mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-28 06:53:40 +00:00
- Added damage factors that allows to make monsters more or less resistant
to specific damage types. - Changed Dehacked parser to use the DECORATE symbol tables for code pointers instead of creating its own ones. - Removed the HandleNoSector hack and changed A_Look so that it uses the sector's sound target for actors with MF_NOSECTOR regardless of compatibility settings. - Moved initialization of weapon slots after the actor initialization. With default weapons exported to DECORATE it can't be done earlier. - Converted Doom weapons to DECORATE. - Changed backpack definition so that Doom's backpack is no longer the base class that implements its functionality. Now there is an abstract base class all backpack-like items derive from. Also moved the actual definition of Doom's backpack to DECORATE. SVN r519 (trunk)
This commit is contained in:
parent
8e229fa2b6
commit
ea4f160e35
29 changed files with 786 additions and 736 deletions
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@ -1,3 +1,20 @@
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April 27, 2007 (Changes by Graf Zahl)
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- Added damage factors that allows to make monsters more or less resistant
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to specific damage types.
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- Changed Dehacked parser to use the DECORATE symbol tables for code pointers
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instead of creating its own ones.
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April 26, 2007 (Changes by Graf Zahl)
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- Removed the HandleNoSector hack and changed A_Look so that it uses the sector's
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sound target for actors with MF_NOSECTOR regardless of compatibility settings.
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- Moved initialization of weapon slots after the actor initialization.
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With default weapons exported to DECORATE it can't be done earlier.
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- Converted Doom weapons to DECORATE.
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- Changed backpack definition so that Doom's backpack is no longer the base
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class that implements its functionality. Now there is an abstract base class
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all backpack-like items derive from. Also moved the actual definition of Doom's
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backpack to DECORATE.
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April 22, 2007 (Changes by Graf Zahl)
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- added a CANUSEWALLS flag which allows a monster to activate 'use' specials
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like doors. This flag is on by default for any monster which was the
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@ -109,3 +109,57 @@ FArchive &operator<< (FArchive &arc, botskill_t &skill)
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{
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return arc << skill.aiming << skill.perfection << skill.reaction << skill.isp;
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}
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// set the bot specific weapon information
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// This is intentionally not in the weapon definition anymore.
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AT_GAME_SET(BotStuff)
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{
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AWeapon * w;
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AActor * a;
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w = (AWeapon*)GetDefaultByName ("Pistol");
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if (w != NULL)
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{
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w->MoveCombatDist=25000000;
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}
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w = (AWeapon*)GetDefaultByName ("Shotgun");
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if (w != NULL)
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{
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w->MoveCombatDist=24000000;
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}
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w = (AWeapon*)GetDefaultByName ("SuperShotgun");
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if (w != NULL)
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{
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w->MoveCombatDist=15000000;
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}
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w = (AWeapon*)GetDefaultByName ("Chaingun");
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if (w != NULL)
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{
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w->MoveCombatDist=27000000;
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}
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w = (AWeapon*)GetDefaultByName ("RocketLauncher");
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if (w != NULL)
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{
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w->MoveCombatDist=18350080;
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w->WeaponFlags|=WIF_BOT_REACTION_SKILL_THING|WIF_BOT_EXPLOSIVE;
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w->ProjectileType=PClass::FindClass("Rocket");
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}
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w = (AWeapon*)GetDefaultByName ("PlasmaRifle");
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if (w != NULL)
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{
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w->MoveCombatDist=27000000;
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w->ProjectileType=PClass::FindClass("PlasmaBall");
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}
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a = GetDefaultByName ("PlasmaBall");
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if (a != NULL)
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{
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a->flags3|=MF3_WARNBOT;
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}
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w = (AWeapon*)GetDefaultByName ("BFG9000");
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if (w != NULL)
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{
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w->MoveCombatDist=10000000;
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w->WeaponFlags|=WIF_BOT_REACTION_SKILL_THING|WIF_BOT_BFG;
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w->ProjectileType=PClass::FindClass("BFGBall");
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}
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}
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@ -523,7 +523,7 @@ angle_t DCajunMaster::FireRox (AActor *bot, AActor *enemy, ticcmd_t *cmd)
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if (dist < SAFE_SELF_MISDIST)
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return 0;
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//Predict.
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m = (((dist+1)/FRACUNIT) / GetDefault<ARocket>()->Speed);
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m = (((dist+1)/FRACUNIT) / GetDefaultByName("Rocket")->Speed);
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SetBodyAt (enemy->x + FixedMul (enemy->momx, (m+2*FRACUNIT)),
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enemy->y + FixedMul(enemy->momy, (m+2*FRACUNIT)), ONFLOORZ, 1);
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@ -65,6 +65,7 @@
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#include "a_sharedglobal.h"
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#include "thingdef.h"
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#include "vectors.h"
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#include "dobject.h"
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// [SO] Just the way Randy said to do it :)
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// [RH] Made this CVAR_SERVERINFO
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@ -82,20 +83,7 @@ struct CodePtrMap
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static CodePtrMap *CodePtrNames;
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static int NumCodePtrs;
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// Prototype the dehacked code pointers
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#define WEAPON(x) void A_##x(AActor*);
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#define ACTOR(x) void A_##x(AActor*);
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#include "d_dehackedactions.h"
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// Declare the dehacked code pointers
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static const actionf_p CodePtrs[] =
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{
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NULL,
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#define WEAPON(x) A_##x,
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#define ACTOR(x) A_##x,
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#include "d_dehackedactions.h"
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};
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static PSymbol ** CodePtrSymbols;
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static const char *const AmmoNames[12] =
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{
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@ -1498,6 +1486,31 @@ static int PatchWeapon (int weapNum)
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return result;
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}
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static void SetPointer(FState *state, PSymbol *sym)
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{
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if (sym==NULL)
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{
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state->Action = NULL;
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state->ParameterIndex=0;
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}
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else switch (sym->SymbolType)
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{
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case SYM_ActionFunction:
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state->Action = static_cast<PSymbolActionFunction*>(sym)->Function;
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state->ParameterIndex=0; // No parameters for patched code pointers
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break;
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/*
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case SYM_ExternalFunction:
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state->Action = A_CallExtFunction;
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state->ParameterIndex = static_cast<PSymbolExternalFunction*>(sym->Data);
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break;
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*/
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default:
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state->Action = NULL;
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state->ParameterIndex=0;
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}
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}
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static int PatchPointer (int ptrNum)
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{
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int result;
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FState *state = FindState (CodePConv[ptrNum]);
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if (state)
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{
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if ((unsigned)(atoi (Line2)) >= (unsigned)NumActions)
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int index = atoi(Line2);
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if ((unsigned)(index) >= (unsigned)NumActions)
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state->Action = NULL;
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else
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state->Action = CodePtrs[ActionList[atoi (Line2)]];
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state->ParameterIndex=0; // No parameters for patched code pointers
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{
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SetPointer(state, CodePtrSymbols[ActionList[index]]);
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}
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}
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else
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{
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}
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else
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{
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state->Action = CodePtrs[CodePtrNames[mid].num];
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SetPointer(state, CodePtrSymbols[CodePtrNames[mid].num]);
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DPrintf ("Frame %d set to %s\n", frame, GetName (CodePtrNames[mid].name));
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}
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state->ParameterIndex=0; // No parameters for patched code pointers
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}
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}
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}
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@ -2333,6 +2346,11 @@ static void UnloadDehSupp ()
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DehUseCount = 0;
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delete[] DehSuppLump;
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DehSuppLump = NULL;
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if (CodePtrSymbols != NULL)
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{
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delete[] CodePtrSymbols;
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CodePtrSymbols = NULL;
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}
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if (OrgSprNames != NULL)
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{
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delete[] OrgSprNames[0];
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@ -2427,13 +2445,16 @@ static bool LoadDehSupp ()
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else if (CompareLabel ("ACTF", supp))
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{
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NumCodePtrs = GetWord (supp + 4);
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if ((unsigned)NumCodePtrs != countof(CodePtrs))
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{
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Printf ("DEHSUPP defines %d code pointers, but there should be %d\n",
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NumCodePtrs, countof(CodePtrs));
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return false;
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}
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CodePtrNames = (CodePtrMap *)GetWordSpace (supp + 6, NumCodePtrs*2);
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CodePtrSymbols = new PSymbol*[NumCodePtrs];
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for(int i=0;i<NumCodePtrs;i++)
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{
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// all relevant code pointers are either defined in AInventory
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// or AActor so this will find all of them.
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FString name = "A_";
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name << GetName(CodePtrNames[i].name);
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CodePtrSymbols[CodePtrNames[i].num] = RUNTIME_CLASS(AInventory)->Symbols.FindSymbol(name, true);
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}
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supp += 6 + NumCodePtrs * 4;
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}
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else if (CompareLabel ("ACTM", supp))
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@ -2611,43 +2632,6 @@ void FinishDehPatch ()
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}
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}
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void HandleNoSector()
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{
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// MF_NOSECTOR is causing problems with monsters so remap it to RF_INVISIBLE
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// which in most cases is what this is used for anyway.
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// Do this for all actors touched by DEHACKED actors except the teleport spot.
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unsigned int touchedIndex;
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for (touchedIndex = 0; touchedIndex < TouchedActors.Size(); ++touchedIndex)
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{
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PClass *ti = TouchedActors[touchedIndex];
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if (ti!=NULL && ti->ActorInfo!=NULL && !ti->IsDescendantOf(RUNTIME_CLASS(ATeleportDest)))
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{
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AActor * def = GetDefaultByType(ti);
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if (def->flags&MF_NOSECTOR)
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{
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def->flags&=~MF_NOSECTOR;
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def->renderflags|=RF_INVISIBLE;
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}
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}
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}
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// The BossEye must be handled even without any Dehacked interference
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// because otherwise it would not react to sound.
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const PClass * ti = PClass::FindClass("BossEye");
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if (ti!=NULL)
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{
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AActor * def = GetDefaultByType(ti);
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if (def->flags&MF_NOSECTOR)
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{
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def->flags&=~MF_NOSECTOR;
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def->renderflags|=RF_INVISIBLE;
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}
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}
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}
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void A_SpawnDehackedPickup (AActor *actor)
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{
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if ((size_t)actor->health < DehackedPickups.Size())
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@ -36,6 +36,5 @@
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void DoDehPatch (const char *patchfile, bool autoloading);
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void FinishDehPatch ();
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void HandleNoSector();
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#endif //__D_DEHACK_H__
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@ -2238,6 +2238,9 @@ void D_DoomMain (void)
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FActorInfo::StaticInit ();
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// Now that all actors have been defined we can finally set up the weapon slots
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GameConfig->DoWeaponSetup (GameNames[gameinfo.gametype]);
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// [GRB] Initialize player class list
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SetupPlayerClasses ();
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@ -2287,8 +2290,6 @@ void D_DoomMain (void)
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DoDehPatch (NULL, true); // See if there's a patch in a PWAD
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FinishDehPatch (); // Create replacements for dehacked pickups
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}
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HandleNoSector (); // clear NOSECTOR flag off all actors modified by Dehacked and the BossEye.
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FActorInfo::StaticSetActorNums ();
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@ -184,7 +184,7 @@ void A_BrainPain (AActor *self)
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static void BrainishExplosion (fixed_t x, fixed_t y, fixed_t z)
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{
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AActor *boom = Spawn<ARocket> (x, y, z, NO_REPLACE);
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AActor *boom = Spawn("Rocket", x, y, z, NO_REPLACE);
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if (boom != NULL)
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{
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boom->momz = pr_brainscream() << 9;
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@ -10,22 +10,6 @@ class ABossBrain : public AActor
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DECLARE_ACTOR (ABossBrain, AActor)
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};
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class ARocket : public AActor
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{
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DECLARE_ACTOR (ARocket, AActor)
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public:
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};
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class APlasmaBall : public AActor
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{
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DECLARE_ACTOR (APlasmaBall, AActor)
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};
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class ABFGBall : public AActor
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{
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DECLARE_ACTOR (ABFGBall, AActor)
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};
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class AScriptedMarine : public AActor
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{
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DECLARE_ACTOR (AScriptedMarine, AActor)
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@ -20,46 +20,6 @@ static FRandom pr_fireplasma ("FirePlasma");
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static FRandom pr_firerail ("FireRail");
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static FRandom pr_bfgspray ("BFGSpray");
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// Fist ---------------------------------------------------------------------
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void A_Punch (AActor *);
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class AFist : public AWeapon
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{
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DECLARE_ACTOR (AFist, AWeapon)
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};
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FState AFist::States[] =
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{
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#define S_PUNCH 0
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S_NORMAL (PUNG, 'A', 1, A_WeaponReady , &States[S_PUNCH]),
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#define S_PUNCHDOWN (S_PUNCH+1)
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S_NORMAL (PUNG, 'A', 1, A_Lower , &States[S_PUNCHDOWN]),
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#define S_PUNCHUP (S_PUNCHDOWN+1)
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S_NORMAL (PUNG, 'A', 1, A_Raise , &States[S_PUNCHUP]),
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#define S_PUNCH1 (S_PUNCHUP+1)
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S_NORMAL (PUNG, 'B', 4, NULL , &States[S_PUNCH1+1]),
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S_NORMAL (PUNG, 'C', 4, A_Punch , &States[S_PUNCH1+2]),
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S_NORMAL (PUNG, 'D', 5, NULL , &States[S_PUNCH1+3]),
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S_NORMAL (PUNG, 'C', 4, NULL , &States[S_PUNCH1+4]),
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S_NORMAL (PUNG, 'B', 5, A_ReFire , &States[S_PUNCH])
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};
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IMPLEMENT_ACTOR (AFist, Doom, -1, 0)
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PROP_Weapon_SelectionOrder (3700)
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PROP_Weapon_Flags (WIF_WIMPY_WEAPON|WIF_BOT_MELEE)
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PROP_Weapon_UpState (S_PUNCHUP)
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PROP_Weapon_DownState (S_PUNCHDOWN)
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PROP_Weapon_ReadyState (S_PUNCH)
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PROP_Weapon_AtkState (S_PUNCH1)
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PROP_Weapon_Kickback (100)
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PROP_Obituary("$OB_MPFIST")
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END_DEFAULTS
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//
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// A_Punch
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//
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|
@ -101,57 +61,6 @@ void A_Punch (AActor *actor)
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}
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}
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// Pistol -------------------------------------------------------------------
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void A_FirePistol (AActor *);
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class APistol : public AWeapon
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{
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DECLARE_ACTOR (APistol, AWeapon)
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};
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FState APistol::States[] =
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{
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#define S_PISTOL 0
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S_NORMAL (PISG, 'A', 1, A_WeaponReady , &States[S_PISTOL]),
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#define S_PISTOLDOWN (S_PISTOL+1)
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S_NORMAL (PISG, 'A', 1, A_Lower , &States[S_PISTOLDOWN]),
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#define S_PISTOLUP (S_PISTOLDOWN+1)
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S_NORMAL (PISG, 'A', 1, A_Raise , &States[S_PISTOLUP]),
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#define S_PISTOL1 (S_PISTOLUP+1)
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S_NORMAL (PISG, 'A', 4, NULL , &States[S_PISTOL1+1]),
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S_NORMAL (PISG, 'B', 6, A_FirePistol , &States[S_PISTOL1+2]),
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S_NORMAL (PISG, 'C', 4, NULL , &States[S_PISTOL1+3]),
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S_NORMAL (PISG, 'B', 5, A_ReFire , &States[S_PISTOL]),
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#define S_PISTOLFLASH (S_PISTOL1+4)
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S_BRIGHT (PISF, 'A', 7, A_Light1 , &AWeapon::States[S_LIGHTDONE]),
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// This next state is here just in case people want to shoot plasma balls or railguns
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// with the pistol using Dehacked.
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S_BRIGHT (PISF, 'A', 7, A_Light1 , &AWeapon::States[S_LIGHTDONE])
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};
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IMPLEMENT_ACTOR (APistol, Doom, -1, 0)
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PROP_Weapon_SelectionOrder (1900)
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PROP_Weapon_Flags (WIF_WIMPY_WEAPON)
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PROP_Weapon_AmmoUse1 (1)
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PROP_Weapon_AmmoGive1 (20)
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|
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PROP_Weapon_UpState (S_PISTOLUP)
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PROP_Weapon_DownState (S_PISTOLDOWN)
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PROP_Weapon_ReadyState (S_PISTOL)
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PROP_Weapon_AtkState (S_PISTOL1)
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PROP_Weapon_FlashState (S_PISTOLFLASH)
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PROP_Weapon_Kickback (100)
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PROP_Weapon_MoveCombatDist (25000000)
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PROP_Weapon_AmmoType1 ("Clip")
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PROP_Obituary("$OB_MPPISTOL")
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END_DEFAULTS
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//
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// A_FirePistol
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//
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||||
|
@ -184,54 +93,6 @@ void A_FirePistol (AActor *actor)
|
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P_GunShot (actor, accurate, PClass::FindClass(NAME_BulletPuff));
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}
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||||
|
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// Chainsaw -----------------------------------------------------------------
|
||||
|
||||
void A_Saw (AActor *);
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||||
|
||||
class AChainsaw : public AWeapon
|
||||
{
|
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DECLARE_ACTOR (AChainsaw, AWeapon)
|
||||
};
|
||||
|
||||
FState AChainsaw::States[] =
|
||||
{
|
||||
#define S_SAW 0
|
||||
S_NORMAL (SAWG, 'C', 4, A_WeaponReady , &States[S_SAW+1]),
|
||||
S_NORMAL (SAWG, 'D', 4, A_WeaponReady , &States[S_SAW+0]),
|
||||
|
||||
#define S_SAWDOWN (S_SAW+2)
|
||||
S_NORMAL (SAWG, 'C', 1, A_Lower , &States[S_SAWDOWN]),
|
||||
|
||||
#define S_SAWUP (S_SAWDOWN+1)
|
||||
S_NORMAL (SAWG, 'C', 1, A_Raise , &States[S_SAWUP]),
|
||||
|
||||
#define S_SAW1 (S_SAWUP+1)
|
||||
S_NORMAL (SAWG, 'A', 4, A_Saw , &States[S_SAW1+1]),
|
||||
S_NORMAL (SAWG, 'B', 4, A_Saw , &States[S_SAW1+2]),
|
||||
S_NORMAL (SAWG, 'B', 0, A_ReFire , &States[S_SAW]),
|
||||
|
||||
#define S_CSAW (S_SAW1+3)
|
||||
S_NORMAL (CSAW, 'A', -1, NULL , NULL)
|
||||
};
|
||||
|
||||
IMPLEMENT_ACTOR (AChainsaw, Doom, 2005, 32)
|
||||
PROP_RadiusFixed (20)
|
||||
PROP_HeightFixed (16)
|
||||
PROP_Flags (MF_SPECIAL)
|
||||
PROP_SpawnState (S_CSAW)
|
||||
|
||||
PROP_Weapon_SelectionOrder (2200)
|
||||
PROP_Weapon_Flags (WIF_BOT_MELEE)
|
||||
PROP_Weapon_UpState (S_SAWUP)
|
||||
PROP_Weapon_DownState (S_SAWDOWN)
|
||||
PROP_Weapon_ReadyState (S_SAW)
|
||||
PROP_Weapon_AtkState (S_SAW1)
|
||||
PROP_Weapon_UpSound ("weapons/sawup")
|
||||
PROP_Weapon_ReadySound ("weapons/sawidle")
|
||||
PROP_Obituary("$OB_MPCHAINSAW")
|
||||
PROP_Inventory_PickupMessage("$GOTCHAINSAW")
|
||||
END_DEFAULTS
|
||||
|
||||
//
|
||||
// A_Saw
|
||||
//
|
||||
|
@ -309,66 +170,6 @@ void A_Saw (AActor *actor)
|
|||
actor->flags |= MF_JUSTATTACKED;
|
||||
}
|
||||
|
||||
// Shotgun ------------------------------------------------------------------
|
||||
|
||||
void A_FireShotgun (AActor *);
|
||||
|
||||
class AShotgun : public AWeapon
|
||||
{
|
||||
DECLARE_ACTOR (AShotgun, AWeapon)
|
||||
};
|
||||
|
||||
FState AShotgun::States[] =
|
||||
{
|
||||
#define S_SGUN 0
|
||||
S_NORMAL (SHTG, 'A', 1, A_WeaponReady , &States[S_SGUN]),
|
||||
|
||||
#define S_SGUNDOWN (S_SGUN+1)
|
||||
S_NORMAL (SHTG, 'A', 1, A_Lower , &States[S_SGUNDOWN]),
|
||||
|
||||
#define S_SGUNUP (S_SGUNDOWN+1)
|
||||
S_NORMAL (SHTG, 'A', 1, A_Raise , &States[S_SGUNUP]),
|
||||
|
||||
#define S_SGUN1 (S_SGUNUP+1)
|
||||
S_NORMAL (SHTG, 'A', 3, NULL , &States[S_SGUN1+1]),
|
||||
S_NORMAL (SHTG, 'A', 7, A_FireShotgun , &States[S_SGUN1+2]),
|
||||
S_NORMAL (SHTG, 'B', 5, NULL , &States[S_SGUN1+3]),
|
||||
S_NORMAL (SHTG, 'C', 5, NULL , &States[S_SGUN1+4]),
|
||||
S_NORMAL (SHTG, 'D', 4, NULL , &States[S_SGUN1+5]),
|
||||
S_NORMAL (SHTG, 'C', 5, NULL , &States[S_SGUN1+6]),
|
||||
S_NORMAL (SHTG, 'B', 5, NULL , &States[S_SGUN1+7]),
|
||||
S_NORMAL (SHTG, 'A', 3, NULL , &States[S_SGUN1+8]),
|
||||
S_NORMAL (SHTG, 'A', 7, A_ReFire , &States[S_SGUN]),
|
||||
|
||||
#define S_SGUNFLASH (S_SGUN1+9)
|
||||
S_BRIGHT (SHTF, 'A', 4, A_Light1 , &States[S_SGUNFLASH+1]),
|
||||
S_BRIGHT (SHTF, 'B', 3, A_Light2 , &AWeapon::States[S_LIGHTDONE]),
|
||||
|
||||
#define S_SHOT (S_SGUNFLASH+2)
|
||||
S_NORMAL (SHOT, 'A', -1, NULL , NULL)
|
||||
};
|
||||
|
||||
IMPLEMENT_ACTOR (AShotgun, Doom, 2001, 27)
|
||||
PROP_RadiusFixed (20)
|
||||
PROP_HeightFixed (16)
|
||||
PROP_Flags (MF_SPECIAL)
|
||||
PROP_SpawnState (S_SHOT)
|
||||
|
||||
PROP_Weapon_SelectionOrder (1300)
|
||||
PROP_Weapon_AmmoUse1 (1)
|
||||
PROP_Weapon_AmmoGive1 (8)
|
||||
PROP_Weapon_UpState (S_SGUNUP)
|
||||
PROP_Weapon_DownState (S_SGUNDOWN)
|
||||
PROP_Weapon_ReadyState (S_SGUN)
|
||||
PROP_Weapon_AtkState (S_SGUN1)
|
||||
PROP_Weapon_FlashState (S_SGUNFLASH)
|
||||
PROP_Weapon_Kickback (100)
|
||||
PROP_Weapon_MoveCombatDist (24000000)
|
||||
PROP_Weapon_AmmoType1 ("Shell")
|
||||
PROP_Obituary("$OB_MPSHOTGUN")
|
||||
PROP_Inventory_PickupMessage("$GOTSHOTGUN")
|
||||
END_DEFAULTS
|
||||
|
||||
//
|
||||
// A_FireShotgun
|
||||
//
|
||||
|
@ -398,74 +199,6 @@ void A_FireShotgun (AActor *actor)
|
|||
P_GunShot (actor, false, PClass::FindClass(NAME_BulletPuff));
|
||||
}
|
||||
|
||||
// Super Shotgun ------------------------------------------------------------
|
||||
|
||||
void A_FireShotgun2 (AActor *actor);
|
||||
void A_OpenShotgun2 (AActor *actor);
|
||||
void A_LoadShotgun2 (AActor *actor);
|
||||
void A_CloseShotgun2 (AActor *actor);
|
||||
|
||||
class ASuperShotgun : public AWeapon
|
||||
{
|
||||
DECLARE_ACTOR (ASuperShotgun, AWeapon)
|
||||
};
|
||||
|
||||
FState ASuperShotgun::States[] =
|
||||
{
|
||||
#define S_DSGUN 0
|
||||
S_NORMAL (SHT2, 'A', 1, A_WeaponReady , &States[S_DSGUN]),
|
||||
|
||||
#define S_DSGUNDOWN (S_DSGUN+1)
|
||||
S_NORMAL (SHT2, 'A', 1, A_Lower , &States[S_DSGUNDOWN]),
|
||||
|
||||
#define S_DSGUNUP (S_DSGUNDOWN+1)
|
||||
S_NORMAL (SHT2, 'A', 1, A_Raise , &States[S_DSGUNUP]),
|
||||
|
||||
#define S_DSGUN1 (S_DSGUNUP+1)
|
||||
S_NORMAL (SHT2, 'A', 3, NULL , &States[S_DSGUN1+1]),
|
||||
S_NORMAL (SHT2, 'A', 7, A_FireShotgun2 , &States[S_DSGUN1+2]),
|
||||
S_NORMAL (SHT2, 'B', 7, NULL , &States[S_DSGUN1+3]),
|
||||
S_NORMAL (SHT2, 'C', 7, A_CheckReload , &States[S_DSGUN1+4]),
|
||||
S_NORMAL (SHT2, 'D', 7, A_OpenShotgun2 , &States[S_DSGUN1+5]),
|
||||
S_NORMAL (SHT2, 'E', 7, NULL , &States[S_DSGUN1+6]),
|
||||
S_NORMAL (SHT2, 'F', 7, A_LoadShotgun2 , &States[S_DSGUN1+7]),
|
||||
S_NORMAL (SHT2, 'G', 6, NULL , &States[S_DSGUN1+8]),
|
||||
S_NORMAL (SHT2, 'H', 6, A_CloseShotgun2 , &States[S_DSGUN1+9]),
|
||||
S_NORMAL (SHT2, 'A', 5, A_ReFire , &States[S_DSGUN]),
|
||||
|
||||
#define S_DSNR (S_DSGUN1+10)
|
||||
S_NORMAL (SHT2, 'B', 7, NULL , &States[S_DSNR+1]),
|
||||
S_NORMAL (SHT2, 'A', 3, NULL , &States[S_DSGUNDOWN]),
|
||||
|
||||
#define S_DSGUNFLASH (S_DSNR+2)
|
||||
S_BRIGHT (SHT2, 'I', 4, A_Light1 , &States[S_DSGUNFLASH+1]),
|
||||
S_BRIGHT (SHT2, 'J', 3, A_Light2 , &AWeapon::States[S_LIGHTDONE]),
|
||||
|
||||
#define S_SHOT2 (S_DSGUNFLASH+2)
|
||||
S_NORMAL (SGN2, 'A', -1, NULL , NULL)
|
||||
};
|
||||
|
||||
IMPLEMENT_ACTOR (ASuperShotgun, Doom, 82, 33)
|
||||
PROP_RadiusFixed (20)
|
||||
PROP_HeightFixed (16)
|
||||
PROP_Flags (MF_SPECIAL)
|
||||
PROP_SpawnState (S_SHOT2)
|
||||
|
||||
PROP_Weapon_SelectionOrder (400)
|
||||
PROP_Weapon_AmmoUse1 (2)
|
||||
PROP_Weapon_AmmoGive1 (8)
|
||||
PROP_Weapon_UpState (S_DSGUNUP)
|
||||
PROP_Weapon_DownState (S_DSGUNDOWN)
|
||||
PROP_Weapon_ReadyState (S_DSGUN)
|
||||
PROP_Weapon_AtkState (S_DSGUN1)
|
||||
PROP_Weapon_FlashState (S_DSGUNFLASH)
|
||||
PROP_Weapon_Kickback (100)
|
||||
PROP_Weapon_MoveCombatDist (15000000)
|
||||
PROP_Weapon_AmmoType1 ("Shell")
|
||||
PROP_Obituary("$OB_MPSSHOTGUN")
|
||||
PROP_Inventory_PickupMessage("$GOTSHOTGUN2")
|
||||
END_DEFAULTS
|
||||
|
||||
//
|
||||
// A_FireShotgun2
|
||||
//
|
||||
|
@ -530,59 +263,50 @@ void A_CloseShotgun2 (AActor *actor)
|
|||
A_ReFire (actor);
|
||||
}
|
||||
|
||||
// Chaingun -----------------------------------------------------------------
|
||||
|
||||
void A_FireCGun (AActor *);
|
||||
//------------------------------------------------------------------------------------
|
||||
//
|
||||
// Setting a random flash like some of Doom's weapons can easily crash when the
|
||||
// definition is overridden incorrectly so let's check that the state actually exists.
|
||||
// Be aware though that this will not catch all DEHACKED related problems. But it will
|
||||
// find all DECORATE related ones.
|
||||
//
|
||||
//------------------------------------------------------------------------------------
|
||||
|
||||
class AChaingun : public AWeapon
|
||||
void P_SetSafeFlash(AWeapon * weapon, player_t * player, FState * flashstate, int index)
|
||||
{
|
||||
DECLARE_ACTOR (AChaingun, AWeapon)
|
||||
};
|
||||
|
||||
FState AChaingun::States[] =
|
||||
{
|
||||
#define S_CHAIN 0
|
||||
S_NORMAL (CHGG, 'A', 1, A_WeaponReady , &States[S_CHAIN]),
|
||||
|
||||
#define S_CHAINDOWN (S_CHAIN+1)
|
||||
S_NORMAL (CHGG, 'A', 1, A_Lower , &States[S_CHAINDOWN]),
|
||||
|
||||
#define S_CHAINUP (S_CHAINDOWN+1)
|
||||
S_NORMAL (CHGG, 'A', 1, A_Raise , &States[S_CHAINUP]),
|
||||
|
||||
#define S_CHAIN1 (S_CHAINUP+1)
|
||||
S_NORMAL (CHGG, 'A', 4, A_FireCGun , &States[S_CHAIN1+1]),
|
||||
S_NORMAL (CHGG, 'B', 4, A_FireCGun , &States[S_CHAIN1+2]),
|
||||
S_NORMAL (CHGG, 'B', 0, A_ReFire , &States[S_CHAIN]),
|
||||
|
||||
#define S_CHAINFLASH (S_CHAIN1+3)
|
||||
S_BRIGHT (CHGF, 'A', 5, A_Light1 , &AWeapon::States[S_LIGHTDONE]),
|
||||
S_BRIGHT (CHGF, 'B', 5, A_Light2 , &AWeapon::States[S_LIGHTDONE]),
|
||||
|
||||
#define S_MGUN (S_CHAINFLASH+2)
|
||||
S_NORMAL (MGUN, 'A', -1, NULL , NULL)
|
||||
};
|
||||
|
||||
IMPLEMENT_ACTOR (AChaingun, Doom, 2002, 28)
|
||||
PROP_RadiusFixed (20)
|
||||
PROP_HeightFixed (16)
|
||||
PROP_Flags (MF_SPECIAL)
|
||||
PROP_SpawnState (S_MGUN)
|
||||
|
||||
PROP_Weapon_SelectionOrder (700)
|
||||
PROP_Weapon_AmmoUse1 (1)
|
||||
PROP_Weapon_AmmoGive1 (20)
|
||||
PROP_Weapon_UpState (S_CHAINUP)
|
||||
PROP_Weapon_DownState (S_CHAINDOWN)
|
||||
PROP_Weapon_ReadyState (S_CHAIN)
|
||||
PROP_Weapon_AtkState (S_CHAIN1)
|
||||
PROP_Weapon_FlashState (S_CHAINFLASH)
|
||||
PROP_Weapon_Kickback (100)
|
||||
PROP_Weapon_MoveCombatDist (27000000)
|
||||
PROP_Weapon_AmmoType1 ("Clip")
|
||||
PROP_Obituary("$OB_MPCHAINGUN")
|
||||
PROP_Inventory_PickupMessage("$GOTCHAINGUN")
|
||||
END_DEFAULTS
|
||||
const PClass * cls = weapon->GetClass();
|
||||
while (cls != RUNTIME_CLASS(AWeapon))
|
||||
{
|
||||
FActorInfo * info = cls->ActorInfo;
|
||||
if (flashstate >= info->OwnedStates && flashstate < info->OwnedStates + info->NumOwnedStates)
|
||||
{
|
||||
// The flash state belongs to this class.
|
||||
// Now let's check if the actually wanted state does also
|
||||
if (flashstate+index < info->OwnedStates + info->NumOwnedStates)
|
||||
{
|
||||
// we're ok so set the state
|
||||
P_SetPsprite (player, ps_flash, flashstate + index);
|
||||
return;
|
||||
}
|
||||
else
|
||||
{
|
||||
// oh, no! The state is beyond the end of the state table so use the original flash state.
|
||||
P_SetPsprite (player, ps_flash, flashstate);
|
||||
return;
|
||||
}
|
||||
}
|
||||
// try again with parent class
|
||||
cls = cls->ParentClass;
|
||||
}
|
||||
// if we get here the state doesn't seem to belong to any class in the inheritance chain
|
||||
// This can happen with Dehacked if the flash states are remapped.
|
||||
// The only way to check this would be to go through all Dehacked modifiable actors and
|
||||
// find the correct one.
|
||||
// For now let's assume that it will work.
|
||||
P_SetPsprite (player, ps_flash, flashstate + index);
|
||||
}
|
||||
|
||||
//
|
||||
// A_FireCGun
|
||||
|
@ -617,7 +341,7 @@ void A_FireCGun (AActor *actor)
|
|||
theflash = 0;
|
||||
}
|
||||
|
||||
P_SetPsprite (player, ps_flash, flash + theflash);
|
||||
P_SetSafeFlash (weapon, player, flash, theflash);
|
||||
}
|
||||
|
||||
}
|
||||
|
@ -627,94 +351,6 @@ void A_FireCGun (AActor *actor)
|
|||
P_GunShot (actor, !player->refire, PClass::FindClass(NAME_BulletPuff));
|
||||
}
|
||||
|
||||
// Rocket launcher ---------------------------------------------------------
|
||||
|
||||
void A_FireMissile (AActor *);
|
||||
void A_Explode (AActor *);
|
||||
|
||||
class ARocketLauncher : public AWeapon
|
||||
{
|
||||
DECLARE_ACTOR (ARocketLauncher, AWeapon)
|
||||
};
|
||||
|
||||
FState ARocketLauncher::States[] =
|
||||
{
|
||||
#define S_MISSILE 0
|
||||
S_NORMAL (MISG, 'A', 1, A_WeaponReady , &States[S_MISSILE]),
|
||||
|
||||
#define S_MISSILEDOWN (S_MISSILE+1)
|
||||
S_NORMAL (MISG, 'A', 1, A_Lower , &States[S_MISSILEDOWN]),
|
||||
|
||||
#define S_MISSILEUP (S_MISSILEDOWN+1)
|
||||
S_NORMAL (MISG, 'A', 1, A_Raise , &States[S_MISSILEUP]),
|
||||
|
||||
#define S_MISSILE1 (S_MISSILEUP+1)
|
||||
S_NORMAL (MISG, 'B', 8, A_GunFlash , &States[S_MISSILE1+1]),
|
||||
S_NORMAL (MISG, 'B', 12, A_FireMissile , &States[S_MISSILE1+2]),
|
||||
S_NORMAL (MISG, 'B', 0, A_ReFire , &States[S_MISSILE]),
|
||||
|
||||
#define S_MISSILEFLASH (S_MISSILE1+3)
|
||||
S_BRIGHT (MISF, 'A', 3, A_Light1 , &States[S_MISSILEFLASH+1]),
|
||||
S_BRIGHT (MISF, 'B', 4, NULL , &States[S_MISSILEFLASH+2]),
|
||||
S_BRIGHT (MISF, 'C', 4, A_Light2 , &States[S_MISSILEFLASH+3]),
|
||||
S_BRIGHT (MISF, 'D', 4, A_Light2 , &AWeapon::States[S_LIGHTDONE]),
|
||||
|
||||
#define S_LAUN (S_MISSILEFLASH+4)
|
||||
S_NORMAL (LAUN, 'A', -1, NULL , NULL)
|
||||
};
|
||||
|
||||
IMPLEMENT_ACTOR (ARocketLauncher, Doom, 2003, 29)
|
||||
PROP_RadiusFixed (20)
|
||||
PROP_HeightFixed (16)
|
||||
PROP_Flags (MF_SPECIAL)
|
||||
PROP_SpawnState (S_LAUN)
|
||||
|
||||
PROP_Weapon_SelectionOrder (2500)
|
||||
PROP_Weapon_Flags (WIF_NOAUTOFIRE|WIF_BOT_REACTION_SKILL_THING|WIF_BOT_EXPLOSIVE)
|
||||
PROP_Weapon_AmmoUse1 (1)
|
||||
PROP_Weapon_AmmoGive1 (2)
|
||||
PROP_Weapon_UpState (S_MISSILEUP)
|
||||
PROP_Weapon_DownState (S_MISSILEDOWN)
|
||||
PROP_Weapon_ReadyState (S_MISSILE)
|
||||
PROP_Weapon_AtkState (S_MISSILE1)
|
||||
PROP_Weapon_FlashState (S_MISSILEFLASH)
|
||||
PROP_Weapon_Kickback (100)
|
||||
PROP_Weapon_MoveCombatDist (18350080)
|
||||
PROP_Weapon_AmmoType1 ("RocketAmmo")
|
||||
PROP_Weapon_ProjectileType ("Rocket")
|
||||
PROP_Inventory_PickupMessage("$GOTLAUNCHER")
|
||||
END_DEFAULTS
|
||||
|
||||
FState ARocket::States[] =
|
||||
{
|
||||
#define S_ROCKET 0
|
||||
S_BRIGHT (MISL, 'A', 1, NULL , &States[S_ROCKET]),
|
||||
|
||||
#define S_EXPLODE (S_ROCKET+1)
|
||||
S_BRIGHT (MISL, 'B', 8, A_Explode , &States[S_EXPLODE+1]),
|
||||
S_BRIGHT (MISL, 'C', 6, NULL , &States[S_EXPLODE+2]),
|
||||
S_BRIGHT (MISL, 'D', 4, NULL , NULL)
|
||||
};
|
||||
|
||||
IMPLEMENT_ACTOR (ARocket, Doom, -1, 127)
|
||||
PROP_RadiusFixed (11)
|
||||
PROP_HeightFixed (8)
|
||||
PROP_SpeedFixed (20)
|
||||
PROP_Damage (20)
|
||||
PROP_Flags (MF_NOBLOCKMAP|MF_MISSILE|MF_DROPOFF|MF_NOGRAVITY)
|
||||
PROP_Flags2 (MF2_PCROSS|MF2_IMPACT|MF2_NOTELEPORT)
|
||||
PROP_Flags4 (MF4_RANDOMIZE)
|
||||
PROP_Flags5 (MF5_DEHEXPLOSION)
|
||||
PROP_FXFlags (FX_ROCKET)
|
||||
|
||||
PROP_SpawnState (S_ROCKET)
|
||||
PROP_DeathState (S_EXPLODE)
|
||||
|
||||
PROP_SeeSound ("weapons/rocklf")
|
||||
PROP_DeathSound ("weapons/rocklx")
|
||||
PROP_Obituary("$OB_MPROCKET")
|
||||
END_DEFAULTS
|
||||
|
||||
//
|
||||
// A_FireMissile
|
||||
//
|
||||
|
@ -732,96 +368,9 @@ void A_FireMissile (AActor *actor)
|
|||
if (!weapon->DepleteAmmo (weapon->bAltFire))
|
||||
return;
|
||||
}
|
||||
P_SpawnPlayerMissile (actor, RUNTIME_CLASS(ARocket));
|
||||
P_SpawnPlayerMissile (actor, PClass::FindClass("Rocket"));
|
||||
}
|
||||
|
||||
// Plasma rifle ------------------------------------------------------------
|
||||
|
||||
void A_FirePlasma (AActor *);
|
||||
|
||||
class APlasmaRifle : public AWeapon
|
||||
{
|
||||
DECLARE_ACTOR (APlasmaRifle, AWeapon)
|
||||
};
|
||||
|
||||
FState APlasmaRifle::States[] =
|
||||
{
|
||||
#define S_PLASMA 0
|
||||
S_NORMAL (PLSG, 'A', 1, A_WeaponReady , &States[S_PLASMA]),
|
||||
|
||||
#define S_PLASMADOWN (S_PLASMA+1)
|
||||
S_NORMAL (PLSG, 'A', 1, A_Lower , &States[S_PLASMADOWN]),
|
||||
|
||||
#define S_PLASMAUP (S_PLASMADOWN+1)
|
||||
S_NORMAL (PLSG, 'A', 1, A_Raise , &States[S_PLASMAUP]),
|
||||
|
||||
#define S_PLASMA1 (S_PLASMAUP+1)
|
||||
S_NORMAL (PLSG, 'A', 3, A_FirePlasma , &States[S_PLASMA1+1]),
|
||||
S_NORMAL (PLSG, 'B', 20, A_ReFire , &States[S_PLASMA]),
|
||||
|
||||
#define S_PLASMAFLASH (S_PLASMA1+2)
|
||||
S_BRIGHT (PLSF, 'A', 4, A_Light1 , &AWeapon::States[S_LIGHTDONE]),
|
||||
S_BRIGHT (PLSF, 'B', 4, A_Light1 , &AWeapon::States[S_LIGHTDONE]),
|
||||
|
||||
#define S_PLAS (S_PLASMAFLASH+2)
|
||||
S_NORMAL (PLAS, 'A', -1, NULL , NULL)
|
||||
};
|
||||
|
||||
IMPLEMENT_ACTOR (APlasmaRifle, Doom, 2004, 30)
|
||||
PROP_RadiusFixed (20)
|
||||
PROP_HeightFixed (16)
|
||||
PROP_Flags (MF_SPECIAL)
|
||||
PROP_SpawnState (S_PLAS)
|
||||
|
||||
PROP_Weapon_SelectionOrder (100)
|
||||
PROP_Weapon_AmmoUse1 (1)
|
||||
PROP_Weapon_AmmoGive1 (40)
|
||||
PROP_Weapon_UpState (S_PLASMAUP)
|
||||
PROP_Weapon_DownState (S_PLASMADOWN)
|
||||
PROP_Weapon_ReadyState (S_PLASMA)
|
||||
PROP_Weapon_AtkState (S_PLASMA1)
|
||||
PROP_Weapon_FlashState (S_PLASMAFLASH)
|
||||
PROP_Weapon_Kickback (100)
|
||||
PROP_Weapon_MoveCombatDist (27000000)
|
||||
PROP_Weapon_ProjectileType ("PlasmaBall")
|
||||
PROP_Weapon_AmmoType1 ("Cell")
|
||||
PROP_Inventory_PickupMessage("$GOTPLASMA")
|
||||
END_DEFAULTS
|
||||
|
||||
FState APlasmaBall::States[] =
|
||||
{
|
||||
#define S_PLASBALL 0
|
||||
S_BRIGHT (PLSS, 'A', 6, NULL , &States[S_PLASBALL+1]),
|
||||
S_BRIGHT (PLSS, 'B', 6, NULL , &States[S_PLASBALL]),
|
||||
|
||||
#define S_PLASEXP (S_PLASBALL+2)
|
||||
S_BRIGHT (PLSE, 'A', 4, NULL , &States[S_PLASEXP+1]),
|
||||
S_BRIGHT (PLSE, 'B', 4, NULL , &States[S_PLASEXP+2]),
|
||||
S_BRIGHT (PLSE, 'C', 4, NULL , &States[S_PLASEXP+3]),
|
||||
S_BRIGHT (PLSE, 'D', 4, NULL , &States[S_PLASEXP+4]),
|
||||
S_BRIGHT (PLSE, 'E', 4, NULL , NULL)
|
||||
};
|
||||
|
||||
IMPLEMENT_ACTOR (APlasmaBall, Doom, -1, 51)
|
||||
PROP_RadiusFixed (13)
|
||||
PROP_HeightFixed (8)
|
||||
PROP_SpeedFixed (25)
|
||||
PROP_Damage (5)
|
||||
PROP_Flags (MF_NOBLOCKMAP|MF_MISSILE|MF_DROPOFF|MF_NOGRAVITY)
|
||||
PROP_Flags2 (MF2_PCROSS|MF2_IMPACT|MF2_NOTELEPORT)
|
||||
PROP_Flags3 (MF3_WARNBOT)
|
||||
PROP_Flags4 (MF4_RANDOMIZE)
|
||||
PROP_RenderStyle (STYLE_Add)
|
||||
PROP_Alpha (TRANSLUC75)
|
||||
|
||||
PROP_SpawnState (S_PLASBALL)
|
||||
PROP_DeathState (S_PLASEXP)
|
||||
|
||||
PROP_SeeSound ("weapons/plasmaf")
|
||||
PROP_DeathSound ("weapons/plasmax")
|
||||
PROP_Obituary("$OB_MPPLASMARIFLE")
|
||||
END_DEFAULTS
|
||||
|
||||
//
|
||||
// A_FirePlasma
|
||||
//
|
||||
|
@ -842,11 +391,11 @@ void A_FirePlasma (AActor *actor)
|
|||
FState *flash = weapon->FindState(NAME_Flash);
|
||||
if (flash != NULL)
|
||||
{
|
||||
P_SetPsprite (player, ps_flash, flash + (pr_fireplasma()&1));
|
||||
P_SetSafeFlash(weapon, player, flash, (pr_fireplasma()&1));
|
||||
}
|
||||
}
|
||||
|
||||
P_SpawnPlayerMissile (actor, RUNTIME_CLASS(APlasmaBall));
|
||||
P_SpawnPlayerMissile (actor, PClass::FindClass("PlasmaBall"));
|
||||
}
|
||||
|
||||
//
|
||||
|
@ -873,7 +422,7 @@ void A_FireRailgun (AActor *actor)
|
|||
FState *flash = weapon->FindState(NAME_Flash);
|
||||
if (flash != NULL)
|
||||
{
|
||||
P_SetPsprite (player, ps_flash, flash + (pr_firerail()&1));
|
||||
P_SetSafeFlash(weapon, player, flash, (pr_firerail()&1));
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -900,118 +449,6 @@ void A_RailWait (AActor *actor)
|
|||
// Okay, this was stupid. Just use a NULL function instead of this.
|
||||
}
|
||||
|
||||
// BFG 9000 -----------------------------------------------------------------
|
||||
|
||||
void A_FireBFG (AActor *);
|
||||
void A_BFGSpray (AActor *);
|
||||
void A_BFGsound (AActor *);
|
||||
|
||||
class ABFG9000 : public AWeapon
|
||||
{
|
||||
DECLARE_ACTOR (ABFG9000, AWeapon)
|
||||
};
|
||||
|
||||
class ABFGExtra : public AActor
|
||||
{
|
||||
DECLARE_ACTOR (ABFGExtra, AActor)
|
||||
};
|
||||
|
||||
FState ABFG9000::States[] =
|
||||
{
|
||||
#define S_BFG 0
|
||||
S_NORMAL (BFGG, 'A', 1, A_WeaponReady , &States[S_BFG]),
|
||||
|
||||
#define S_BFGDOWN (S_BFG+1)
|
||||
S_NORMAL (BFGG, 'A', 1, A_Lower , &States[S_BFGDOWN]),
|
||||
|
||||
#define S_BFGUP (S_BFGDOWN+1)
|
||||
S_NORMAL (BFGG, 'A', 1, A_Raise , &States[S_BFGUP]),
|
||||
|
||||
#define S_BFG1 (S_BFGUP+1)
|
||||
S_NORMAL (BFGG, 'A', 20, A_BFGsound , &States[S_BFG1+1]),
|
||||
S_NORMAL (BFGG, 'B', 10, A_GunFlash , &States[S_BFG1+2]),
|
||||
S_NORMAL (BFGG, 'B', 10, A_FireBFG , &States[S_BFG1+3]),
|
||||
S_NORMAL (BFGG, 'B', 20, A_ReFire , &States[S_BFG]),
|
||||
|
||||
#define S_BFGFLASH (S_BFG1+4)
|
||||
S_BRIGHT (BFGF, 'A', 11, A_Light1 , &States[S_BFGFLASH+1]),
|
||||
S_BRIGHT (BFGF, 'B', 6, A_Light2 , &AWeapon::States[S_LIGHTDONE]),
|
||||
|
||||
#define S_BFUG (S_BFGFLASH+2)
|
||||
S_NORMAL (BFUG, 'A', -1, NULL , NULL)
|
||||
};
|
||||
|
||||
IMPLEMENT_ACTOR (ABFG9000, Doom, 2006, 31)
|
||||
PROP_RadiusFixed (20)
|
||||
PROP_HeightFixed (20)
|
||||
PROP_Flags (MF_SPECIAL)
|
||||
PROP_SpawnState (S_BFUG)
|
||||
|
||||
PROP_Weapon_Flags (WIF_NOAUTOFIRE|WIF_BOT_REACTION_SKILL_THING|WIF_BOT_BFG)
|
||||
PROP_Weapon_SelectionOrder (2800)
|
||||
PROP_Weapon_AmmoUse1 (40)
|
||||
PROP_Weapon_AmmoGive1 (40)
|
||||
PROP_Weapon_UpState (S_BFGUP)
|
||||
PROP_Weapon_DownState (S_BFGDOWN)
|
||||
PROP_Weapon_ReadyState (S_BFG)
|
||||
PROP_Weapon_AtkState (S_BFG1)
|
||||
PROP_Weapon_FlashState (S_BFGFLASH)
|
||||
PROP_Weapon_Kickback (100)
|
||||
PROP_Weapon_MoveCombatDist (10000000)
|
||||
PROP_Weapon_AmmoType1 ("Cell")
|
||||
PROP_Weapon_ProjectileType ("BFGBall")
|
||||
PROP_Inventory_PickupMessage("$GOTBFG9000")
|
||||
END_DEFAULTS
|
||||
|
||||
FState ABFGBall::States[] =
|
||||
{
|
||||
#define S_BFGSHOT 0
|
||||
S_BRIGHT (BFS1, 'A', 4, NULL , &States[S_BFGSHOT+1]),
|
||||
S_BRIGHT (BFS1, 'B', 4, NULL , &States[S_BFGSHOT]),
|
||||
|
||||
#define S_BFGLAND (S_BFGSHOT+2)
|
||||
S_BRIGHT (BFE1, 'A', 8, NULL , &States[S_BFGLAND+1]),
|
||||
S_BRIGHT (BFE1, 'B', 8, NULL , &States[S_BFGLAND+2]),
|
||||
S_BRIGHT (BFE1, 'C', 8, A_BFGSpray , &States[S_BFGLAND+3]),
|
||||
S_BRIGHT (BFE1, 'D', 8, NULL , &States[S_BFGLAND+4]),
|
||||
S_BRIGHT (BFE1, 'E', 8, NULL , &States[S_BFGLAND+5]),
|
||||
S_BRIGHT (BFE1, 'F', 8, NULL , NULL)
|
||||
};
|
||||
|
||||
IMPLEMENT_ACTOR (ABFGBall, Doom, -1, 128)
|
||||
PROP_RadiusFixed (13)
|
||||
PROP_HeightFixed (8)
|
||||
PROP_SpeedFixed (25)
|
||||
PROP_Damage (100)
|
||||
PROP_Flags (MF_NOBLOCKMAP|MF_MISSILE|MF_DROPOFF|MF_NOGRAVITY)
|
||||
PROP_Flags2 (MF2_PCROSS|MF2_IMPACT|MF2_NOTELEPORT)
|
||||
PROP_Flags4 (MF4_RANDOMIZE)
|
||||
PROP_RenderStyle (STYLE_Add)
|
||||
PROP_Alpha (TRANSLUC75)
|
||||
|
||||
PROP_SpawnState (S_BFGSHOT)
|
||||
PROP_DeathState (S_BFGLAND)
|
||||
|
||||
PROP_DeathSound ("weapons/bfgx")
|
||||
PROP_Obituary("$OB_MPBFG_BOOM")
|
||||
END_DEFAULTS
|
||||
|
||||
FState ABFGExtra::States[] =
|
||||
{
|
||||
S_BRIGHT (BFE2, 'A', 8, NULL , &States[1]),
|
||||
S_BRIGHT (BFE2, 'B', 8, NULL , &States[2]),
|
||||
S_BRIGHT (BFE2, 'C', 8, NULL , &States[3]),
|
||||
S_BRIGHT (BFE2, 'D', 8, NULL , NULL)
|
||||
};
|
||||
|
||||
IMPLEMENT_ACTOR (ABFGExtra, Doom, -1, 0)
|
||||
PROP_Flags (MF_NOBLOCKMAP|MF_NOGRAVITY)
|
||||
PROP_RenderStyle (STYLE_Add)
|
||||
PROP_Alpha (TRANSLUC75)
|
||||
|
||||
PROP_SpawnState (0)
|
||||
END_DEFAULTS
|
||||
|
||||
//
|
||||
// A_FireBFG
|
||||
//
|
||||
|
@ -1040,7 +477,7 @@ void A_FireBFG (AActor *actor)
|
|||
actor->pitch = 0;
|
||||
player->userinfo.aimdist = ANGLE_1*35;
|
||||
}
|
||||
P_SpawnPlayerMissile (actor, RUNTIME_CLASS(ABFGBall));
|
||||
P_SpawnPlayerMissile (actor, PClass::FindClass("BFGBall"));
|
||||
actor->pitch = storedpitch;
|
||||
player->userinfo.aimdist = storedaimdist;
|
||||
}
|
||||
|
@ -1073,7 +510,7 @@ void A_BFGSpray (AActor *mo)
|
|||
}
|
||||
if (spraytype == NULL)
|
||||
{
|
||||
spraytype = RUNTIME_CLASS(ABFGExtra);
|
||||
spraytype = PClass::FindClass("BFGExtra");
|
||||
}
|
||||
|
||||
// [RH] Don't crash if no target
|
||||
|
|
|
@ -676,7 +676,7 @@ void A_M_FireMissile (AActor *self)
|
|||
else
|
||||
{
|
||||
A_FaceTarget (self);
|
||||
P_SpawnMissile (self, self->target, RUNTIME_CLASS(ARocket));
|
||||
P_SpawnMissile (self, self->target, PClass::FindClass("Rocket"));
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -707,7 +707,7 @@ void A_M_FirePlasma (AActor *self)
|
|||
return;
|
||||
|
||||
A_FaceTarget (self);
|
||||
P_SpawnMissile (self, self->target, RUNTIME_CLASS(APlasmaBall));
|
||||
P_SpawnMissile (self, self->target, PClass::FindClass("PlasmaBall"));
|
||||
self->special1 = level.maptime + 20;
|
||||
}
|
||||
|
||||
|
@ -747,7 +747,7 @@ void A_M_FireBFG (AActor *self)
|
|||
return;
|
||||
|
||||
A_FaceTarget (self);
|
||||
P_SpawnMissile (self, self->target, RUNTIME_CLASS(ABFGBall));
|
||||
P_SpawnMissile (self, self->target, PClass::FindClass("BFGBall"));
|
||||
self->special1 = level.maptime + 30;
|
||||
self->PainChance = MARINE_PAIN_CHANCE;
|
||||
}
|
||||
|
|
|
@ -1435,11 +1435,11 @@ bool AHealthPickup::Use (bool pickup)
|
|||
|
||||
//===========================================================================
|
||||
//
|
||||
// ABackpack :: Serialize
|
||||
// ABackpackItem :: Serialize
|
||||
//
|
||||
//===========================================================================
|
||||
|
||||
void ABackpack::Serialize (FArchive &arc)
|
||||
void ABackpackItem::Serialize (FArchive &arc)
|
||||
{
|
||||
Super::Serialize (arc);
|
||||
arc << bDepleted;
|
||||
|
@ -1447,14 +1447,14 @@ void ABackpack::Serialize (FArchive &arc)
|
|||
|
||||
//===========================================================================
|
||||
//
|
||||
// ABackpack :: CreateCopy
|
||||
// ABackpackItem :: CreateCopy
|
||||
//
|
||||
// A backpack is being added to a player who doesn't yet have one. Give them
|
||||
// every kind of ammo, and increase their max amounts.
|
||||
//
|
||||
//===========================================================================
|
||||
|
||||
AInventory *ABackpack::CreateCopy (AActor *other)
|
||||
AInventory *ABackpackItem::CreateCopy (AActor *other)
|
||||
{
|
||||
// Find every unique type of ammo. Give it to the player if
|
||||
// he doesn't have it already, and double it's maximum capacity.
|
||||
|
@ -1504,19 +1504,19 @@ AInventory *ABackpack::CreateCopy (AActor *other)
|
|||
|
||||
//===========================================================================
|
||||
//
|
||||
// ABackpack :: HandlePickup
|
||||
// ABackpackItem :: HandlePickup
|
||||
//
|
||||
// When the player picks up another backpack, just give them more ammo.
|
||||
//
|
||||
//===========================================================================
|
||||
|
||||
bool ABackpack::HandlePickup (AInventory *item)
|
||||
bool ABackpackItem::HandlePickup (AInventory *item)
|
||||
{
|
||||
// Since you already have a backpack, that means you already have every
|
||||
// kind of ammo in your inventory, so we don't need to look at the
|
||||
// entire PClass list to discover what kinds of ammo exist, and we don't
|
||||
// have to alter the MaxAmount either.
|
||||
if (item->IsKindOf (RUNTIME_CLASS(ABackpack)))
|
||||
if (item->IsKindOf (RUNTIME_CLASS(ABackpackItem)))
|
||||
{
|
||||
for (AInventory *probe = Owner->Inventory; probe != NULL; probe = probe->Inventory)
|
||||
{
|
||||
|
@ -1557,27 +1557,27 @@ bool ABackpack::HandlePickup (AInventory *item)
|
|||
|
||||
//===========================================================================
|
||||
//
|
||||
// ABackpack :: CreateTossable
|
||||
// ABackpackItem :: CreateTossable
|
||||
//
|
||||
// The tossed backpack must not give out any more ammo, otherwise a player
|
||||
// could cheat by dropping their backpack and picking it up for more ammo.
|
||||
//
|
||||
//===========================================================================
|
||||
|
||||
AInventory *ABackpack::CreateTossable ()
|
||||
AInventory *ABackpackItem::CreateTossable ()
|
||||
{
|
||||
ABackpack *pack = static_cast<ABackpack *>(Super::CreateTossable());
|
||||
ABackpackItem *pack = static_cast<ABackpackItem *>(Super::CreateTossable());
|
||||
pack->bDepleted = true;
|
||||
return pack;
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
// ABackpack :: DetachFromOwner
|
||||
// ABackpackItem :: DetachFromOwner
|
||||
//
|
||||
//===========================================================================
|
||||
|
||||
void ABackpack::DetachFromOwner ()
|
||||
void ABackpackItem::DetachFromOwner ()
|
||||
{
|
||||
// When removing a backpack, drop the player's ammo maximums to normal
|
||||
AInventory *item;
|
||||
|
@ -1602,17 +1602,7 @@ void ABackpack::DetachFromOwner ()
|
|||
//
|
||||
//===========================================================================
|
||||
|
||||
FState ABackpack::States[] =
|
||||
{
|
||||
S_NORMAL (BPAK, 'A', -1, NULL , NULL)
|
||||
};
|
||||
|
||||
IMPLEMENT_ACTOR (ABackpack, Doom, 8, 144)
|
||||
PROP_HeightFixed (26)
|
||||
PROP_Flags (MF_SPECIAL)
|
||||
PROP_SpawnState (0)
|
||||
PROP_Inventory_PickupMessage("$GOTBACKPACK")
|
||||
END_DEFAULTS
|
||||
IMPLEMENT_ABSTRACT_ACTOR(ABackpackItem)
|
||||
|
||||
IMPLEMENT_ABSTRACT_ACTOR (AMapRevealer)
|
||||
|
||||
|
|
|
@ -396,9 +396,9 @@ public:
|
|||
|
||||
// A backpack gives you one clip of each ammo and doubles your
|
||||
// normal maximum ammo amounts.
|
||||
class ABackpack : public AInventory
|
||||
class ABackpackItem : public AInventory
|
||||
{
|
||||
DECLARE_ACTOR (ABackpack, AInventory)
|
||||
DECLARE_ACTOR (ABackpackItem, AInventory)
|
||||
public:
|
||||
void Serialize (FArchive &arc);
|
||||
bool HandlePickup (AInventory *item);
|
||||
|
|
|
@ -394,8 +394,13 @@ void FGameConfigFile::DoGameSetup (const char *gamename)
|
|||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Separated from DoGameSetup because it needs all the weapons properly defined
|
||||
void FGameConfigFile::DoWeaponSetup (const char *gamename)
|
||||
{
|
||||
strcpy (subsection, "WeaponSlots");
|
||||
|
||||
if (!SetSection (section) || !LocalWeapons.RestoreSlots (*this))
|
||||
{
|
||||
SetupWeaponList (gamename);
|
||||
|
|
|
@ -46,6 +46,7 @@ public:
|
|||
|
||||
void DoGlobalSetup ();
|
||||
void DoGameSetup (const char *gamename);
|
||||
void DoWeaponSetup (const char *gamename);
|
||||
void ArchiveGlobalData ();
|
||||
void ArchiveGameData (const char *gamename);
|
||||
void AddAutoexec (DArgs *list, const char *gamename);
|
||||
|
@ -70,5 +71,6 @@ private:
|
|||
};
|
||||
|
||||
extern FString WeaponSection;
|
||||
extern FGameConfigFile *GameConfig;
|
||||
|
||||
#endif //__GAMECONFIGFILE_H__
|
||||
|
|
|
@ -376,6 +376,8 @@ enum
|
|||
#pragma warning(disable:4200)
|
||||
#endif
|
||||
|
||||
typedef TMap<FName, fixed_t> DmgFactors;
|
||||
|
||||
struct FActorInfo
|
||||
{
|
||||
static void StaticInit ();
|
||||
|
@ -405,6 +407,7 @@ struct FActorInfo
|
|||
BYTE SpawnID;
|
||||
SWORD DoomEdNum;
|
||||
FStateLabels * StateList;
|
||||
DmgFactors *DamageFactors;
|
||||
|
||||
#if _MSC_VER
|
||||
// A 0-terminated list of default properties
|
||||
|
|
|
@ -80,7 +80,7 @@ typedef void (*voidfunc_)();
|
|||
FActorInfo actor##ActorInfo = {
|
||||
|
||||
#define BEGIN_DEFAULTS_POST(actor,game,ednum,id) \
|
||||
GAME_##game, id, ednum, NULL,
|
||||
GAME_##game, id, ednum, NULL, NULL,
|
||||
|
||||
#ifdef WORDS_BIGENDIAN
|
||||
#define END_DEFAULTS "\xED\x5E" };
|
||||
|
@ -133,7 +133,7 @@ extern void ApplyActorDefault (int defnum, int dataint);
|
|||
FActorInfo actor##ActorInfo = {
|
||||
|
||||
#define BEGIN_DEFAULTS_POST(actor,game,ednum,id) \
|
||||
GAME_##game, id, ednum, NULL, actor##DefaultsConstructor }; \
|
||||
GAME_##game, id, ednum, NULL, NULL, actor##DefaultsConstructor }; \
|
||||
void actor##DefaultsConstructor() { \
|
||||
|
||||
#define END_DEFAULTS }
|
||||
|
|
|
@ -1570,7 +1570,8 @@ void A_Look (AActor *actor)
|
|||
}
|
||||
else
|
||||
{
|
||||
targ = (i_compatflags & COMPATF_SOUNDTARGET)? actor->Sector->SoundTarget : actor->LastHeard;
|
||||
targ = (i_compatflags & COMPATF_SOUNDTARGET || actor->flags & MF_NOSECTOR)?
|
||||
actor->Sector->SoundTarget : actor->LastHeard;
|
||||
|
||||
// [RH] If the soundtarget is dead, don't chase it
|
||||
if (targ != NULL && targ->health <= 0)
|
||||
|
|
|
@ -885,10 +885,26 @@ void P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage
|
|||
return;
|
||||
}
|
||||
}
|
||||
|
||||
// to be removed and replaced by an actual damage factor
|
||||
// once the actors using it are converted to DECORATE.
|
||||
if (mod == NAME_Fire && target->flags4 & MF4_FIRERESIST)
|
||||
{
|
||||
damage /= 2;
|
||||
}
|
||||
else
|
||||
{
|
||||
DmgFactors * df = target->GetClass()->ActorInfo->DamageFactors;
|
||||
if (df != NULL)
|
||||
{
|
||||
fixed_t * pdf = df->CheckKey(mod);
|
||||
if (pdf != NULL)
|
||||
{
|
||||
damage = FixedMul(damage, *pdf);
|
||||
if (damage <= 0) return;
|
||||
}
|
||||
}
|
||||
}
|
||||
damage = inflictor->DoSpecialDamage (target, damage);
|
||||
if (damage == -1)
|
||||
{
|
||||
|
|
|
@ -1173,6 +1173,13 @@ static FActorInfo * CreateNewActor(FActorInfo ** parentc, Baggage *bag)
|
|||
bag->Info = info;
|
||||
|
||||
info->DoomEdNum = -1;
|
||||
if (parent->ActorInfo->DamageFactors != NULL)
|
||||
{
|
||||
// copy damage factors from parent
|
||||
info->DamageFactors = new DmgFactors;
|
||||
*info->DamageFactors = *parent->ActorInfo->DamageFactors;
|
||||
}
|
||||
else info->DamageFactors = NULL;
|
||||
|
||||
// Check for "replaces"
|
||||
SC_MustGetString ();
|
||||
|
@ -1290,15 +1297,15 @@ bool DoSpecialFunctions(FState & state, bool multistate, int * statecount, Bagga
|
|||
StateParameters[paramindex]=spec->Special;
|
||||
|
||||
// Make this consistent with all other parameter parsing
|
||||
if (SC_CheckString("("))
|
||||
if (SC_CheckToken('('))
|
||||
{
|
||||
for (i = 0; i < 5;)
|
||||
{
|
||||
StateParameters[paramindex+i+1]=ParseExpression (false, bag.Info->Class);
|
||||
i++;
|
||||
if (!SC_CheckString (",")) break;
|
||||
if (!SC_CheckToken (',')) break;
|
||||
}
|
||||
SC_MustGetStringName (")");
|
||||
SC_MustGetToken (')');
|
||||
}
|
||||
else i=0;
|
||||
|
||||
|
@ -1378,14 +1385,12 @@ static FString ParseStateString()
|
|||
if (SC_CheckString("::"))
|
||||
{
|
||||
SC_MustGetString ();
|
||||
statestring += "::";
|
||||
statestring += sc_String;
|
||||
statestring << "::" << sc_String;
|
||||
}
|
||||
while (SC_CheckString ("."))
|
||||
{
|
||||
SC_MustGetString ();
|
||||
statestring += ".";
|
||||
statestring += sc_String;
|
||||
statestring << "." << sc_String;
|
||||
}
|
||||
return statestring;
|
||||
}
|
||||
|
@ -3175,6 +3180,23 @@ static void ActorDamageType (AActor *defaults, Baggage &bag)
|
|||
else defaults->DamageType=sc_String;
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
//==========================================================================
|
||||
static void ActorDamageFactor (AActor *defaults, Baggage &bag)
|
||||
{
|
||||
SC_MustGetString ();
|
||||
if (bag.Info->DamageFactors == NULL) bag.Info->DamageFactors=new DmgFactors;
|
||||
|
||||
FName dmgType;
|
||||
if (SC_Compare("Normal")) dmgType = NAME_None;
|
||||
else dmgType=sc_String;
|
||||
|
||||
SC_MustGetToken(',');
|
||||
SC_MustGetFloat();
|
||||
bag.Info->DamageFactors[dmgType]=(fixed_t)(sc_Float*FRACUNIT);
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
//==========================================================================
|
||||
|
@ -4127,6 +4149,7 @@ static const ActorProps props[] =
|
|||
{ "crash", ActorCrashState, RUNTIME_CLASS(AActor) },
|
||||
{ "crush", ActorCrushState, RUNTIME_CLASS(AActor) },
|
||||
{ "damage", ActorDamage, RUNTIME_CLASS(AActor) },
|
||||
{ "damagefactor", ActorDamageFactor, RUNTIME_CLASS(AActor) },
|
||||
{ "damagetype", ActorDamageType, RUNTIME_CLASS(AActor) },
|
||||
{ "death", ActorDeathState, RUNTIME_CLASS(AActor) },
|
||||
{ "deathheight", ActorDeathHeight, RUNTIME_CLASS(AActor) },
|
||||
|
@ -4377,6 +4400,7 @@ void FinishThingdef()
|
|||
sprintf(fmt, "QuestItem%d", i+1);
|
||||
QuestItemClasses[i]=PClass::FindClass(fmt);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
|
@ -4433,3 +4457,13 @@ void ParseClass()
|
|||
SC_MustGetAnyToken();
|
||||
}
|
||||
}
|
||||
|
||||
void ParseActionFunction()
|
||||
{
|
||||
// for now only void functions with no parameters
|
||||
SC_MustGetToken(TK_Void);
|
||||
SC_MustGetString();
|
||||
FName funcname = sc_String;
|
||||
SC_MustGetToken('(');
|
||||
SC_MustGetToken(')');
|
||||
}
|
|
@ -410,7 +410,7 @@ FState *P_GetState(AActor *self, FState *CallingState, int offset)
|
|||
Printf("%s%s", dot, JumpParameters[offset+2+i].GetChars());
|
||||
dot = ".";
|
||||
}
|
||||
Printf("not found in %s\n", self->GetClass()->TypeName.GetChars());
|
||||
Printf("' not found in %s\n", self->GetClass()->TypeName.GetChars());
|
||||
}
|
||||
return jumpto;
|
||||
}
|
||||
|
|
|
@ -34,6 +34,7 @@
|
|||
#include "actors/doom/doomkeys.txt"
|
||||
#include "actors/doom/doommisc.txt"
|
||||
#include "actors/doom/doomdecorations.txt"
|
||||
#include "actors/doom/doomweapons.txt"
|
||||
#include "actors/doom/stealthmonsters.txt"
|
||||
|
||||
#include "actors/raven/artiegg.txt"
|
||||
|
|
|
@ -142,3 +142,19 @@ ACTOR ShellBox : Shell 2049
|
|||
}
|
||||
}
|
||||
|
||||
// Backpack ---------------------------------------------------------------
|
||||
|
||||
ACTOR Backpack : BackpackItem 8
|
||||
{
|
||||
Game Doom
|
||||
SpawnID 144
|
||||
Height 26
|
||||
Inventory.PickupMessage "$GOTBACKPACK"
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
BPAK A -1
|
||||
Stop
|
||||
}
|
||||
}
|
||||
|
||||
|
|
500
wadsrc/decorate/doom/doomweapons.txt
Normal file
500
wadsrc/decorate/doom/doomweapons.txt
Normal file
|
@ -0,0 +1,500 @@
|
|||
// --------------------------------------------------------------------------
|
||||
//
|
||||
// Doom weapon base class
|
||||
//
|
||||
// --------------------------------------------------------------------------
|
||||
|
||||
ACTOR DoomWeapon : Weapon
|
||||
{
|
||||
Weapon.Kickback 100
|
||||
States
|
||||
{
|
||||
LightDone:
|
||||
SHTG E 0 A_Light0
|
||||
Stop
|
||||
Ready: // get around the consistency checks
|
||||
Deselect:
|
||||
Select:
|
||||
Fire:
|
||||
TNT1 A 0
|
||||
Stop
|
||||
}
|
||||
}
|
||||
|
||||
// --------------------------------------------------------------------------
|
||||
//
|
||||
// Fist
|
||||
//
|
||||
// --------------------------------------------------------------------------
|
||||
|
||||
ACTOR Fist : Weapon
|
||||
{
|
||||
Weapon.SelectionOrder 3700
|
||||
Weapon.Kickback 100
|
||||
Obituary "$OB_MPFIST"
|
||||
+WEAPON.WIMPY_WEAPON
|
||||
+WEAPON.MELEEWEAPON
|
||||
States
|
||||
{
|
||||
Ready:
|
||||
PUNG A 1 A_WeaponReady
|
||||
Loop
|
||||
Deselect:
|
||||
PUNG A 1 A_Lower
|
||||
Loop
|
||||
Select:
|
||||
PUNG A 1 A_Raise
|
||||
Loop
|
||||
Fire:
|
||||
PUNG B 4
|
||||
PUNG C 4 A_Punch
|
||||
PUNG D 5
|
||||
PUNG C 4
|
||||
PUNG B 5 A_ReFire
|
||||
Goto Ready
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
// --------------------------------------------------------------------------
|
||||
//
|
||||
// Fist
|
||||
//
|
||||
// --------------------------------------------------------------------------
|
||||
|
||||
ACTOR Pistol : DoomWeapon
|
||||
{
|
||||
Weapon.SelectionOrder 1900
|
||||
Weapon.AmmoUse 1
|
||||
Weapon.AmmoGive 20
|
||||
Weapon.AmmoType "Clip"
|
||||
Obituary "$OB_MPPISTOL"
|
||||
+WEAPON.WIMPY_WEAPON
|
||||
States
|
||||
{
|
||||
Ready:
|
||||
PISG A 1 A_WeaponReady
|
||||
Loop
|
||||
Deselect:
|
||||
PISG A 1 A_Lower
|
||||
Loop
|
||||
Select:
|
||||
PISG A 1 A_Raise
|
||||
Loop
|
||||
Fire:
|
||||
PISG A 4
|
||||
PISG B 6 A_FirePistol
|
||||
PISG C 4
|
||||
PISG B 5 A_ReFire
|
||||
Goto Ready
|
||||
Flash:
|
||||
PISF A 7 Bright A_Light1
|
||||
Goto LightDone
|
||||
PISF A 7 Bright A_Light1
|
||||
Goto LightDone
|
||||
}
|
||||
}
|
||||
|
||||
// --------------------------------------------------------------------------
|
||||
//
|
||||
// Chainsaw
|
||||
//
|
||||
// --------------------------------------------------------------------------
|
||||
|
||||
ACTOR Chainsaw : Weapon 2005
|
||||
{
|
||||
Game Doom
|
||||
SpawnID 32
|
||||
Weapon.SelectionOrder 2200
|
||||
Weapon.UpSound "weapons/sawup"
|
||||
Weapon.ReadySound "weapons/sawidle"
|
||||
Inventory.PickupMessage "$GOTCHAINSAW"
|
||||
Obituary "$OB_MPCHAINSAW"
|
||||
+WEAPON.MELEEWEAPON
|
||||
States
|
||||
{
|
||||
Ready:
|
||||
SAWG CD 4 A_WeaponReady
|
||||
Loop
|
||||
Deselect:
|
||||
SAWG C 1 A_Lower
|
||||
Loop
|
||||
Select:
|
||||
SAWG C 1 A_Raise
|
||||
Loop
|
||||
Fire:
|
||||
SAWG AB 4 A_Saw
|
||||
SAWG B 0 A_ReFire
|
||||
Goto Ready
|
||||
Spawn:
|
||||
CSAW A -1
|
||||
Stop
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
// --------------------------------------------------------------------------
|
||||
//
|
||||
// Shotgun
|
||||
//
|
||||
// --------------------------------------------------------------------------
|
||||
|
||||
ACTOR Shotgun : DoomWeapon 2001
|
||||
{
|
||||
Game Doom
|
||||
SpawnID 21
|
||||
Weapon.SelectionOrder 1300
|
||||
Weapon.AmmoUse 1
|
||||
Weapon.AmmoGive 8
|
||||
Weapon.AmmoType "Shell"
|
||||
Inventory.PickupMessage "$GOTSHOTGUN"
|
||||
Obituary "OB_MPSHOTGUN"
|
||||
States
|
||||
{
|
||||
Ready:
|
||||
SHTG A 1 A_WeaponReady
|
||||
Loop
|
||||
Deselect:
|
||||
SHTG A 1 A_Lower
|
||||
Loop
|
||||
Select:
|
||||
SHTG A 1 A_Raise
|
||||
Loop
|
||||
Fire:
|
||||
SHTG A 3
|
||||
SHTG A 7 A_FireShotgun
|
||||
SHTG BC 5
|
||||
SHTG D 4
|
||||
SHTG CB 5
|
||||
SHTG A 3
|
||||
SHTG A 7 A_ReFire
|
||||
Goto Ready
|
||||
Flash:
|
||||
SHTF A 4 Bright A_Light1
|
||||
SHTF B 3 Bright A_Light2
|
||||
Goto LightDone
|
||||
Spawn:
|
||||
SHOT A -1
|
||||
Stop
|
||||
}
|
||||
}
|
||||
|
||||
// --------------------------------------------------------------------------
|
||||
//
|
||||
// Shotgun
|
||||
//
|
||||
// --------------------------------------------------------------------------
|
||||
|
||||
ACTOR SuperShotgun : DoomWeapon 82
|
||||
{
|
||||
Game Doom
|
||||
SpawnID 33
|
||||
Weapon.SelectionOrder 400
|
||||
Weapon.AmmoUse 2
|
||||
Weapon.AmmoGive 8
|
||||
Weapon.AmmoType "Shell"
|
||||
Inventory.PickupMessage "$GOTSHOTGUN2"
|
||||
Obituary "OB_MPSSHOTGUN"
|
||||
States
|
||||
{
|
||||
Ready:
|
||||
SHT2 A 1 A_WeaponReady
|
||||
Loop
|
||||
Deselect:
|
||||
SHT2 A 1 A_Lower
|
||||
Loop
|
||||
Select:
|
||||
SHT2 A 1 A_Raise
|
||||
Loop
|
||||
Fire:
|
||||
SHT2 A 3
|
||||
SHT2 A 7 A_FireShotgun2
|
||||
SHT2 B 7
|
||||
SHT2 C 7 A_CheckReload
|
||||
SHT2 D 7 A_OpenShotgun2
|
||||
SHT2 E 7
|
||||
SHT2 F 7 A_LoadShotgun2
|
||||
SHT2 G 6
|
||||
SHT2 H 6 A_CloseShotgun2
|
||||
SHT2 A 5 A_ReFire
|
||||
Goto Ready
|
||||
// unused states
|
||||
SHT2 B 7
|
||||
SHT2 A 3
|
||||
Goto Deselect
|
||||
Flash:
|
||||
SHT2 I 4 Bright A_Light1
|
||||
SHT2 J 3 Bright A_Light2
|
||||
Goto LightDone
|
||||
Spawn:
|
||||
SGN2 A -1
|
||||
Stop
|
||||
}
|
||||
}
|
||||
|
||||
// --------------------------------------------------------------------------
|
||||
//
|
||||
// Chaingun
|
||||
//
|
||||
// --------------------------------------------------------------------------
|
||||
|
||||
ACTOR Chaingun : DoomWeapon 2002
|
||||
{
|
||||
Game Doom
|
||||
SpawnID 28
|
||||
Weapon.SelectionOrder 700
|
||||
Weapon.AmmoUse 1
|
||||
Weapon.AmmoGive 20
|
||||
Weapon.AmmoType "Clip"
|
||||
Inventory.PickupMessage "$GOTCHAINGUN"
|
||||
Obituary "OB_MPCHAINGUN"
|
||||
States
|
||||
{
|
||||
Ready:
|
||||
CHGG A 1 A_WeaponReady
|
||||
Loop
|
||||
Deselect:
|
||||
CHGG A 1 A_Lower
|
||||
Loop
|
||||
Select:
|
||||
CHGG A 1 A_Raise
|
||||
Loop
|
||||
Fire:
|
||||
CHGG AB 4 A_FireCGun
|
||||
CHGG B 0 A_ReFire
|
||||
Goto Ready
|
||||
Flash:
|
||||
CHGF A 5 Bright A_Light1
|
||||
Goto LightDone
|
||||
CHGF B 5 Bright A_Light1
|
||||
Goto LightDone
|
||||
Spawn:
|
||||
MGUN A -1
|
||||
Stop
|
||||
}
|
||||
}
|
||||
|
||||
// --------------------------------------------------------------------------
|
||||
//
|
||||
// Rocket launcher
|
||||
//
|
||||
// --------------------------------------------------------------------------
|
||||
|
||||
ACTOR RocketLauncher : DoomWeapon 2003
|
||||
{
|
||||
Game Doom
|
||||
SpawnID 29
|
||||
Weapon.SelectionOrder 2500
|
||||
Weapon.AmmoUse 1
|
||||
Weapon.AmmoGive 2
|
||||
Weapon.AmmoType "RocketAmmo"
|
||||
+WEAPON.NOAUTOFIRE
|
||||
Inventory.PickupMessage "$GOTLAUNCHER"
|
||||
States
|
||||
{
|
||||
Ready:
|
||||
MISG A 1 A_WeaponReady
|
||||
Loop
|
||||
Deselect:
|
||||
MISG A 1 A_Lower
|
||||
Loop
|
||||
Select:
|
||||
MISG A 1 A_Raise
|
||||
Loop
|
||||
Fire:
|
||||
MISG B 8 A_GunFlash
|
||||
MISG B 12 A_FireMissile
|
||||
MISG B 0 A_ReFire
|
||||
Goto Ready
|
||||
Flash:
|
||||
MISF A 3 Bright A_Light1
|
||||
MISF B 4 Bright
|
||||
MISF CD 4 Bright A_Light2
|
||||
Goto LightDone
|
||||
Spawn:
|
||||
LAUN A -1
|
||||
Stop
|
||||
}
|
||||
}
|
||||
|
||||
ACTOR Rocket
|
||||
{
|
||||
Game Doom
|
||||
SpawnID 127
|
||||
Radius 11
|
||||
Height 8
|
||||
Speed 20
|
||||
Damage 20
|
||||
Projectile
|
||||
+RANDOMIZE
|
||||
+DEHEXPLOSION
|
||||
+ROCKETTRAIL
|
||||
SeeSound "weapons/rocklf"
|
||||
DeathSound "weapons/rocklx"
|
||||
Obituary "$OB_MPROCKET"
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
MISL A 1 Bright
|
||||
Loop
|
||||
Death:
|
||||
MISL B 8 Bright A_Explode
|
||||
MISL C 6 Bright
|
||||
MISL D 4 Bright
|
||||
Stop
|
||||
}
|
||||
}
|
||||
|
||||
// --------------------------------------------------------------------------
|
||||
//
|
||||
// Plasma rifle
|
||||
//
|
||||
// --------------------------------------------------------------------------
|
||||
|
||||
ACTOR PlasmaRifle : DoomWeapon 2004
|
||||
{
|
||||
Game Doom
|
||||
SpawnID 30
|
||||
Weapon.SelectionOrder 100
|
||||
Weapon.AmmoUse 1
|
||||
Weapon.AmmoGive 40
|
||||
Weapon.AmmoType "Cell"
|
||||
Inventory.PickupMessage "$GOTPLASMA"
|
||||
States
|
||||
{
|
||||
Ready:
|
||||
PLSG A 1 A_WeaponReady
|
||||
Loop
|
||||
Deselect:
|
||||
PLSG A 1 A_Lower
|
||||
Loop
|
||||
Select:
|
||||
PLSG A 1 A_Raise
|
||||
Loop
|
||||
Fire:
|
||||
PLSG A 3 A_FirePlasma
|
||||
PLSG B 20 A_ReFire
|
||||
Goto Ready
|
||||
Flash:
|
||||
PLSF A 4 Bright A_Light1
|
||||
Goto LightDone
|
||||
PLSF B 4 Bright A_Light1
|
||||
Goto LightDone
|
||||
Spawn:
|
||||
PLAS A -1
|
||||
Stop
|
||||
}
|
||||
}
|
||||
|
||||
ACTOR PlasmaBall
|
||||
{
|
||||
Radius 13
|
||||
Height 8
|
||||
Speed 25
|
||||
Damage 5
|
||||
Projectile
|
||||
+RANDOMIZE
|
||||
RenderStyle Add
|
||||
Alpha 0.75
|
||||
SeeSound "weapons/plasmaf"
|
||||
DeathSound "weapons/plasmax"
|
||||
Obituary "$OB_MPPLASMARIFLE"
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
PLSS AB 6 Bright
|
||||
Loop
|
||||
Death:
|
||||
PLSE ABCDE 4 Bright
|
||||
Stop
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
// --------------------------------------------------------------------------
|
||||
//
|
||||
// BFG 9000
|
||||
//
|
||||
// --------------------------------------------------------------------------
|
||||
|
||||
ACTOR BFG9000 : DoomWeapon 2006
|
||||
{
|
||||
Game Doom
|
||||
Height 20
|
||||
SpawnID 31
|
||||
Weapon.SelectionOrder 2800
|
||||
Weapon.AmmoUse 40
|
||||
Weapon.AmmoGive 40
|
||||
Weapon.AmmoType "Cell"
|
||||
+WEAPON.NOAUTOFIRE
|
||||
Inventory.PickupMessage "$GOTBFG9000"
|
||||
States
|
||||
{
|
||||
Ready:
|
||||
BFGG A 1 A_WeaponReady
|
||||
Loop
|
||||
Deselect:
|
||||
BFGG A 1 A_Lower
|
||||
Loop
|
||||
Select:
|
||||
BFGG A 1 A_Raise
|
||||
Loop
|
||||
Fire:
|
||||
BFGG A 20 A_BFGsound
|
||||
BFGG B 10 A_GunFlash
|
||||
BFGG B 10 A_FireBFG
|
||||
BFGG B 20 A_ReFire
|
||||
Goto Ready
|
||||
Flash:
|
||||
BFGF A 11 Bright A_Light1
|
||||
BFGF B 6 Bright A_Light2
|
||||
Goto LightDone
|
||||
Spawn:
|
||||
BFUG A -1
|
||||
Stop
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
ACTOR BFGBall
|
||||
{
|
||||
Game Doom
|
||||
SpawnID 128
|
||||
Radius 13
|
||||
Height 8
|
||||
Speed 25
|
||||
Damage 100
|
||||
Projectile
|
||||
+RANDOMIZE
|
||||
RenderStyle Add
|
||||
Alpha 0.75
|
||||
DeathSound "weapons/bfgx"
|
||||
Obituary "$OB_MPBFG_BOOM"
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
BFS1 AB 4 Bright
|
||||
Loop
|
||||
Death:
|
||||
BFE1 AB 8 Bright
|
||||
BFE1 C 8 Bright A_BFGSpray
|
||||
BFE1 EF 8 Bright
|
||||
Stop
|
||||
}
|
||||
}
|
||||
|
||||
ACTOR BFGExtra
|
||||
{
|
||||
+NOBLOCKMAP
|
||||
+NOGRAVITY
|
||||
RenderStyle Add
|
||||
Alpha 0.75
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
BFE2 ABCD 8 Bright
|
||||
Stop
|
||||
}
|
||||
}
|
||||
|
|
@ -214,7 +214,7 @@ ACTOR PhoenixRodHefty : PhoenixRodAmmo 23
|
|||
|
||||
// --- Bag of holding -------------------------------------------------------
|
||||
|
||||
ACTOR BagOfHolding : Backpack 8
|
||||
ACTOR BagOfHolding : BackpackItem 8
|
||||
{
|
||||
Game Heretic
|
||||
SpawnID 136
|
||||
|
|
|
@ -197,6 +197,10 @@ class Inventory extends Actor
|
|||
action native A_FireCGun();
|
||||
action native A_FireMissile();
|
||||
action native A_FirePlasma();
|
||||
action native A_FireRailgun();
|
||||
action native A_FireRailgunLeft();
|
||||
action native A_FireRailgunRight();
|
||||
action native A_RailWait();
|
||||
action native A_BFGsound();
|
||||
action native A_FireBFG();
|
||||
action native A_ReFire();
|
||||
|
@ -204,3 +208,4 @@ class Inventory extends Actor
|
|||
action native A_GunFlash();
|
||||
action native A_Saw(optional coerce sound fullsound, optional coerce sound hitsound, optional eval int damage, optional class<Actor> pufftype);
|
||||
}
|
||||
|
||||
|
|
|
@ -212,7 +212,7 @@ ACTOR ElectricBolts : Ammo 114
|
|||
|
||||
// Ammo Satchel -------------------------------------------------------------
|
||||
|
||||
ACTOR AmmoSatchel : Backpack 183
|
||||
ACTOR AmmoSatchel : BackpackItem 183
|
||||
{
|
||||
Game Strife
|
||||
SpawnID 144
|
||||
|
|
Binary file not shown.
|
@ -329,7 +329,7 @@ OrgSprNames
|
|||
StateMap
|
||||
{
|
||||
// S_NULL is implicit
|
||||
Weapon, FirstState, 1, // S_LIGHTDONE
|
||||
DoomWeapon, FirstState, 1, // S_LIGHTDONE
|
||||
Fist, FirstState, 8, // S_PUNCH - S_PUNCH5
|
||||
Pistol, FirstState, 8, // S_PISTOL - S_PISTOLFLASH
|
||||
Shotgun, FirstState, 14, // S_SGUN - S_SGUNFLASH2
|
||||
|
|
|
@ -278,6 +278,7 @@ actors/doom/doomhealth.txt decorate/doom/doomhealth.txt
|
|||
actors/doom/doomkeys.txt decorate/doom/doomkeys.txt
|
||||
actors/doom/doommisc.txt decorate/doom/doommisc.txt
|
||||
actors/doom/doomdecorations.txt decorate/doom/doomdecorations.txt
|
||||
actors/doom/doomweapons.txt decorate/doom/doomweapons.txt
|
||||
actors/doom/stealthmonsters.txt decorate/doom/stealthmonsters.txt
|
||||
|
||||
actors/raven/artiegg.txt decorate/raven/artiegg.txt
|
||||
|
|
Loading…
Reference in a new issue