mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-24 21:21:04 +00:00
- scriptified a_alienspectres.cpp.
This commit is contained in:
parent
7ea9f60464
commit
b171d6e21f
14 changed files with 253 additions and 257 deletions
|
@ -861,7 +861,6 @@ set( NOT_COMPILED_SOURCE_FILES
|
|||
sc_man_scanner.re
|
||||
g_hexen/a_heresiarch.cpp
|
||||
g_hexen/a_spike.cpp
|
||||
g_strife/a_alienspectres.cpp
|
||||
g_strife/a_coin.cpp
|
||||
g_strife/a_crusader.cpp
|
||||
g_strife/a_entityboss.cpp
|
||||
|
|
|
@ -65,6 +65,7 @@
|
|||
#include "g_level.h"
|
||||
#include "d_event.h"
|
||||
#include "d_player.h"
|
||||
#include "gstrings.h"
|
||||
#include "c_consolebuffer.h"
|
||||
|
||||
#include "gi.h"
|
||||
|
@ -1729,6 +1730,20 @@ void C_MidPrintBold (FFont *font, const char *msg)
|
|||
}
|
||||
}
|
||||
|
||||
DEFINE_ACTION_FUNCTION(DObject, C_MidPrint)
|
||||
{
|
||||
PARAM_PROLOGUE;
|
||||
PARAM_STRING(font);
|
||||
PARAM_STRING(text);
|
||||
PARAM_BOOL_DEF(bold);
|
||||
|
||||
FFont *fnt = FFont::FindFont(font);
|
||||
const char *txt = GStrings(text);
|
||||
if (!bold) C_MidPrint(fnt, txt);
|
||||
else C_MidPrintBold(fnt, txt);
|
||||
return 0;
|
||||
}
|
||||
|
||||
/****** Tab completion code ******/
|
||||
|
||||
struct TabData
|
||||
|
|
|
@ -1,201 +0,0 @@
|
|||
/*
|
||||
#include "actor.h"
|
||||
#include "m_random.h"
|
||||
#include "a_action.h"
|
||||
#include "p_local.h"
|
||||
#include "p_enemy.h"
|
||||
#include "s_sound.h"
|
||||
#include "m_random.h"
|
||||
#include "a_strifeglobal.h"
|
||||
#include "c_console.h"
|
||||
#include "gstrings.h"
|
||||
#include "vm.h"
|
||||
#include "doomstat.h"
|
||||
*/
|
||||
|
||||
static FRandom pr_spectrespawn ("AlienSpectreSpawn");
|
||||
static FRandom pr_spectrechunk ("212e4");
|
||||
|
||||
//============================================================================
|
||||
|
||||
DEFINE_ACTION_FUNCTION(AActor, A_SpectreChunkSmall)
|
||||
{
|
||||
PARAM_SELF_PROLOGUE(AActor);
|
||||
|
||||
AActor *foo = Spawn("AlienChunkSmall", self->PosPlusZ(10.), ALLOW_REPLACE);
|
||||
|
||||
if (foo != NULL)
|
||||
{
|
||||
int t;
|
||||
|
||||
t = pr_spectrechunk() & 15;
|
||||
foo->Vel.X = (t - (pr_spectrechunk() & 7));
|
||||
|
||||
t = pr_spectrechunk() & 15;
|
||||
foo->Vel.Y = (t - (pr_spectrechunk() & 7));
|
||||
|
||||
foo->Vel.Z = (pr_spectrechunk() & 15);
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
|
||||
DEFINE_ACTION_FUNCTION(AActor, A_SpectreChunkLarge)
|
||||
{
|
||||
PARAM_SELF_PROLOGUE(AActor);
|
||||
|
||||
AActor *foo = Spawn("AlienChunkLarge", self->PosPlusZ(10.), ALLOW_REPLACE);
|
||||
|
||||
if (foo != NULL)
|
||||
{
|
||||
int t;
|
||||
|
||||
t = pr_spectrechunk() & 7;
|
||||
foo->Vel.X = (t - (pr_spectrechunk() & 15));
|
||||
|
||||
t = pr_spectrechunk() & 7;
|
||||
foo->Vel.Y = (t - (pr_spectrechunk() & 15));
|
||||
|
||||
foo->Vel.Z = (pr_spectrechunk() & 7);
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
|
||||
DEFINE_ACTION_FUNCTION(AActor, A_Spectre3Attack)
|
||||
{
|
||||
PARAM_SELF_PROLOGUE(AActor);
|
||||
|
||||
if (self->target == NULL)
|
||||
return 0;
|
||||
|
||||
AActor *foo = Spawn("SpectralLightningV2", self->PosPlusZ(32.), ALLOW_REPLACE);
|
||||
|
||||
foo->Vel.Z = -12;
|
||||
foo->target = self;
|
||||
foo->FriendPlayer = 0;
|
||||
foo->tracer = self->target;
|
||||
|
||||
self->Angles.Yaw -= 90.;
|
||||
for (int i = 0; i < 20; ++i)
|
||||
{
|
||||
self->Angles.Yaw += 9.;
|
||||
P_SpawnSubMissile (self, PClass::FindActor("SpectralLightningBall2"), self);
|
||||
}
|
||||
self->Angles.Yaw -= 90.;
|
||||
return 0;
|
||||
}
|
||||
|
||||
DEFINE_ACTION_FUNCTION(AActor, A_AlienSpectreDeath)
|
||||
{
|
||||
PARAM_SELF_PROLOGUE(AActor);
|
||||
|
||||
AActor *player;
|
||||
char voc[32];
|
||||
int log;
|
||||
int i;
|
||||
|
||||
A_Unblock(self, true); // [RH] Need this for Sigil rewarding
|
||||
if (!CheckBossDeath (self))
|
||||
{
|
||||
return 0;
|
||||
}
|
||||
for (i = 0, player = NULL; i < MAXPLAYERS; ++i)
|
||||
{
|
||||
if (playeringame[i] && players[i].health > 0)
|
||||
{
|
||||
player = players[i].mo;
|
||||
break;
|
||||
}
|
||||
}
|
||||
if (player == NULL)
|
||||
{
|
||||
return 0;
|
||||
}
|
||||
|
||||
switch (self->GetClass()->TypeName)
|
||||
{
|
||||
case NAME_AlienSpectre1:
|
||||
EV_DoFloor (DFloor::floorLowerToLowest, NULL, 999, 1., 0., -1, 0, false);
|
||||
log = 95;
|
||||
break;
|
||||
|
||||
case NAME_AlienSpectre2:
|
||||
C_MidPrint(SmallFont, GStrings("TXT_KILLED_BISHOP"));
|
||||
log = 74;
|
||||
player->GiveInventoryType (QuestItemClasses[20]);
|
||||
break;
|
||||
|
||||
case NAME_AlienSpectre3:
|
||||
{
|
||||
C_MidPrint(SmallFont, GStrings("TXT_KILLED_ORACLE"));
|
||||
// If there are any Oracles still alive, kill them.
|
||||
TThinkerIterator<AActor> it(NAME_Oracle);
|
||||
AActor *oracle;
|
||||
|
||||
while ( (oracle = it.Next()) != NULL)
|
||||
{
|
||||
if (oracle->health > 0)
|
||||
{
|
||||
oracle->health = 0;
|
||||
oracle->CallDie (self, self);
|
||||
}
|
||||
}
|
||||
player->GiveInventoryType (QuestItemClasses[22]);
|
||||
if (player->FindInventory (QuestItemClasses[20]))
|
||||
{ // If the Bishop is dead, set quest item 22
|
||||
player->GiveInventoryType (QuestItemClasses[21]);
|
||||
}
|
||||
if (player->FindInventory (QuestItemClasses[23]) == NULL)
|
||||
{ // Macil is calling us back...
|
||||
log = 87;
|
||||
}
|
||||
else
|
||||
{ // You wield the power of the complete Sigil.
|
||||
log = 85;
|
||||
}
|
||||
EV_DoDoor (DDoor::doorOpen, NULL, NULL, 222, 8., 0, 0, 0);
|
||||
break;
|
||||
}
|
||||
|
||||
case NAME_AlienSpectre4:
|
||||
C_MidPrint(SmallFont, GStrings("TXT_KILLED_MACIL"));
|
||||
player->GiveInventoryType (QuestItemClasses[23]);
|
||||
if (player->FindInventory (QuestItemClasses[24]) == NULL)
|
||||
{ // Richter has taken over. Macil is a snake.
|
||||
log = 79;
|
||||
}
|
||||
else
|
||||
{ // Back to the factory for another Sigil!
|
||||
log = 106;
|
||||
}
|
||||
break;
|
||||
|
||||
case NAME_AlienSpectre5:
|
||||
C_MidPrint(SmallFont, GStrings("TXT_KILLED_LOREMASTER"));
|
||||
ASigil *sigil;
|
||||
|
||||
player->GiveInventoryType (QuestItemClasses[25]);
|
||||
if (!multiplayer)
|
||||
{
|
||||
player->GiveInventoryType (RUNTIME_CLASS(AUpgradeStamina));
|
||||
player->GiveInventoryType (RUNTIME_CLASS(AUpgradeAccuracy));
|
||||
}
|
||||
sigil = player->FindInventory<ASigil>();
|
||||
if (sigil != NULL && sigil->NumPieces == 5)
|
||||
{ // You wield the power of the complete Sigil.
|
||||
log = 85;
|
||||
}
|
||||
else
|
||||
{ // Another Sigil piece. Woohoo!
|
||||
log = 83;
|
||||
}
|
||||
EV_DoFloor (DFloor::floorLowerToLowest, NULL, 666, 1., 0., -1, 0, false);
|
||||
break;
|
||||
|
||||
default:
|
||||
return 0;
|
||||
}
|
||||
mysnprintf (voc, countof(voc), "svox/voc%d", log);
|
||||
S_Sound (CHAN_VOICE, voc, 1, ATTN_NORM);
|
||||
player->player->SetLogNumber (log);
|
||||
return 0;
|
||||
}
|
|
@ -25,7 +25,6 @@
|
|||
|
||||
// Include all the other Strife stuff here to reduce compile time
|
||||
#include "a_spectral.cpp"
|
||||
#include "a_alienspectres.cpp"
|
||||
#include "a_coin.cpp"
|
||||
#include "a_crusader.cpp"
|
||||
#include "a_entityboss.cpp"
|
||||
|
|
|
@ -566,40 +566,6 @@ DEFINE_ACTION_FUNCTION(AActor, A_MaulerTorpedoWave)
|
|||
return 0;
|
||||
}
|
||||
|
||||
AActor *P_SpawnSubMissile (AActor *source, PClassActor *type, AActor *target)
|
||||
{
|
||||
AActor *other = Spawn (type, source->Pos(), ALLOW_REPLACE);
|
||||
|
||||
if (other == NULL)
|
||||
{
|
||||
return NULL;
|
||||
}
|
||||
|
||||
other->target = target;
|
||||
other->Angles.Yaw = source->Angles.Yaw;
|
||||
other->VelFromAngle();
|
||||
|
||||
if (other->flags4 & MF4_SPECTRAL)
|
||||
{
|
||||
if (source->flags & MF_MISSILE && source->flags4 & MF4_SPECTRAL)
|
||||
{
|
||||
other->FriendPlayer = source->FriendPlayer;
|
||||
}
|
||||
else
|
||||
{
|
||||
other->SetFriendPlayer(target->player);
|
||||
}
|
||||
}
|
||||
|
||||
if (P_CheckMissileSpawn (other, source->radius))
|
||||
{
|
||||
DAngle pitch = P_AimLineAttack (source, source->Angles.Yaw, 1024.);
|
||||
other->Vel.Z = -other->Speed * pitch.Sin();
|
||||
return other;
|
||||
}
|
||||
return NULL;
|
||||
}
|
||||
|
||||
class APhosphorousFire : public AActor
|
||||
{
|
||||
DECLARE_CLASS (APhosphorousFire, AActor)
|
||||
|
|
|
@ -3339,6 +3339,12 @@ bool CheckBossDeath (AActor *actor)
|
|||
return true;
|
||||
}
|
||||
|
||||
DEFINE_ACTION_FUNCTION(AActor, CheckBossDeath)
|
||||
{
|
||||
PARAM_SELF_PROLOGUE(AActor);
|
||||
ACTION_RETURN_BOOL(CheckBossDeath(self));
|
||||
}
|
||||
|
||||
//
|
||||
// A_BossDeath
|
||||
// Possibly trigger special effects if on a boss level
|
||||
|
|
|
@ -767,7 +767,7 @@ DEFINE_ACTION_FUNCTION(AActor, Die)
|
|||
PARAM_SELF_PROLOGUE(AActor);
|
||||
PARAM_OBJECT(source, AActor);
|
||||
PARAM_OBJECT(inflictor, AActor);
|
||||
PARAM_INT(dmgflags);
|
||||
PARAM_INT_DEF(dmgflags);
|
||||
self->Die(source, inflictor, dmgflags);
|
||||
return 0;
|
||||
}
|
||||
|
|
|
@ -6554,6 +6554,48 @@ DEFINE_ACTION_FUNCTION(AActor, SpawnMissileAngleZSpeed)
|
|||
ACTION_RETURN_OBJECT(P_SpawnMissileAngleZSpeed(self, z, type, angle, vz, speed, owner, checkspawn));
|
||||
}
|
||||
|
||||
|
||||
AActor *P_SpawnSubMissile(AActor *source, PClassActor *type, AActor *target)
|
||||
{
|
||||
AActor *other = Spawn(type, source->Pos(), ALLOW_REPLACE);
|
||||
|
||||
if (other == NULL)
|
||||
{
|
||||
return NULL;
|
||||
}
|
||||
|
||||
other->target = target;
|
||||
other->Angles.Yaw = source->Angles.Yaw;
|
||||
other->VelFromAngle();
|
||||
|
||||
if (other->flags4 & MF4_SPECTRAL)
|
||||
{
|
||||
if (source->flags & MF_MISSILE && source->flags4 & MF4_SPECTRAL)
|
||||
{
|
||||
other->FriendPlayer = source->FriendPlayer;
|
||||
}
|
||||
else
|
||||
{
|
||||
other->SetFriendPlayer(target->player);
|
||||
}
|
||||
}
|
||||
|
||||
if (P_CheckMissileSpawn(other, source->radius))
|
||||
{
|
||||
DAngle pitch = P_AimLineAttack(source, source->Angles.Yaw, 1024.);
|
||||
other->Vel.Z = -other->Speed * pitch.Sin();
|
||||
return other;
|
||||
}
|
||||
return NULL;
|
||||
}
|
||||
|
||||
DEFINE_ACTION_FUNCTION(AActor, SpawnSubMissile)
|
||||
{
|
||||
PARAM_SELF_PROLOGUE(AActor);
|
||||
PARAM_CLASS(cls, AActor);
|
||||
PARAM_OBJECT(target, AActor);
|
||||
ACTION_RETURN_OBJECT(P_SpawnSubMissile(self, cls, target));
|
||||
}
|
||||
/*
|
||||
================
|
||||
=
|
||||
|
|
|
@ -1232,6 +1232,16 @@ void S_Sound (int channel, FSoundID sound_id, float volume, float attenuation)
|
|||
S_StartSound (NULL, NULL, NULL, NULL, channel, sound_id, volume, attenuation);
|
||||
}
|
||||
|
||||
DEFINE_ACTION_FUNCTION(DObject, S_Sound)
|
||||
{
|
||||
PARAM_PROLOGUE;
|
||||
PARAM_SOUND(id);
|
||||
PARAM_INT(channel);
|
||||
PARAM_FLOAT_DEF(volume);
|
||||
PARAM_FLOAT_DEF(attn);
|
||||
return 0;
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// S_Sound - An actor is source
|
||||
|
|
|
@ -264,7 +264,7 @@ class Actor : Thinker native
|
|||
virtual native void Activate(Actor activator);
|
||||
virtual native void Deactivate(Actor activator);
|
||||
virtual native int DoSpecialDamage (Actor target, int damage, Name damagetype);
|
||||
virtual native void Die(Actor source, Actor inflictor, int dmgflags);
|
||||
virtual native void Die(Actor source, Actor inflictor, int dmgflags = 0);
|
||||
virtual native bool Slam(Actor victim);
|
||||
virtual native bool UseInventory(Inventory item);
|
||||
virtual native bool SpecialBlastHandling (Actor source, double strength);
|
||||
|
@ -309,11 +309,13 @@ class Actor : Thinker native
|
|||
native Actor SpawnMissileXYZ(Vector3 pos, Actor dest, Class<Actor> type, bool checkspawn = true, Actor owner = null);
|
||||
native Actor SpawnMissileZ (double z, Actor dest, class<Actor> type);
|
||||
native Actor SpawnMissileAngleZSpeed (double z, class<Actor> type, double angle, double vz, double speed, Actor owner = null, bool checkspawn = true);
|
||||
native Actor SpawnSubMissile(Class<Actor> type, Actor target);
|
||||
native Actor, Actor SpawnPlayerMissile(class<Actor> type, double angle = 0, double x = 0, double y = 0, double z = 0, out FTranslatedLineTarget pLineTarget = null, bool nofreeaim = false, bool noautoaim = false, int aimflags = 0);
|
||||
native void SpawnTeleportFog(Vector3 pos, bool beforeTele, bool setTarget);
|
||||
native Actor RoughMonsterSearch(int distance, bool onlyseekable = false, bool frontonly = false);
|
||||
native int ApplyDamageFactor(Name damagetype, int damage);
|
||||
native int GetModifiedDamage(Name damagetype, int damage, bool passive);
|
||||
native bool CheckBossDeath();
|
||||
|
||||
void A_Light(int extralight) { if (player) player.extralight = clamp(extralight, -20, 20); }
|
||||
void A_Light0() { if (player) player.extralight = 0; }
|
||||
|
|
|
@ -8,6 +8,8 @@ class Object native
|
|||
native static vector3, int G_PickDeathmatchStart();
|
||||
native static vector3, int G_PickPlayerStart(int pnum, int flags = 0);
|
||||
native static int GameType();
|
||||
native static void S_Sound (Sound sound_id, int channel, float volume = 1, float attenuation = ATTN_NORM);
|
||||
native static void C_MidPrint(string fontname, string textlabel, bool bold = false); // always uses the stringtable.
|
||||
|
||||
/*virtual*/ native void Destroy();
|
||||
}
|
||||
|
|
|
@ -98,21 +98,13 @@ class Acolyte : StrifeHumanoid
|
|||
return;
|
||||
|
||||
// Make sure all the other blue acolytes are dead.
|
||||
ThinkerIterator it = ThinkerIterator.Create("AcolyteBlue");
|
||||
Actor other;
|
||||
|
||||
while ( (other = Actor(it.Next ())) )
|
||||
if (CheckBossDeath())
|
||||
{
|
||||
if (other != self && other.health > 0)
|
||||
{ // Found a living one
|
||||
return;
|
||||
}
|
||||
players[i].mo.GiveInventoryType ("QuestItem7");
|
||||
players[i].SetLogNumber (14);
|
||||
A_StopSound (CHAN_VOICE);
|
||||
A_PlaySound ("svox/voc14", CHAN_VOICE);
|
||||
}
|
||||
|
||||
players[i].mo.GiveInventoryType ("QuestItem7");
|
||||
players[i].SetLogNumber (14);
|
||||
A_StopSound (CHAN_VOICE);
|
||||
A_PlaySound ("svox/voc14", CHAN_VOICE);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -32,8 +32,6 @@ class AlienSpectre1 : SpectralMonster
|
|||
+NOICEDEATH
|
||||
}
|
||||
|
||||
native void A_AlienSpectreDeath ();
|
||||
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
|
@ -76,6 +74,116 @@ class AlienSpectre1 : SpectralMonster
|
|||
AL1P R 5 Bright A_AlienSpectreDeath;
|
||||
Stop;
|
||||
}
|
||||
|
||||
//============================================================================
|
||||
|
||||
void A_AlienSpectreDeath ()
|
||||
{
|
||||
PlayerPawn player = null;
|
||||
int log = 0;
|
||||
|
||||
A_NoBlocking(); // [RH] Need this for Sigil rewarding
|
||||
if (!CheckBossDeath ())
|
||||
{
|
||||
return;
|
||||
}
|
||||
for (int i = 0; i < MAXPLAYERS; ++i)
|
||||
{
|
||||
if (playeringame[i] && players[i].health > 0)
|
||||
{
|
||||
player = players[i].mo;
|
||||
break;
|
||||
}
|
||||
}
|
||||
if (player == null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
class<Actor> cls = GetClass();
|
||||
if (cls == "AlienSpectre1")
|
||||
{
|
||||
Floor_LowerToLowest(999, 8);
|
||||
log = 95;
|
||||
}
|
||||
else if (cls == "AlienSpectre2")
|
||||
{
|
||||
C_MidPrint("SmallFont", "TXT_KILLED_BISHOP");
|
||||
log = 74;
|
||||
player.GiveInventoryType ("QuestItem21");
|
||||
}
|
||||
else if (cls == "AlienSpectre3")
|
||||
{
|
||||
C_MidPrint("SmallFont", "TXT_KILLED_ORACLE");
|
||||
// If there are any Oracles still alive, kill them.
|
||||
ThinkerIterator it = ThinkerIterator.Create("Oracle");
|
||||
Actor oracle;
|
||||
|
||||
while ( (oracle = Actor(it.Next())) != null)
|
||||
{
|
||||
if (oracle.health > 0)
|
||||
{
|
||||
oracle.health = 0;
|
||||
oracle.Die (self, self);
|
||||
}
|
||||
}
|
||||
player.GiveInventoryType ("QuestItem23");
|
||||
if (player.FindInventory ("QuestItem21"))
|
||||
{ // If the Bishop is dead, set quest item 22
|
||||
player.GiveInventoryType ("QuestItem22");
|
||||
}
|
||||
if (player.FindInventory ("QuestItem24") == null)
|
||||
{ // Macil is calling us back...
|
||||
log = 87;
|
||||
}
|
||||
else
|
||||
{ // You wield the power of the complete Sigil.
|
||||
log = 85;
|
||||
}
|
||||
Door_Open(222, 64);
|
||||
}
|
||||
else if (cls == "AlienSpectre4")
|
||||
{
|
||||
C_MidPrint("SmallFont", "TXT_KILLED_MACIL");
|
||||
player.GiveInventoryType ("QuestItem24");
|
||||
if (player.FindInventory ("QuestItem25") == null)
|
||||
{ // Richter has taken over. Macil is a snake.
|
||||
log = 79;
|
||||
}
|
||||
else
|
||||
{ // Back to the factory for another Sigil!
|
||||
log = 106;
|
||||
}
|
||||
}
|
||||
else if (cls == "AlienSpectre5")
|
||||
{
|
||||
C_MidPrint("SmallFont", "TXT_KILLED_LOREMASTER");
|
||||
|
||||
player.GiveInventoryType ("QuestItem26");
|
||||
if (!multiplayer)
|
||||
{
|
||||
player.GiveInventoryType ("UpgradeStamina");
|
||||
player.GiveInventoryType ("UpgradeAccuracy");
|
||||
}
|
||||
Sigil sigl = Sigil(player.FindInventory("Sigil"));
|
||||
if (sigl != null /*&& sigl.NumPieces == 5*/)
|
||||
{ // You wield the power of the complete Sigil.
|
||||
log = 85;
|
||||
}
|
||||
else
|
||||
{ // Another Sigil piece. Woohoo!
|
||||
log = 83;
|
||||
}
|
||||
Floor_LowerToLowest(666, 8);
|
||||
}
|
||||
if (log > 0)
|
||||
{
|
||||
String voc = "svox/voc" .. log;
|
||||
A_PlaySound(voc, CHAN_VOICE);
|
||||
player.player.SetLogNumber (log);
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
|
|
@ -11,10 +11,66 @@ class SpectralMonster : Actor native
|
|||
+SPECTRAL
|
||||
+NOICEDEATH
|
||||
}
|
||||
|
||||
//============================================================================
|
||||
|
||||
void A_SpectreChunkSmall ()
|
||||
{
|
||||
Actor foo = Spawn("AlienChunkSmall", pos + (0, 0, 10), ALLOW_REPLACE);
|
||||
|
||||
if (foo != null)
|
||||
{
|
||||
int t;
|
||||
|
||||
t = random[SpectreChunk]() & 15;
|
||||
foo.Vel.X = (t - (random[SpectreChunk]() & 7));
|
||||
|
||||
t = random[SpectreChunk]() & 15;
|
||||
foo.Vel.Y = (t - (random[SpectreChunk]() & 7));
|
||||
|
||||
foo.Vel.Z = (random[SpectreChunk]() & 15);
|
||||
}
|
||||
}
|
||||
|
||||
void A_SpectreChunkLarge ()
|
||||
{
|
||||
Actor foo = Spawn("AlienChunkLarge", pos + (0, 0, 10), ALLOW_REPLACE);
|
||||
|
||||
if (foo != null)
|
||||
{
|
||||
int t;
|
||||
|
||||
t = random[SpectreChunk]() & 7;
|
||||
foo.Vel.X = (t - (random[SpectreChunk]() & 15));
|
||||
|
||||
t = random[SpectreChunk]() & 7;
|
||||
foo.Vel.Y = (t - (random[SpectreChunk]() & 15));
|
||||
|
||||
foo.Vel.Z = (random[SpectreChunk]() & 7);
|
||||
}
|
||||
}
|
||||
|
||||
void A_Spectre3Attack ()
|
||||
{
|
||||
if (target == null)
|
||||
return;
|
||||
|
||||
Actor foo = Spawn("SpectralLightningV2", Pos + (0, 0, 32), ALLOW_REPLACE);
|
||||
|
||||
foo.Vel.Z = -12;
|
||||
foo.target = self;
|
||||
foo.FriendPlayer = 0;
|
||||
foo.tracer = target;
|
||||
|
||||
Angle -= 90.;
|
||||
for (int i = 0; i < 20; ++i)
|
||||
{
|
||||
Angle += 9.;
|
||||
SpawnSubMissile ("SpectralLightningBall2", self);
|
||||
}
|
||||
Angle -= 90.;
|
||||
}
|
||||
|
||||
native void A_SpectreChunkSmall ();
|
||||
native void A_SpectreChunkLarge ();
|
||||
native void A_Spectre3Attack ();
|
||||
native void A_SpotLightning ();
|
||||
}
|
||||
|
||||
|
|
Loading…
Reference in a new issue