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- scriptified the Inquisitor.
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parent
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commit
bf1c2a7e51
4 changed files with 104 additions and 148 deletions
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@ -861,8 +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_crusader.cpp
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g_strife/a_inquisitor.cpp
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g_strife/a_loremaster.cpp
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g_strife/a_oracle.cpp
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g_strife/a_programmer.cpp
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@ -1,136 +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 "vm.h"
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*/
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static FRandom pr_inq ("Inquisitor");
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DEFINE_ACTION_FUNCTION(AActor, A_InquisitorWalk)
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{
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PARAM_SELF_PROLOGUE(AActor);
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S_Sound (self, CHAN_BODY, "inquisitor/walk", 1, ATTN_NORM);
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A_Chase (stack, self);
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return 0;
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}
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bool InquisitorCheckDistance (AActor *self)
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{
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if (self->reactiontime == 0 && P_CheckSight (self, self->target))
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{
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return self->Distance2D (self->target) < 264.;
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}
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return false;
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}
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DEFINE_ACTION_FUNCTION(AActor, A_InquisitorDecide)
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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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A_FaceTarget (self);
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if (!InquisitorCheckDistance (self))
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{
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self->SetState (self->FindState("Grenade"));
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}
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if (self->target->Z() != self->Z())
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{
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if (self->Top() + 54 < self->ceilingz)
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{
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self->SetState (self->FindState("Jump"));
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}
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}
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return 0;
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}
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DEFINE_ACTION_FUNCTION(AActor, A_InquisitorAttack)
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{
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PARAM_SELF_PROLOGUE(AActor);
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AActor *proj;
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if (self->target == NULL)
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return 0;
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A_FaceTarget (self);
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self->AddZ(32);
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self->Angles.Yaw -= 45./32;
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proj = P_SpawnMissileZAimed (self, self->Z(), self->target, PClass::FindActor("InquisitorShot"));
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if (proj != NULL)
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{
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proj->Vel.Z += 9;
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}
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self->Angles.Yaw += 45./16;
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proj = P_SpawnMissileZAimed (self, self->Z(), self->target, PClass::FindActor("InquisitorShot"));
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if (proj != NULL)
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{
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proj->Vel.Z += 16;
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}
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self->AddZ(-32);
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return 0;
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}
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DEFINE_ACTION_FUNCTION(AActor, A_InquisitorJump)
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{
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PARAM_SELF_PROLOGUE(AActor);
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double dist;
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double speed;
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if (self->target == NULL)
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return 0;
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S_Sound (self, CHAN_ITEM|CHAN_LOOP, "inquisitor/jump", 1, ATTN_NORM);
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self->AddZ(64);
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A_FaceTarget (self);
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speed = self->Speed * (2./3);
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self->VelFromAngle(speed);
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dist = self->DistanceBySpeed(self->target, speed);
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self->Vel.Z = (self->target->Z() - self->Z()) / dist;
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self->reactiontime = 60;
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self->flags |= MF_NOGRAVITY;
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return 0;
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}
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DEFINE_ACTION_FUNCTION(AActor, A_InquisitorCheckLand)
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{
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PARAM_SELF_PROLOGUE(AActor);
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self->reactiontime--;
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if (self->reactiontime < 0 ||
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self->Vel.X == 0 ||
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self->Vel.Y == 0 ||
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self->Z() <= self->floorz)
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{
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self->SetState (self->SeeState);
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self->reactiontime = 0;
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self->flags &= ~MF_NOGRAVITY;
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S_StopSound (self, CHAN_ITEM);
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return 0;
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}
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if (!S_IsActorPlayingSomething (self, CHAN_ITEM, -1))
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{
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S_Sound (self, CHAN_ITEM|CHAN_LOOP, "inquisitor/jump", 1, ATTN_NORM);
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}
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return 0;
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}
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DEFINE_ACTION_FUNCTION(AActor, A_TossArm)
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{
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PARAM_SELF_PROLOGUE(AActor);
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AActor *foo = Spawn("InquisitorArm", self->PosPlusZ(24.), ALLOW_REPLACE);
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foo->Angles.Yaw = self->Angles.Yaw - 90. + pr_inq.Random2() * (360./1024.);
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foo->VelFromAngle(foo->Speed / 8);
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foo->Vel.Z = pr_inq() / 64.;
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return 0;
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}
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@ -24,9 +24,7 @@
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#include "vm.h"
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// Include all the other Strife stuff here to reduce compile time
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#include "a_inquisitor.cpp"
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#include "a_loremaster.cpp"
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//#include "a_macil.cpp"
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#include "a_oracle.cpp"
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#include "a_programmer.cpp"
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#include "a_rebels.cpp"
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@ -25,13 +25,6 @@ class Inquisitor : Actor
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Obituary "$OB_INQUISITOR";
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}
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native void A_InquisitorWalk ();
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native void A_InquisitorDecide ();
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native void A_InquisitorAttack ();
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native void A_InquisitorJump ();
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native void A_InquisitorCheckLand ();
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native void A_TossArm ();
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States
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{
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Spawn:
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@ -81,6 +74,109 @@ class Inquisitor : Actor
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RBB3 E -1;
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Stop;
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}
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// Inquisitor ---------------------------------------------------------------
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void A_InquisitorWalk ()
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{
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A_PlaySound ("inquisitor/walk", CHAN_BODY);
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A_Chase ();
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}
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private bool InquisitorCheckDistance ()
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{
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if (reactiontime == 0 && CheckSight (target))
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{
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return Distance2D (target) < 264.;
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}
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return false;
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}
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void A_InquisitorDecide ()
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{
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if (target == null)
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return;
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A_FaceTarget ();
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if (!InquisitorCheckDistance ())
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{
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SetStateLabel("Grenade");
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}
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if (target.pos.z != pos.z)
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{
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if (pos.z + height + 54 < ceilingz)
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{
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SetStateLabel("Jump");
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}
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}
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}
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void A_InquisitorAttack ()
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{
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if (target == null)
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return;
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A_FaceTarget ();
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AddZ(32);
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angle -= 45./32;
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Actor proj = SpawnMissileZAimed (pos.z, target, "InquisitorShot");
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if (proj != null)
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{
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proj.Vel.Z += 9;
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}
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angle += 45./16;
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proj = SpawnMissileZAimed (pos.z, target, "InquisitorShot");
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if (proj != null)
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{
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proj.Vel.Z += 16;
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}
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AddZ(-32);
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}
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void A_InquisitorJump ()
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{
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if (target == null)
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return;
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A_PlaySound ("inquisitor/jump", CHAN_ITEM, 1, true);
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AddZ(64);
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A_FaceTarget ();
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speed = Speed * (2./3);
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VelFromAngle(speed);
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double dist = DistanceBySpeed(target, speed);
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Vel.Z = (target.pos.z - pos.z) / dist;
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reactiontime = 60;
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bNoGravity = true;
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}
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void A_InquisitorCheckLand ()
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{
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reactiontime--;
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if (reactiontime < 0 ||
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Vel.X == 0 ||
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Vel.Y == 0 ||
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pos.z <= floorz)
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{
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SetState (SeeState);
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reactiontime = 0;
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bNoGravity = false;
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A_StopSound (CHAN_ITEM);
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return;
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}
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A_PlaySound ("inquisitor/jump", CHAN_ITEM, 1, true);
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}
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void A_TossArm ()
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{
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Actor foo = Spawn("InquisitorArm", Pos + (0,0,24), ALLOW_REPLACE);
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foo.angle = angle - 90. + Random2[Inquisitor]() * (360./1024.);
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foo.VelFromAngle(foo.Speed / 8);
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foo.Vel.Z = random[Inquisitor]() / 64.;
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}
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}
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// Inquisitor Shot ----------------------------------------------------------
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UBAM AB 3 A_Countdown;
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Loop;
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Death:
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BNG2 A 0 Bright A_SetTranslucent(1,1);
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BNG2 A 0 Bright A_SetRenderStyle(1, STYLE_Normal);
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BNG2 A 4 Bright A_Explode(192, 192, 1, 1);
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BNG2 B 4 Bright;
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BNG2 C 4 Bright;
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