700, NULL, NULL),
|
||||
S_NORMAL (JUNK, 'F', 700, NULL, NULL),
|
||||
S_NORMAL (JUNK, 'G', 700, NULL, NULL),
|
||||
S_NORMAL (JUNK, 'H', 700, NULL, NULL),
|
||||
S_NORMAL (JUNK, 'I', 700, NULL, NULL),
|
||||
S_NORMAL (JUNK, 'J', 700, NULL, NULL),
|
||||
S_NORMAL (JUNK, 'K', 700, NULL, NULL),
|
||||
S_NORMAL (JUNK, 'L', 700, NULL, NULL),
|
||||
S_NORMAL (JUNK, 'M', 700, NULL, NULL),
|
||||
S_NORMAL (JUNK, 'N', 700, NULL, NULL),
|
||||
S_NORMAL (JUNK, 'O', 700, NULL, NULL),
|
||||
S_NORMAL (JUNK, 'P', 700, NULL, NULL),
|
||||
S_NORMAL (JUNK, 'Q', 700, NULL, NULL),
|
||||
S_NORMAL (JUNK, 'R', 700, NULL, NULL),
|
||||
S_NORMAL (JUNK, 'S', 700, NULL, NULL),
|
||||
S_NORMAL (JUNK, 'T', 700, NULL, NULL)
|
||||
};
|
||||
|
||||
IMPLEMENT_ACTOR (AJunk, Any, -1, 0)
|
||||
PROP_SpawnState (0)
|
||||
PROP_Flags (MF_NOCLIP)
|
||||
END_DEFAULTS
|
||||
IMPLEMENT_CLASS (AMeat)
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
|
@ -768,7 +553,7 @@ END_DEFAULTS
|
|||
|
||||
void A_TossGib (AActor *self)
|
||||
{
|
||||
const PClass *gibtype = (self->flags & MF_NOBLOOD) ? RUNTIME_CLASS(AJunk) : RUNTIME_CLASS(AMeat);
|
||||
const char *gibtype = (self->flags & MF_NOBLOOD) ? "Junk" : "Meat";
|
||||
AActor *gib = Spawn (gibtype, self->x, self->y, self->z + 24*FRACUNIT, ALLOW_REPLACE);
|
||||
angle_t an;
|
||||
int speed;
|
||||
|
|
|
@ -237,10 +237,13 @@ bool AActor::CheckMeleeRange ()
|
|||
return true;
|
||||
|
||||
// [RH] Don't melee things too far above or below actor.
|
||||
if (pl->z > z + height)
|
||||
return false;
|
||||
if (pl->z + pl->height < z)
|
||||
return false;
|
||||
if (!(flags5 & MF5_NOVERTICALMELEERANGE))
|
||||
{
|
||||
if (pl->z > z + height)
|
||||
return false;
|
||||
if (pl->z + pl->height < z)
|
||||
return false;
|
||||
}
|
||||
|
||||
if (!P_CheckSight (this, pl, 0))
|
||||
return false;
|
||||
|
@ -2590,7 +2593,6 @@ void A_Explode (AActor *thing)
|
|||
int distance = 128;
|
||||
bool hurtSource = true;
|
||||
|
||||
thing->PreExplode ();
|
||||
thing->GetExplodeParms (damage, distance, hurtSource);
|
||||
P_RadiusAttack (thing, thing->target, damage, distance, thing->DamageType, hurtSource);
|
||||
if (thing->z <= thing->floorz + (distance<<FRACBITS))
|
||||
|
|
|
@ -2334,10 +2334,6 @@ void AActor::Howl ()
|
|||
}
|
||||
}
|
||||
|
||||
void AActor::NoBlockingSet ()
|
||||
{
|
||||
}
|
||||
|
||||
fixed_t AActor::GetSinkSpeed ()
|
||||
{
|
||||
return FRACUNIT;
|
||||
|
|
|
@ -246,6 +246,7 @@ static flagdef ActorFlags[]=
|
|||
DEFINE_FLAG(MF5, PUFFGETSOWNER, AActor, flags5), // [BB] added PUFFGETSOWNER
|
||||
DEFINE_FLAG(MF5, SPECIALFIREDAMAGE, AActor, flags5),
|
||||
DEFINE_FLAG(MF5, SUMMONEDMONSTER, AActor, flags5),
|
||||
DEFINE_FLAG(MF5, NOVERTICALMELEERANGE, AActor, flags5),
|
||||
|
||||
// Effect flags
|
||||
DEFINE_FLAG(FX, VISIBILITYPULSE, AActor, effects),
|
||||
|
@ -305,7 +306,7 @@ static flagdef WeaponFlags[] =
|
|||
DEFINE_FLAG(WIF_BOT, BFG, AWeapon, WeaponFlags),
|
||||
DEFINE_FLAG(WIF, CHEATNOTWEAPON, AWeapon, WeaponFlags),
|
||||
DEFINE_FLAG(WIF, NO_AUTO_SWITCH, AWeapon, WeaponFlags),
|
||||
//WIF_BOT_REACTION_SKILL_THING = 1<<31, // I don't understand this
|
||||
DEFINE_FLAG(WIF, GIVEPARENT, AWeapon, WeaponFlags),
|
||||
|
||||
DEFINE_DUMMY_FLAG(NOLMS),
|
||||
};
|
||||
|
|
|
@ -185,6 +185,7 @@ class Actor extends Thinker
|
|||
action native A_Bang4Cloud();
|
||||
action native A_DropFire();
|
||||
action native A_GiveQuestItem(eval int itemno);
|
||||
action native A_RemoveForcefield();
|
||||
}
|
||||
|
||||
class Inventory extends Actor
|
||||
|
|
24
wadsrc/static/actors/raven/artitele.txt
Normal file
24
wadsrc/static/actors/raven/artitele.txt
Normal file
|
@ -0,0 +1,24 @@
|
|||
|
||||
// Teleport (self) ----------------------------------------------------------
|
||||
|
||||
ACTOR ArtiTeleport : Inventory native
|
||||
{
|
||||
Game Raven
|
||||
+COUNTITEM
|
||||
+FLOATBOB
|
||||
+INVENTORY.INVBAR
|
||||
+INVENTORY.PICKUPFLASH
|
||||
+INVENTORY.FANCYPICKUPSOUND
|
||||
Inventory.DefMaxAmount
|
||||
Inventory.Icon "ARTIATLP"
|
||||
Inventory.PickupSound "misc/p_pkup"
|
||||
Inventory.PickupMessage "$TXT_ARTITELEPORT"
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
ATLP ABCD 4
|
||||
Loop
|
||||
}
|
||||
}
|
||||
|
||||
|
78
wadsrc/static/actors/strife/stalker.txt
Normal file
78
wadsrc/static/actors/strife/stalker.txt
Normal file
|
@ -0,0 +1,78 @@
|
|||
|
||||
|
||||
// Stalker ------------------------------------------------------------------
|
||||
|
||||
ACTOR Stalker 186
|
||||
{
|
||||
Game Strife
|
||||
ConversationID 92,-1,-1
|
||||
Health 80
|
||||
Painchance 40
|
||||
Speed 16
|
||||
Radius 31
|
||||
Height 25
|
||||
Monster
|
||||
+NOGRAVITY
|
||||
+DROPOFF
|
||||
+NOBLOOD
|
||||
+SPAWNCEILING
|
||||
+INCOMBAT
|
||||
+NOVERTICALMELEERANGE
|
||||
MaxDropOffHeight 32
|
||||
MinMissileChance 150
|
||||
SeeSound "stalker/sight"
|
||||
AttackSound "stalker/attack"
|
||||
PainSound "stalker/pain"
|
||||
DeathSound "stalker/death"
|
||||
ActiveSound "stalker/active"
|
||||
HitObituary "$OB_STALKER"
|
||||
|
||||
action native A_StalkerLookInit ();
|
||||
action native A_StalkerChaseDecide ();
|
||||
action native A_StalkerWalk ();
|
||||
action native A_StalkerDrop ();
|
||||
action native A_StalkerAttack ();
|
||||
|
||||
states
|
||||
{
|
||||
Spawn:
|
||||
STLK A 1 A_StalkerLookInit
|
||||
Loop
|
||||
LookCeiling:
|
||||
STLK A 10 A_Look
|
||||
Loop
|
||||
LookFloor:
|
||||
STLK J 10 A_Look
|
||||
Loop
|
||||
See:
|
||||
STLK A 1 A_StalkerChaseDecide
|
||||
STLK ABB 3 A_Chase
|
||||
STLK C 3 A_StalkerWalk
|
||||
STLK C 3 A_Chase
|
||||
Loop
|
||||
Melee:
|
||||
STLK J 3 A_FaceTarget
|
||||
STLK K 3 A_StalkerAttack
|
||||
SeeFloor:
|
||||
STLK J 3 A_StalkerWalk
|
||||
STLK JKK 3 A_Chase
|
||||
STLK L 3 A_StalkerWalk
|
||||
STLK L 3 A_Chase
|
||||
Loop
|
||||
Pain:
|
||||
STLK L 1 A_Pain
|
||||
Goto See
|
||||
Drop:
|
||||
STLK C 2 A_StalkerDrop
|
||||
STLK IHGFED 3
|
||||
Goto SeeFloor
|
||||
Death:
|
||||
STLK O 4
|
||||
STLK P 4 A_Scream
|
||||
STLK QRST 4
|
||||
STLK U 4 A_NoBlocking
|
||||
STLK VW 4
|
||||
STLK "XYZ[" 4 Bright
|
||||
Stop
|
||||
}
|
||||
}
|
|
@ -1657,3 +1657,269 @@ ACTOR TargetPractice 208
|
|||
}
|
||||
}
|
||||
|
||||
// Force Field Guard --------------------------------------------------------
|
||||
|
||||
ACTOR ForceFieldGuard 25 native
|
||||
{
|
||||
Game Strife
|
||||
ConversationID 0
|
||||
Health 10
|
||||
Radius 2
|
||||
Height 1
|
||||
Mass 10000
|
||||
+SHOOTABLE
|
||||
+NOSECTOR
|
||||
+NOBLOOD
|
||||
+INCOMBAT
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
TNT1 A -1
|
||||
Stop
|
||||
Death:
|
||||
TNT1 A 1 A_RemoveForceField
|
||||
Stop
|
||||
}
|
||||
}
|
||||
|
||||
// Kneeling Guy -------------------------------------------------------------
|
||||
|
||||
ACTOR KneelingGuy 204
|
||||
{
|
||||
Game Strife
|
||||
ConversationID 37,-1,-1
|
||||
Health 51
|
||||
Painchance 255
|
||||
Radius 6
|
||||
Height 17
|
||||
Mass 50000
|
||||
+SOLID
|
||||
+SHOOTABLE
|
||||
+NOBLOOD
|
||||
+ISMONSTER
|
||||
+INCOMBAT
|
||||
PainSound "misc/static"
|
||||
DeathSound "misc/static"
|
||||
ActiveSound "misc/chant"
|
||||
states
|
||||
{
|
||||
Spawn:
|
||||
See:
|
||||
NEAL A 15 A_LoopActiveSound
|
||||
NEAL B 40 A_LoopActiveSound
|
||||
Loop
|
||||
Pain:
|
||||
NEAL C 5 A_SetShadow
|
||||
NEAL B 4 A_Pain
|
||||
NEAL C 5 A_ClearShadow
|
||||
Goto Spawn
|
||||
Wound:
|
||||
NEAL B 6
|
||||
NEAL C 13 A_GetHurt
|
||||
Loop
|
||||
Death:
|
||||
NEAL D 5
|
||||
NEAL E 5 A_Scream
|
||||
NEAL F 6
|
||||
NEAL G 5 A_NoBlocking
|
||||
NEAL H 5
|
||||
NEAL I 6
|
||||
NEAL J -1
|
||||
Stop
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
|
||||
// Klaxon Warning Light -----------------------------------------------------
|
||||
|
||||
ACTOR KlaxonWarningLight 24
|
||||
{
|
||||
Game Strife
|
||||
ConversationID 121,-1,-1
|
||||
ReactionTime 60
|
||||
Radius 5
|
||||
+NOBLOCKMAP +AMBUSH
|
||||
+SPAWNCEILING +NOGRAVITY
|
||||
+FIXMAPTHINGPOS +NOSPLASHALERT
|
||||
+SYNCHRONIZED
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
KLAX A 5 A_TurretLook
|
||||
Loop
|
||||
See:
|
||||
KLAX B 6 A_KlaxonBlare
|
||||
KLAX C 60
|
||||
Loop
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
// CeilingTurret ------------------------------------------------------------
|
||||
|
||||
ACTOR CeilingTurret 27
|
||||
{
|
||||
Game Strife
|
||||
ConversationID 122,-1,-1
|
||||
Health 125
|
||||
Speed 0
|
||||
Painchance 0
|
||||
Mass 10000000
|
||||
Monster
|
||||
+AMBUSH
|
||||
+SPAWNCEILING
|
||||
+NOGRAVITY
|
||||
+NOBLOOD
|
||||
+NOSPLASHALERT
|
||||
+DONTFALL
|
||||
MinMissileChance 150
|
||||
DeathSound "turret/death"
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
TURT A 5 A_TurretLook
|
||||
Loop
|
||||
See:
|
||||
TURT A 2 A_Chase
|
||||
Loop
|
||||
Missile:
|
||||
Pain:
|
||||
TURT B 4 A_ShootGun
|
||||
TURT D 3 A_SentinelRefire
|
||||
TURT A 4 A_SentinelRefire
|
||||
Loop
|
||||
Death:
|
||||
BALL A 6 Bright A_Scream
|
||||
BALL BCDE 6 Bright
|
||||
TURT C -1
|
||||
Stop
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
// Power Coupling -----------------------------------------------------------
|
||||
|
||||
ACTOR PowerCoupling 220 native
|
||||
{
|
||||
Game Strife
|
||||
ConversationID 288,-1,-1
|
||||
Health 40
|
||||
Radius 17
|
||||
Height 64
|
||||
Mass 999999
|
||||
+SOLID
|
||||
+SHOOTABLE
|
||||
+DROPPED
|
||||
+NOBLOOD
|
||||
+NOTDMATCH
|
||||
+INCOMBAT
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
COUP AB 5
|
||||
Loop
|
||||
}
|
||||
}
|
||||
|
||||
// Gibs for things that bleed -----------------------------------------------
|
||||
|
||||
ACTOR Meat native
|
||||
{
|
||||
+NOCLIP
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
MEAT A 700
|
||||
Stop
|
||||
MEAT B 700
|
||||
Stop
|
||||
MEAT C 700
|
||||
Stop
|
||||
MEAT D 700
|
||||
Stop
|
||||
MEAT E 700
|
||||
Stop
|
||||
MEAT F 700
|
||||
Stop
|
||||
MEAT G 700
|
||||
Stop
|
||||
MEAT H 700
|
||||
Stop
|
||||
MEAT I 700
|
||||
Stop
|
||||
MEAT J 700
|
||||
Stop
|
||||
MEAT K 700
|
||||
Stop
|
||||
MEAT L 700
|
||||
Stop
|
||||
MEAT M 700
|
||||
Stop
|
||||
MEAT N 700
|
||||
Stop
|
||||
MEAT O 700
|
||||
Stop
|
||||
MEAT P 700
|
||||
Stop
|
||||
MEAT Q 700
|
||||
Stop
|
||||
MEAT R 700
|
||||
Stop
|
||||
MEAT S 700
|
||||
Stop
|
||||
MEAT T 700
|
||||
Stop
|
||||
}
|
||||
}
|
||||
|
||||
// Gibs for things that don't bleed -----------------------------------------
|
||||
|
||||
ACTOR Junk : Meat
|
||||
{
|
||||
states
|
||||
{
|
||||
Spawn:
|
||||
JUNK A 700
|
||||
Stop
|
||||
JUNK B 700
|
||||
Stop
|
||||
JUNK C 700
|
||||
Stop
|
||||
JUNK D 700
|
||||
Stop
|
||||
JUNK E 700
|
||||
Stop
|
||||
JUNK F 700
|
||||
Stop
|
||||
JUNK G 700
|
||||
Stop
|
||||
JUNK H 700
|
||||
Stop
|
||||
JUNK I 700
|
||||
Stop
|
||||
JUNK J 700
|
||||
Stop
|
||||
JUNK K 700
|
||||
Stop
|
||||
JUNK L 700
|
||||
Stop
|
||||
JUNK M 700
|
||||
Stop
|
||||
JUNK N 700
|
||||
Stop
|
||||
JUNK O 700
|
||||
Stop
|
||||
JUNK P 700
|
||||
Stop
|
||||
JUNK Q 700
|
||||
Stop
|
||||
JUNK R 700
|
||||
Stop
|
||||
JUNK S 700
|
||||
Stop
|
||||
JUNK T 700
|
||||
Stop
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -42,6 +42,7 @@
|
|||
#include "actors/doom/scriptedmarine.txt"
|
||||
|
||||
#include "actors/raven/artiegg.txt"
|
||||
#include "actors/raven/artitele.txt"
|
||||
#include "actors/raven/ravenartifacts.txt"
|
||||
#include "actors/raven/ravenhealth.txt"
|
||||
#include "actors/raven/ravenambient.txt"
|
||||
|
@ -123,6 +124,7 @@
|
|||
#include "actors/strife/rebels.txt"
|
||||
#include "actors/strife/reaver.txt"
|
||||
#include "actors/strife/sentinel.txt"
|
||||
#include "actors/strife/stalker.txt"
|
||||
#include "actors/strife/strifeammo.txt"
|
||||
#include "actors/strife/strifearmor.txt"
|
||||
#include "actors/strife/strifeitems.txt"
|
||||
|
|
Loading…
Reference in a new issue