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- scriptified a_spidermaster.cpp.
- fixed bad assert in XOR_RK instruction.
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parent
c961e653a5
commit
d32d52c0b9
6 changed files with 32 additions and 46 deletions
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@ -844,7 +844,6 @@ set( NOT_COMPILED_SOURCE_FILES
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g_doom/a_painelemental.cpp
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g_doom/a_revenant.cpp
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g_doom/a_scriptedmarine.cpp
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g_doom/a_spidermaster.cpp
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g_heretic/a_chicken.cpp
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g_heretic/a_dsparil.cpp
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g_heretic/a_hereticartifacts.cpp
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@ -30,7 +30,6 @@
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#include "a_lostsoul.cpp"
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#include "a_painelemental.cpp"
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#include "a_revenant.cpp"
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#include "a_spidermaster.cpp"
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#include "a_scriptedmarine.cpp"
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// The barrel of green goop ------------------------------------------------
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@ -1,41 +0,0 @@
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/*
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#include "templates.h"
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#include "actor.h"
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#include "m_random.h"
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#include "s_sound.h"
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#include "p_local.h"
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#include "p_enemy.h"
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#include "a_action.h"
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#include "vm.h"
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*/
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static FRandom pr_spidrefire ("SpidRefire");
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DEFINE_ACTION_FUNCTION(AActor, A_SpidRefire)
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{
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PARAM_SELF_PROLOGUE(AActor);
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// keep firing unless target got out of sight
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A_FaceTarget (self);
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if (pr_spidrefire() < 10)
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return 0;
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if (!self->target
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|| P_HitFriend (self)
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|| self->target->health <= 0
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|| !P_CheckSight (self, self->target, SF_SEEPASTBLOCKEVERYTHING|SF_SEEPASTSHOOTABLELINES))
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{
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self->SetState (self->SeeState);
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}
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return 0;
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}
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DEFINE_ACTION_FUNCTION(AActor, A_Metal)
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{
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PARAM_SELF_PROLOGUE(AActor);
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S_Sound (self, CHAN_BODY, "spider/walk", 1, ATTN_IDLE);
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A_Chase (stack, self);
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return 0;
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}
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@ -924,7 +924,7 @@ begin:
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reg.d[a] = reg.d[B] ^ reg.d[C];
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NEXTOP;
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OP(XOR_RK):
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ASSERTD(a); ASSERTD(B); ASSERTD(C);
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ASSERTD(a); ASSERTD(B); ASSERTKD(C);
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reg.d[a] = reg.d[B] ^ konstd[C];
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NEXTOP;
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@ -113,8 +113,6 @@ class Actor : Thinker native
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native void A_BossDeath();
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native void A_SkullAttack(float speed = 20);
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native void A_BetaSkullAttack();
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native void A_Metal();
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native void A_SpidRefire();
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native void A_PainAttack(class<Actor> spawntype = "LostSoul", float angle = 0, int flags = 0, int limit = -1);
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native void A_DualPainAttack(class<Actor> spawntype = "LostSoul");
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native void A_PainDie(class<Actor> spawntype = "LostSoul");
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@ -60,3 +60,34 @@ class SpiderMastermind : Actor
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Stop;
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}
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}
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//===========================================================================
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//
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// Code (must be attached to Actor)
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//
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//===========================================================================
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extend class Actor
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{
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void A_SpidRefire()
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{
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// keep firing unless target got out of sight
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A_FaceTarget();
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if (Random[CPosRefire](0, 255) >= 10)
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{
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if (!target
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|| HitFriend()
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|| target.health <= 0
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|| !CheckSight(target, SF_SEEPASTBLOCKEVERYTHING|SF_SEEPASTSHOOTABLELINES))
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{
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SetState(SeeState);
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}
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}
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}
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void A_Metal()
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{
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A_PlaySound("spider/walk", CHAN_BODY, 1, false, ATTN_IDLE);
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A_Chase();
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}
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}
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