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https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-28 15:02:39 +00:00
- scriptified Hexen's Banishment Device.
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parent
ebd2c27e0a
commit
d4427e696d
6 changed files with 149 additions and 210 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_hexen/a_teleportother.cpp
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g_strife/a_acolyte.cpp
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g_strife/a_alienspectres.cpp
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g_strife/a_coin.cpp
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@ -1540,15 +1540,28 @@ DEFINE_ACTION_FUNCTION(DObject, G_PickDeathmatchStart)
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{
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PARAM_PROLOGUE;
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unsigned int selections = deathmatchstarts.Size();
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unsigned int i = pr_dmspawn() % selections;
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DVector3 pos;
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int angle;
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if (selections == 0)
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{
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angle = INT_MAX;
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pos = DVector3(0, 0, 0);
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}
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else
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{
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unsigned int i = pr_dmspawn() % selections;
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angle = deathmatchstarts[i].angle;
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pos = deathmatchstarts[i].pos;
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}
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if (numret > 1)
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{
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ret[1].SetInt(deathmatchstarts[i].angle);
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ret[1].SetInt(angle);
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numret = 2;
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}
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if (numret > 0)
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{
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ret[0].SetVector(deathmatchstarts[i].pos);
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ret[0].SetVector(pos);
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}
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return numret;
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}
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@ -26,4 +26,3 @@
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// Include all the Hexen stuff here to reduce compile time
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#include "a_heresiarch.cpp"
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#include "a_spike.cpp"
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#include "a_teleportother.cpp"
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@ -1,198 +0,0 @@
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/*
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#include "info.h"
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#include "a_pickups.h"
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#include "a_artifacts.h"
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#include "gstrings.h"
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#include "p_local.h"
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#include "s_sound.h"
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#include "p_lnspec.h"
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#include "m_random.h"
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#include "vm.h"
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#include "g_level.h"
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#include "doomstat.h"
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*/
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#define TELEPORT_LIFE 1
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static FRandom pr_telestarts ("TeleStarts");
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static FRandom pr_teledm ("TeleDM");
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void A_TeloSpawnA (AActor *);
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void A_TeloSpawnB (AActor *);
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void A_TeloSpawnC (AActor *);
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void A_TeloSpawnD (AActor *);
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void A_CheckTeleRing (AActor *);
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void P_TeleportToPlayerStarts (AActor *victim);
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void P_TeleportToDeathmatchStarts (AActor *victim);
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// Teleport Other Artifact --------------------------------------------------
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class AArtiTeleportOther : public AInventory
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{
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DECLARE_CLASS (AArtiTeleportOther, AInventory)
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public:
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bool Use (bool pickup);
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};
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IMPLEMENT_CLASS(AArtiTeleportOther, false, false)
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// Teleport Other FX --------------------------------------------------------
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class ATelOtherFX1 : public AActor
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{
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DECLARE_CLASS (ATelOtherFX1, AActor)
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public:
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int DoSpecialDamage (AActor *target, int damage, FName damagetype);
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};
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IMPLEMENT_CLASS(ATelOtherFX1, false, false)
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static void TeloSpawn (AActor *source, const char *type)
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{
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AActor *fx;
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fx = Spawn (type, source->Pos(), ALLOW_REPLACE);
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if (fx)
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{
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fx->special1 = TELEPORT_LIFE; // Lifetime countdown
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fx->Angles.Yaw = source->Angles.Yaw;
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fx->target = source->target;
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fx->Vel = source->Vel / 2;
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}
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}
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DEFINE_ACTION_FUNCTION(AActor, A_TeloSpawnA)
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{
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PARAM_SELF_PROLOGUE(AActor);
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TeloSpawn (self, "TelOtherFX2");
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return 0;
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}
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DEFINE_ACTION_FUNCTION(AActor, A_TeloSpawnB)
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{
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PARAM_SELF_PROLOGUE(AActor);
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TeloSpawn (self, "TelOtherFX3");
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return 0;
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}
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DEFINE_ACTION_FUNCTION(AActor, A_TeloSpawnC)
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{
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PARAM_SELF_PROLOGUE(AActor);
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TeloSpawn (self, "TelOtherFX4");
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return 0;
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}
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DEFINE_ACTION_FUNCTION(AActor, A_TeloSpawnD)
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{
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PARAM_SELF_PROLOGUE(AActor);
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TeloSpawn (self, "TelOtherFX5");
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return 0;
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}
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DEFINE_ACTION_FUNCTION(AActor, A_CheckTeleRing)
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{
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PARAM_SELF_PROLOGUE(AActor);
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if (self->special1-- <= 0)
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{
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self->SetState (self->FindState(NAME_Death));
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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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// Activate Teleport Other
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//
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//===========================================================================
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bool AArtiTeleportOther::Use (bool pickup)
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{
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AActor *mo;
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mo = P_SpawnPlayerMissile (Owner, RUNTIME_CLASS(ATelOtherFX1));
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if (mo)
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{
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mo->target = Owner;
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}
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return true;
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}
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//===========================================================================
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//
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// Perform Teleport Other
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//
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//===========================================================================
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int ATelOtherFX1::DoSpecialDamage (AActor *target, int damage, FName damagetype)
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{
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if ((target->flags3 & MF3_ISMONSTER || target->player != NULL) &&
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!(target->flags2 & MF2_BOSS) &&
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!(target->flags3 & MF3_NOTELEOTHER))
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{
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if (target->player)
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{
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if (deathmatch)
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P_TeleportToDeathmatchStarts (target);
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else
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P_TeleportToPlayerStarts (target);
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}
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else
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{
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// If death action, run it upon teleport
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if (target->flags3 & MF3_ISMONSTER && target->special)
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{
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target->RemoveFromHash ();
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P_ExecuteSpecial(target->special, NULL, level.flags & LEVEL_ACTOWNSPECIAL
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? target : (AActor *)(this->target), false, target->args[0], target->args[1],
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target->args[2], target->args[3], target->args[4]);
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target->special = 0;
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}
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// Send all monsters to deathmatch spots
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P_TeleportToDeathmatchStarts (target);
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}
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}
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return -1;
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}
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//===========================================================================
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//
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// P_TeleportToPlayerStarts
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//
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//===========================================================================
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void P_TeleportToPlayerStarts (AActor *victim)
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{
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DVector3 dest;
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FPlayerStart *start = G_PickPlayerStart(0, PPS_FORCERANDOM | PPS_NOBLOCKINGCHECK);
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dest = start->pos;
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dest.Z = ONFLOORZ;
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P_Teleport (victim, dest, (double)start->angle, TELF_SOURCEFOG | TELF_DESTFOG);
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}
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//===========================================================================
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//
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// P_TeleportToDeathmatchStarts
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//
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//===========================================================================
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void P_TeleportToDeathmatchStarts (AActor *victim)
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{
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unsigned int i, selections;
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DVector3 dest;
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selections = deathmatchstarts.Size ();
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if (selections > 0)
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{
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i = pr_teledm() % selections;
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dest = deathmatchstarts[i].pos;
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dest.Z = ONFLOORZ;
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P_Teleport (victim, dest, (double)deathmatchstarts[i].angle, TELF_SOURCEFOG | TELF_DESTFOG);
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}
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else
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{
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P_TeleportToPlayerStarts (victim);
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}
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}
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@ -267,3 +267,9 @@ struct TerrainDef native
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native double Friction;
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native double MoveFactor;
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};
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enum EPickStart
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{
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PPS_FORCERANDOM = 1,
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PPS_NOBLOCKINGCHECK = 2,
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}
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@ -1,7 +1,7 @@
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// Teleport Other Artifact --------------------------------------------------
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class ArtiTeleportOther : Inventory native
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class ArtiTeleportOther : Inventory
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{
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Default
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{
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@ -22,13 +22,29 @@ class ArtiTeleportOther : Inventory native
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TELO ABCD 5;
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Loop;
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}
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//===========================================================================
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//
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// Activate Teleport Other
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//
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//===========================================================================
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override bool Use (bool pickup)
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{
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Owner.SpawnPlayerMissile ("TelOtherFX1");
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return true;
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}
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}
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// Teleport Other FX --------------------------------------------------------
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class TelOtherFX1 : Actor native
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class TelOtherFX1 : Actor
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{
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const TELEPORT_LIFE = 1;
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Default
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{
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Damage 10001;
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Speed 20;
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}
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native void A_TeloSpawnA();
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native void A_TeloSpawnB();
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native void A_TeloSpawnC();
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native void A_TeloSpawnD();
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native void A_CheckTeleRing ();
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States
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{
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TRNG E 3 Bright;
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Stop;
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}
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private void TeloSpawn (class<Actor> type)
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{
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Actor fx = Spawn (type, pos, ALLOW_REPLACE);
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if (fx)
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{
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fx.special1 = TELEPORT_LIFE; // Lifetime countdown
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fx.angle = angle;
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fx.target = target;
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fx.Vel = Vel / 2;
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}
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}
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void A_TeloSpawnA()
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{
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TeloSpawn ("TelOtherFX2");
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}
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void A_TeloSpawnB()
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{
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TeloSpawn ("TelOtherFX3");
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}
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void A_TeloSpawnC()
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{
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TeloSpawn ("TelOtherFX4");
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}
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void A_TeloSpawnD()
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{
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TeloSpawn ("TelOtherFX5");
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}
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void A_CheckTeleRing ()
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{
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if (self.special1-- <= 0)
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{
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self.SetStateLabel("Death");
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}
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}
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//===========================================================================
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//
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// Perform Teleport Other
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//
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//===========================================================================
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override int DoSpecialDamage (Actor target, int damage, Name damagetype)
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{
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if ((target.bIsMonster || target.player != NULL) &&
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!target.bBoss && !target.bNoTeleOther)
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{
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if (target.player)
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{
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if (deathmatch)
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P_TeleportToDeathmatchStarts (target);
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else
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P_TeleportToPlayerStarts (target);
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}
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else
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{
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// If death action, run it upon teleport
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if (target.bIsMonster && target.special)
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{
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target.RemoveFromHash ();
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Actor caller = level.ActOwnSpecial? target : self.target;
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caller.A_CallSpecial(target.special, target.args[0], target.args[1], target.args[2], target.args[3], target.args[4]);
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target.special = 0;
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}
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// Send all monsters to deathmatch spots
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P_TeleportToDeathmatchStarts (target);
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}
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}
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return -1;
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}
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//===========================================================================
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//
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// P_TeleportToPlayerStarts
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//
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//===========================================================================
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private static void P_TeleportToPlayerStarts (Actor victim)
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{
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Vector3 dest;
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double destAngle;
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[dest, destAngle] = G_PickPlayerStart(0, PPS_FORCERANDOM | PPS_NOBLOCKINGCHECK);
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dest.Z = ONFLOORZ;
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victim.Teleport ((dest.xy, ONFLOORZ), destangle, TELF_SOURCEFOG | TELF_DESTFOG);
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}
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//===========================================================================
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//
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// P_TeleportToDeathmatchStarts
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//
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//===========================================================================
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private void P_TeleportToDeathmatchStarts (Actor victim)
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{
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Vector3 dest;
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double destAngle;
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[dest, destAngle] = G_PickDeathmatchStart();
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if (destAngle < 65536) victim.Teleport((dest.xy, ONFLOORZ), destangle, TELF_SOURCEFOG | TELF_DESTFOG);
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else P_TeleportToPlayerStarts(victim);
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}
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}
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