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https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-11 07:12:16 +00:00
- scriptified the Cleric's flame weapon. Also fixed the angle calculations for the circle flame.
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parent
f508a57bb8
commit
bc1e4eff72
4 changed files with 94 additions and 147 deletions
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@ -855,7 +855,6 @@ set( NOT_COMPILED_SOURCE_FILES
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${OTHER_SYSTEM_SOURCES}
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sc_man_scanner.h
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sc_man_scanner.re
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g_hexen/a_clericflame.cpp
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g_hexen/a_clericholy.cpp
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g_hexen/a_clericmace.cpp
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g_hexen/a_clericstaff.cpp
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@ -1,138 +0,0 @@
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/*
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#include "actor.h"
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#include "gi.h"
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#include "m_random.h"
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#include "s_sound.h"
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#include "d_player.h"
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#include "a_action.h"
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#include "p_local.h"
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#include "a_action.h"
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#include "p_pspr.h"
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#include "gstrings.h"
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#include "a_hexenglobal.h"
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#include "vm.h"
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*/
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const double FLAMESPEED = 0.45;
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const double FLAMEROTSPEED = 2.;
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static FRandom pr_missile ("CFlameMissile");
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void A_CFlameAttack (AActor *);
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void A_CFlameRotate (AActor *);
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void A_CFlamePuff (AActor *);
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void A_CFlameMissile (AActor *);
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// Flame Missile ------------------------------------------------------------
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//============================================================================
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//
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// A_CFlameAttack
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//
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//============================================================================
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DEFINE_ACTION_FUNCTION(AActor, A_CFlameAttack)
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{
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PARAM_ACTION_PROLOGUE(AActor);
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player_t *player;
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if (NULL == (player = self->player))
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{
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return 0;
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}
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AWeapon *weapon = self->player->ReadyWeapon;
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if (weapon != NULL)
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{
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if (!weapon->DepleteAmmo (weapon->bAltFire))
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return 0;
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}
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P_SpawnPlayerMissile (self, PClass::FindActor("CFlameMissile"));
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S_Sound (self, CHAN_WEAPON, "ClericFlameFire", 1, ATTN_NORM);
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return 0;
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}
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//============================================================================
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//
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// A_CFlamePuff
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//
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//============================================================================
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DEFINE_ACTION_FUNCTION(AActor, A_CFlamePuff)
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{
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PARAM_SELF_PROLOGUE(AActor);
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self->renderflags &= ~RF_INVISIBLE;
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self->Vel.Zero();
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S_Sound (self, CHAN_BODY, "ClericFlameExplode", 1, ATTN_NORM);
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return 0;
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}
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//============================================================================
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//
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// A_CFlameMissile
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//
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//============================================================================
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DEFINE_ACTION_FUNCTION(AActor, A_CFlameMissile)
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{
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PARAM_SELF_PROLOGUE(AActor);
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int i;
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DAngle an;
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double dist;
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AActor *mo;
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self->renderflags &= ~RF_INVISIBLE;
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S_Sound (self, CHAN_BODY, "ClericFlameExplode", 1, ATTN_NORM);
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AActor *BlockingMobj = self->BlockingMobj;
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if (BlockingMobj && BlockingMobj->flags&MF_SHOOTABLE)
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{ // Hit something, so spawn the flame circle around the thing
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dist = BlockingMobj->radius + 18;
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for (i = 0; i < 4; i++)
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{
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an = i*45.;
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mo = Spawn ("CircleFlame", BlockingMobj->Vec3Angle(dist, an, 5), ALLOW_REPLACE);
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if (mo)
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{
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mo->Angles.Yaw = an;
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mo->target = self->target;
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mo->VelFromAngle(FLAMESPEED);
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mo->specialf1 = mo->Vel.X;
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mo->specialf2 = mo->Vel.Y;
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mo->tics -= pr_missile()&3;
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}
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mo = Spawn("CircleFlame", BlockingMobj->Vec3Angle(dist, an, 5), ALLOW_REPLACE);
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if(mo)
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{
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mo->Angles.Yaw = an + 180.;
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mo->target = self->target;
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mo->VelFromAngle(-FLAMESPEED);
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mo->specialf1 = mo->Vel.X;
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mo->specialf2 = mo->Vel.Y;
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mo->tics -= pr_missile()&3;
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}
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}
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self->SetState (self->SpawnState);
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}
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return 0;
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}
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//============================================================================
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//
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// A_CFlameRotate
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//
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//============================================================================
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DEFINE_ACTION_FUNCTION(AActor, A_CFlameRotate)
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{
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PARAM_SELF_PROLOGUE(AActor);
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DAngle an = self->Angles.Yaw + 90.;
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self->VelFromAngle(FLAMEROTSPEED, an);
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self->Vel += DVector2(self->specialf1, self->specialf2);
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self->Angles.Yaw += 6.;
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return 0;
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}
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@ -24,7 +24,6 @@
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#include "serializer.h"
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// Include all the Hexen stuff here to reduce compile time
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#include "a_clericflame.cpp"
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#include "a_clericholy.cpp"
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#include "a_clericmace.cpp"
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#include "a_clericstaff.cpp"
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@ -16,8 +16,6 @@ class CWeapFlame : ClericWeapon
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Tag "$TAG_CWEAPFLAME";
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}
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action native void A_CFlameAttack();
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States
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{
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Spawn:
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@ -43,6 +41,29 @@ class CWeapFlame : ClericWeapon
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CFLM G 2;
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Goto Ready;
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}
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//============================================================================
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//
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// A_CFlameAttack
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//
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//============================================================================
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action void A_CFlameAttack()
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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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Weapon weapon = player.ReadyWeapon;
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if (weapon != null)
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{
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if (!weapon.DepleteAmmo (weapon.bAltFire))
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return;
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}
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SpawnPlayerMissile ("CFlameMissile");
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A_PlaySound ("ClericFlameFire", CHAN_WEAPON);
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}
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}
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// Floor Flame --------------------------------------------------------------
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@ -127,6 +148,9 @@ class FlamePuff2 : FlamePuff
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class CircleFlame : Actor
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{
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const FLAMESPEED = 0.45;
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const FLAMEROTSPEED = 2.;
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Default
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{
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Radius 6;
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@ -140,8 +164,6 @@ class CircleFlame : Actor
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Obituary "$OB_MPCWEAPFLAME";
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}
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native void A_CFlameRotate();
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States
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{
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Spawn:
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@ -166,6 +188,20 @@ class CircleFlame : Actor
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CFCF TUVWXYZ 3 Bright;
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Stop;
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}
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//============================================================================
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//
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// A_CFlameRotate
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//
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//============================================================================
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void A_CFlameRotate()
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{
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double an = Angle + 90.;
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VelFromAngle(FLAMEROTSPEED, an);
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Vel.XY += (specialf1, specialf2);
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Angle += 6;
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}
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}
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// Flame Missile ------------------------------------------------------------
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@ -184,9 +220,6 @@ class CFlameMissile : FastProjectile
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Obituary "$OB_MPCWEAPFLAME";
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}
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native void A_CFlamePuff();
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native void A_CFlameMissile();
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States
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{
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Spawn:
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@ -232,4 +265,58 @@ class CFlameMissile : FastProjectile
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}
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}
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//============================================================================
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//
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// A_CFlamePuff
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//
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//============================================================================
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void A_CFlamePuff()
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{
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bInvisible = false;
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Vel = (0,0,0);
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A_PlaySound ("ClericFlameExplode", CHAN_BODY);
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}
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//============================================================================
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//
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// A_CFlameMissile
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//
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//============================================================================
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void A_CFlameMissile()
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{
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bInvisible = false;
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A_PlaySound ("ClericFlameExplode", CHAN_BODY);
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if (BlockingMobj && BlockingMobj.bShootable)
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{ // Hit something, so spawn the flame circle around the thing
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double dist = BlockingMobj.radius + 18;
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for (int i = 0; i < 4; i++)
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{
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double an = i*45.;
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Actor mo = Spawn ("CircleFlame", BlockingMobj.Vec3Angle(dist, an, 5), ALLOW_REPLACE);
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if (mo)
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{
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mo.angle = an;
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mo.target = target;
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mo.VelFromAngle(CircleFlame.FLAMESPEED);
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mo.specialf1 = mo.Vel.X;
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mo.specialf2 = mo.Vel.Y;
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mo.tics -= random[FlameMissile]()&3;
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}
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an += 180;
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mo = Spawn("CircleFlame", BlockingMobj.Vec3Angle(dist, an, 5), ALLOW_REPLACE);
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if(mo)
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{
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mo.angle = an;
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mo.target = target;
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mo.VelFromAngle(-CircleFlame.FLAMESPEED);
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mo.specialf1 = mo.Vel.X;
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mo.specialf2 = mo.Vel.Y;
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mo.tics -= random[FlameMissile]()&3;
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}
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}
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SetState (SpawnState);
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}
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}
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}
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