mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-28 15:02:39 +00:00
- scriptified a_alienspectres.cpp.
This commit is contained in:
parent
7ea9f60464
commit
b171d6e21f
14 changed files with 253 additions and 257 deletions
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@ -861,7 +861,6 @@ set( NOT_COMPILED_SOURCE_FILES
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sc_man_scanner.re
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g_hexen/a_heresiarch.cpp
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g_hexen/a_spike.cpp
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g_strife/a_alienspectres.cpp
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g_strife/a_coin.cpp
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g_strife/a_crusader.cpp
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g_strife/a_entityboss.cpp
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@ -65,6 +65,7 @@
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#include "g_level.h"
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#include "d_event.h"
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#include "d_player.h"
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#include "gstrings.h"
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#include "c_consolebuffer.h"
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#include "gi.h"
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@ -1729,6 +1730,20 @@ void C_MidPrintBold (FFont *font, const char *msg)
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}
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}
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DEFINE_ACTION_FUNCTION(DObject, C_MidPrint)
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{
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PARAM_PROLOGUE;
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PARAM_STRING(font);
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PARAM_STRING(text);
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PARAM_BOOL_DEF(bold);
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FFont *fnt = FFont::FindFont(font);
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const char *txt = GStrings(text);
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if (!bold) C_MidPrint(fnt, txt);
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else C_MidPrintBold(fnt, txt);
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return 0;
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}
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/****** Tab completion code ******/
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struct TabData
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@ -1,201 +0,0 @@
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/*
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#include "actor.h"
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#include "m_random.h"
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#include "a_action.h"
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#include "p_local.h"
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#include "p_enemy.h"
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#include "s_sound.h"
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#include "m_random.h"
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#include "a_strifeglobal.h"
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#include "c_console.h"
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#include "gstrings.h"
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#include "vm.h"
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#include "doomstat.h"
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*/
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static FRandom pr_spectrespawn ("AlienSpectreSpawn");
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static FRandom pr_spectrechunk ("212e4");
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//============================================================================
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DEFINE_ACTION_FUNCTION(AActor, A_SpectreChunkSmall)
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{
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PARAM_SELF_PROLOGUE(AActor);
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AActor *foo = Spawn("AlienChunkSmall", self->PosPlusZ(10.), ALLOW_REPLACE);
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if (foo != NULL)
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{
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int t;
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t = pr_spectrechunk() & 15;
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foo->Vel.X = (t - (pr_spectrechunk() & 7));
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t = pr_spectrechunk() & 15;
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foo->Vel.Y = (t - (pr_spectrechunk() & 7));
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foo->Vel.Z = (pr_spectrechunk() & 15);
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}
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return 0;
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}
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DEFINE_ACTION_FUNCTION(AActor, A_SpectreChunkLarge)
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{
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PARAM_SELF_PROLOGUE(AActor);
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AActor *foo = Spawn("AlienChunkLarge", self->PosPlusZ(10.), ALLOW_REPLACE);
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if (foo != NULL)
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{
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int t;
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t = pr_spectrechunk() & 7;
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foo->Vel.X = (t - (pr_spectrechunk() & 15));
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t = pr_spectrechunk() & 7;
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foo->Vel.Y = (t - (pr_spectrechunk() & 15));
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foo->Vel.Z = (pr_spectrechunk() & 7);
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}
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return 0;
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}
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DEFINE_ACTION_FUNCTION(AActor, A_Spectre3Attack)
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{
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PARAM_SELF_PROLOGUE(AActor);
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if (self->target == NULL)
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return 0;
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AActor *foo = Spawn("SpectralLightningV2", self->PosPlusZ(32.), ALLOW_REPLACE);
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foo->Vel.Z = -12;
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foo->target = self;
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foo->FriendPlayer = 0;
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foo->tracer = self->target;
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self->Angles.Yaw -= 90.;
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for (int i = 0; i < 20; ++i)
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{
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self->Angles.Yaw += 9.;
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P_SpawnSubMissile (self, PClass::FindActor("SpectralLightningBall2"), self);
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}
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self->Angles.Yaw -= 90.;
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return 0;
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}
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DEFINE_ACTION_FUNCTION(AActor, A_AlienSpectreDeath)
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{
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PARAM_SELF_PROLOGUE(AActor);
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AActor *player;
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char voc[32];
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int log;
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int i;
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A_Unblock(self, true); // [RH] Need this for Sigil rewarding
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if (!CheckBossDeath (self))
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{
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return 0;
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}
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for (i = 0, player = NULL; i < MAXPLAYERS; ++i)
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{
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if (playeringame[i] && players[i].health > 0)
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{
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player = players[i].mo;
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break;
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}
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}
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if (player == NULL)
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{
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return 0;
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}
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switch (self->GetClass()->TypeName)
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{
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case NAME_AlienSpectre1:
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EV_DoFloor (DFloor::floorLowerToLowest, NULL, 999, 1., 0., -1, 0, false);
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log = 95;
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break;
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case NAME_AlienSpectre2:
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C_MidPrint(SmallFont, GStrings("TXT_KILLED_BISHOP"));
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log = 74;
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player->GiveInventoryType (QuestItemClasses[20]);
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break;
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case NAME_AlienSpectre3:
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{
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C_MidPrint(SmallFont, GStrings("TXT_KILLED_ORACLE"));
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// If there are any Oracles still alive, kill them.
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TThinkerIterator<AActor> it(NAME_Oracle);
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AActor *oracle;
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while ( (oracle = it.Next()) != NULL)
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{
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if (oracle->health > 0)
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{
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oracle->health = 0;
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oracle->CallDie (self, self);
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}
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}
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player->GiveInventoryType (QuestItemClasses[22]);
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if (player->FindInventory (QuestItemClasses[20]))
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{ // If the Bishop is dead, set quest item 22
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player->GiveInventoryType (QuestItemClasses[21]);
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}
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if (player->FindInventory (QuestItemClasses[23]) == NULL)
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{ // Macil is calling us back...
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log = 87;
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}
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else
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{ // You wield the power of the complete Sigil.
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log = 85;
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}
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EV_DoDoor (DDoor::doorOpen, NULL, NULL, 222, 8., 0, 0, 0);
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break;
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}
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case NAME_AlienSpectre4:
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C_MidPrint(SmallFont, GStrings("TXT_KILLED_MACIL"));
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player->GiveInventoryType (QuestItemClasses[23]);
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if (player->FindInventory (QuestItemClasses[24]) == NULL)
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{ // Richter has taken over. Macil is a snake.
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log = 79;
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}
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else
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{ // Back to the factory for another Sigil!
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log = 106;
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}
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break;
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case NAME_AlienSpectre5:
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C_MidPrint(SmallFont, GStrings("TXT_KILLED_LOREMASTER"));
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ASigil *sigil;
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player->GiveInventoryType (QuestItemClasses[25]);
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if (!multiplayer)
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{
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player->GiveInventoryType (RUNTIME_CLASS(AUpgradeStamina));
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player->GiveInventoryType (RUNTIME_CLASS(AUpgradeAccuracy));
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}
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sigil = player->FindInventory<ASigil>();
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if (sigil != NULL && sigil->NumPieces == 5)
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{ // You wield the power of the complete Sigil.
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log = 85;
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}
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else
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{ // Another Sigil piece. Woohoo!
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log = 83;
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}
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EV_DoFloor (DFloor::floorLowerToLowest, NULL, 666, 1., 0., -1, 0, false);
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break;
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default:
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return 0;
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}
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mysnprintf (voc, countof(voc), "svox/voc%d", log);
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S_Sound (CHAN_VOICE, voc, 1, ATTN_NORM);
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player->player->SetLogNumber (log);
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return 0;
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}
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@ -25,7 +25,6 @@
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// Include all the other Strife stuff here to reduce compile time
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#include "a_spectral.cpp"
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#include "a_alienspectres.cpp"
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#include "a_coin.cpp"
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#include "a_crusader.cpp"
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#include "a_entityboss.cpp"
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@ -566,40 +566,6 @@ DEFINE_ACTION_FUNCTION(AActor, A_MaulerTorpedoWave)
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return 0;
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}
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AActor *P_SpawnSubMissile (AActor *source, PClassActor *type, AActor *target)
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{
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AActor *other = Spawn (type, source->Pos(), ALLOW_REPLACE);
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if (other == NULL)
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{
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return NULL;
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}
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other->target = target;
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other->Angles.Yaw = source->Angles.Yaw;
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other->VelFromAngle();
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if (other->flags4 & MF4_SPECTRAL)
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{
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if (source->flags & MF_MISSILE && source->flags4 & MF4_SPECTRAL)
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{
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other->FriendPlayer = source->FriendPlayer;
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}
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else
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{
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other->SetFriendPlayer(target->player);
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}
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}
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if (P_CheckMissileSpawn (other, source->radius))
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{
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DAngle pitch = P_AimLineAttack (source, source->Angles.Yaw, 1024.);
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other->Vel.Z = -other->Speed * pitch.Sin();
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return other;
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}
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return NULL;
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}
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class APhosphorousFire : public AActor
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{
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DECLARE_CLASS (APhosphorousFire, AActor)
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@ -3339,6 +3339,12 @@ bool CheckBossDeath (AActor *actor)
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return true;
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}
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DEFINE_ACTION_FUNCTION(AActor, CheckBossDeath)
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{
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PARAM_SELF_PROLOGUE(AActor);
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ACTION_RETURN_BOOL(CheckBossDeath(self));
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}
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//
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// A_BossDeath
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// Possibly trigger special effects if on a boss level
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@ -767,7 +767,7 @@ DEFINE_ACTION_FUNCTION(AActor, Die)
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PARAM_SELF_PROLOGUE(AActor);
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PARAM_OBJECT(source, AActor);
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PARAM_OBJECT(inflictor, AActor);
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PARAM_INT(dmgflags);
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PARAM_INT_DEF(dmgflags);
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self->Die(source, inflictor, dmgflags);
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return 0;
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}
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@ -6554,6 +6554,48 @@ DEFINE_ACTION_FUNCTION(AActor, SpawnMissileAngleZSpeed)
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ACTION_RETURN_OBJECT(P_SpawnMissileAngleZSpeed(self, z, type, angle, vz, speed, owner, checkspawn));
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}
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AActor *P_SpawnSubMissile(AActor *source, PClassActor *type, AActor *target)
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{
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AActor *other = Spawn(type, source->Pos(), ALLOW_REPLACE);
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if (other == NULL)
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{
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return NULL;
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}
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other->target = target;
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other->Angles.Yaw = source->Angles.Yaw;
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other->VelFromAngle();
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if (other->flags4 & MF4_SPECTRAL)
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{
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if (source->flags & MF_MISSILE && source->flags4 & MF4_SPECTRAL)
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{
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other->FriendPlayer = source->FriendPlayer;
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}
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else
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{
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other->SetFriendPlayer(target->player);
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}
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}
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if (P_CheckMissileSpawn(other, source->radius))
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{
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DAngle pitch = P_AimLineAttack(source, source->Angles.Yaw, 1024.);
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other->Vel.Z = -other->Speed * pitch.Sin();
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return other;
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}
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return NULL;
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}
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DEFINE_ACTION_FUNCTION(AActor, SpawnSubMissile)
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{
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PARAM_SELF_PROLOGUE(AActor);
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PARAM_CLASS(cls, AActor);
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PARAM_OBJECT(target, AActor);
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ACTION_RETURN_OBJECT(P_SpawnSubMissile(self, cls, target));
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}
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/*
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================
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=
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@ -1232,6 +1232,16 @@ void S_Sound (int channel, FSoundID sound_id, float volume, float attenuation)
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S_StartSound (NULL, NULL, NULL, NULL, channel, sound_id, volume, attenuation);
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}
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DEFINE_ACTION_FUNCTION(DObject, S_Sound)
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{
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PARAM_PROLOGUE;
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PARAM_SOUND(id);
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PARAM_INT(channel);
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PARAM_FLOAT_DEF(volume);
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PARAM_FLOAT_DEF(attn);
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return 0;
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}
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//==========================================================================
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//
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// S_Sound - An actor is source
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@ -264,7 +264,7 @@ class Actor : Thinker native
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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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virtual native void Die(Actor source, Actor inflictor, int dmgflags);
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virtual native void Die(Actor source, Actor inflictor, int dmgflags = 0);
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virtual native bool Slam(Actor victim);
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virtual native bool UseInventory(Inventory item);
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virtual native bool SpecialBlastHandling (Actor source, double strength);
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@ -309,11 +309,13 @@ class Actor : Thinker native
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native Actor SpawnMissileXYZ(Vector3 pos, Actor dest, Class<Actor> type, bool checkspawn = true, Actor owner = null);
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native Actor SpawnMissileZ (double z, Actor dest, class<Actor> type);
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native Actor SpawnMissileAngleZSpeed (double z, class<Actor> type, double angle, double vz, double speed, Actor owner = null, bool checkspawn = true);
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native Actor SpawnSubMissile(Class<Actor> type, Actor target);
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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);
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native void SpawnTeleportFog(Vector3 pos, bool beforeTele, bool setTarget);
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native Actor RoughMonsterSearch(int distance, bool onlyseekable = false, bool frontonly = false);
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native int ApplyDamageFactor(Name damagetype, int damage);
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native int GetModifiedDamage(Name damagetype, int damage, bool passive);
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native bool CheckBossDeath();
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void A_Light(int extralight) { if (player) player.extralight = clamp(extralight, -20, 20); }
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void A_Light0() { if (player) player.extralight = 0; }
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@ -8,6 +8,8 @@ class Object native
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native static vector3, int G_PickDeathmatchStart();
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native static vector3, int G_PickPlayerStart(int pnum, int flags = 0);
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native static int GameType();
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native static void S_Sound (Sound sound_id, int channel, float volume = 1, float attenuation = ATTN_NORM);
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native static void C_MidPrint(string fontname, string textlabel, bool bold = false); // always uses the stringtable.
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/*virtual*/ native void Destroy();
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}
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@ -98,21 +98,13 @@ class Acolyte : StrifeHumanoid
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return;
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// Make sure all the other blue acolytes are dead.
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ThinkerIterator it = ThinkerIterator.Create("AcolyteBlue");
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Actor other;
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while ( (other = Actor(it.Next ())) )
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if (CheckBossDeath())
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{
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if (other != self && other.health > 0)
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{ // Found a living one
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return;
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}
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players[i].mo.GiveInventoryType ("QuestItem7");
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players[i].SetLogNumber (14);
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A_StopSound (CHAN_VOICE);
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A_PlaySound ("svox/voc14", CHAN_VOICE);
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}
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players[i].mo.GiveInventoryType ("QuestItem7");
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players[i].SetLogNumber (14);
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A_StopSound (CHAN_VOICE);
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A_PlaySound ("svox/voc14", CHAN_VOICE);
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}
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}
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|
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@ -32,8 +32,6 @@ class AlienSpectre1 : SpectralMonster
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+NOICEDEATH
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}
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native void A_AlienSpectreDeath ();
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States
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{
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Spawn:
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@ -76,6 +74,116 @@ class AlienSpectre1 : SpectralMonster
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AL1P R 5 Bright A_AlienSpectreDeath;
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Stop;
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}
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//============================================================================
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void A_AlienSpectreDeath ()
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{
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PlayerPawn player = null;
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int log = 0;
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||||
A_NoBlocking(); // [RH] Need this for Sigil rewarding
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if (!CheckBossDeath ())
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{
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return;
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}
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for (int i = 0; i < MAXPLAYERS; ++i)
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{
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if (playeringame[i] && players[i].health > 0)
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{
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player = players[i].mo;
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||||
break;
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||||
}
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||||
}
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||||
if (player == null)
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||||
{
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||||
return;
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||||
}
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||||
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||||
class<Actor> cls = GetClass();
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if (cls == "AlienSpectre1")
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{
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||||
Floor_LowerToLowest(999, 8);
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log = 95;
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||||
}
|
||||
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);
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
|
|
@ -12,9 +12,65 @@ class SpectralMonster : Actor native
|
|||
+NOICEDEATH
|
||||
}
|
||||
|
||||
native void A_SpectreChunkSmall ();
|
||||
native void A_SpectreChunkLarge ();
|
||||
native void A_Spectre3Attack ();
|
||||
//============================================================================
|
||||
|
||||
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_SpotLightning ();
|
||||
}
|
||||
|
||||
|
|
Loading…
Reference in a new issue