mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-24 21:21:04 +00:00
- scriptified Hexen's lightning weapon.
This commit is contained in:
parent
7b5a589635
commit
f9a1388066
6 changed files with 228 additions and 289 deletions
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@ -860,8 +860,6 @@ set( NOT_COMPILED_SOURCE_FILES
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sc_man_scanner.h
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sc_man_scanner.re
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g_hexen/a_heresiarch.cpp
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g_hexen/a_magecone.cpp
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g_hexen/a_magelightning.cpp
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g_hexen/a_magestaff.cpp
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g_hexen/a_serpent.cpp
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g_hexen/a_spike.cpp
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@ -25,7 +25,6 @@
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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_magelightning.cpp"
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#include "a_magestaff.cpp"
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#include "a_serpent.cpp"
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#include "a_spike.cpp"
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@ -1,274 +0,0 @@
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/*
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#include "actor.h"
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#include "gi.h"
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#include "m_random.h"
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#include "s_sound.h"
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#include "d_player.h"
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#include "a_action.h"
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#include "p_local.h"
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#include "a_action.h"
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#include "p_pspr.h"
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#include "gstrings.h"
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#include "a_hexenglobal.h"
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#include "vm.h"
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#include "g_level.h"
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*/
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#define ZAGSPEED 1.
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static FRandom pr_lightningready ("LightningReady");
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static FRandom pr_lightningclip ("LightningClip");
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static FRandom pr_zap ("LightningZap");
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static FRandom pr_zapf ("LightningZapF");
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static FRandom pr_hit ("LightningHit");
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DECLARE_ACTION(A_LightningClip)
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DECLARE_ACTION(A_LightningZap)
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//============================================================================
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//
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// A_LightningReady
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//
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//============================================================================
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DEFINE_ACTION_FUNCTION(AActor, A_LightningReady)
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{
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PARAM_ACTION_PROLOGUE(AActor);
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DoReadyWeapon(self);
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if (pr_lightningready() < 160)
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{
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S_Sound (self, CHAN_WEAPON, "MageLightningReady", 1, ATTN_NORM);
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}
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return 0;
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}
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//============================================================================
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//
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// A_LightningClip
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//
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//============================================================================
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DEFINE_ACTION_FUNCTION(AActor, A_LightningClip)
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{
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PARAM_SELF_PROLOGUE(AActor);
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AActor *cMo;
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AActor *target = NULL;
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int zigZag;
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if (self->flags3 & MF3_FLOORHUGGER)
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{
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if (self->lastenemy == NULL)
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{
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return 0;
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}
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self->SetZ(self->floorz);
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target = self->lastenemy->tracer;
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}
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else if (self->flags3 & MF3_CEILINGHUGGER)
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{
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self->SetZ(self->ceilingz - self->Height);
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target = self->tracer;
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}
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if (self->flags3 & MF3_FLOORHUGGER)
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{ // floor lightning zig-zags, and forces the ceiling lightning to mimic
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cMo = self->lastenemy;
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zigZag = pr_lightningclip();
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if((zigZag > 128 && self->special1 < 2) || self->special1 < -2)
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{
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self->Thrust(self->Angles.Yaw + 90, ZAGSPEED);
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if(cMo)
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{
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cMo->Thrust(self->Angles.Yaw + 90, ZAGSPEED);
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}
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self->special1++;
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}
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else
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{
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self->Thrust(self->Angles.Yaw - 90, ZAGSPEED);
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if(cMo)
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{
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cMo->Thrust(self->Angles.Yaw - 90, ZAGSPEED);
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}
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self->special1--;
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}
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}
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if(target)
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{
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if(target->health <= 0)
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{
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P_ExplodeMissile(self, NULL, NULL);
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}
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else
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{
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self->Angles.Yaw = self->AngleTo(target);
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self->VelFromAngle(self->Speed / 2);
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}
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}
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return 0;
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}
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//============================================================================
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//
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// A_LightningZap
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//
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//============================================================================
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DEFINE_ACTION_FUNCTION(AActor, A_LightningZap)
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{
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PARAM_SELF_PROLOGUE(AActor);
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PClassActor *lightning = PClass::FindActor(self->GetClass()->MissileName);
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AActor *mo;
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if (lightning == NULL)
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{
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lightning = PClass::FindActor(NAME_LightningZap);
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}
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CALL_ACTION(A_LightningClip, self);
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self->health -= 8;
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if (self->health <= 0)
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{
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self->SetState (self->FindState(NAME_Death));
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return 0;
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}
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double deltaX = (pr_zap() - 128) * self->radius / 256;
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double deltaY = (pr_zap() - 128) * self->radius / 256;
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double deltaZ = (self->flags3 & MF3_FLOORHUGGER) ? 10 : -10;
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mo = Spawn(lightning, self->Vec3Offset(deltaX, deltaY, deltaZ), ALLOW_REPLACE);
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if (mo)
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{
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mo->lastenemy = self;
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mo->Vel.X = self->Vel.X;
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mo->Vel.Y = self->Vel.Y;
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mo->Vel.Z = (self->flags3 & MF3_FLOORHUGGER) ? 20 : -20;
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mo->target = self->target;
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}
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if ((self->flags3 & MF3_FLOORHUGGER) && pr_zapf() < 160)
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{
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S_Sound (self, CHAN_BODY, self->ActiveSound, 1, ATTN_NORM);
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}
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return 0;
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}
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//============================================================================
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//
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// A_MLightningAttack
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//
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//============================================================================
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DEFINE_ACTION_FUNCTION(AActor, A_MLightningAttack)
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{
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PARAM_ACTION_PROLOGUE(AActor);
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PARAM_CLASS_DEF(floor, AActor);
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PARAM_CLASS_DEF(ceiling, AActor);
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AActor *fmo, *cmo;
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fmo = P_SpawnPlayerMissile (self, floor);
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cmo = P_SpawnPlayerMissile (self, ceiling);
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if (fmo)
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{
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fmo->special1 = 0;
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fmo->lastenemy = cmo;
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CALL_ACTION(A_LightningZap, fmo);
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}
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if (cmo)
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{
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cmo->tracer = NULL;
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cmo->lastenemy = fmo;
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CALL_ACTION(A_LightningZap, cmo);
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}
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S_Sound (self, CHAN_BODY, "MageLightningFire", 1, ATTN_NORM);
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if (self->player != NULL)
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{
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AWeapon *weapon = self->player->ReadyWeapon;
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if (weapon != NULL)
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{
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weapon->DepleteAmmo (weapon->bAltFire);
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}
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}
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return 0;
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}
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//============================================================================
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//
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// A_ZapMimic
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//
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//============================================================================
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DEFINE_ACTION_FUNCTION(AActor, A_ZapMimic)
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{
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PARAM_SELF_PROLOGUE(AActor);
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AActor *mo;
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mo = self->lastenemy;
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if (mo)
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{
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if (mo->state >= mo->FindState(NAME_Death))
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{
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P_ExplodeMissile (self, NULL, NULL);
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}
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else
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{
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self->Vel.X = mo->Vel.X;
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self->Vel.Y = mo->Vel.Y;
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}
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}
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return 0;
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}
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//============================================================================
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//
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// A_LastZap
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//
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//============================================================================
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DEFINE_ACTION_FUNCTION(AActor, A_LastZap)
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{
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PARAM_SELF_PROLOGUE(AActor);
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PClassActor *lightning = PClass::FindActor(self->GetClass()->MissileName);
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AActor *mo;
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if (lightning == NULL)
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{
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lightning = PClass::FindActor(NAME_LightningZap);
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}
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mo = Spawn(lightning, self->Pos(), ALLOW_REPLACE);
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if (mo)
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{
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mo->SetState (mo->FindState (NAME_Death));
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mo->Vel.Z = 40;
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mo->SetDamage(0);
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}
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return 0;
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}
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//============================================================================
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//
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// A_LightningRemove
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//
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//============================================================================
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DEFINE_ACTION_FUNCTION(AActor, A_LightningRemove)
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{
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PARAM_SELF_PROLOGUE(AActor);
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AActor *mo;
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mo = self->lastenemy;
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if (mo)
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{
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mo->lastenemy = NULL;
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P_ExplodeMissile (mo, NULL, NULL);
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}
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return 0;
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}
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@ -1751,6 +1751,15 @@ void P_ExplodeMissile (AActor *mo, line_t *line, AActor *target)
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}
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}
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DEFINE_ACTION_FUNCTION(AActor, ExplodeMissile)
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{
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PARAM_SELF_PROLOGUE(AActor);
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PARAM_POINTER_DEF(line, line_t);
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PARAM_OBJECT_DEF(target, AActor);
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P_ExplodeMissile(self, line, target);
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return 0;
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}
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void AActor::PlayBounceSound(bool onfloor)
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{
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@ -289,6 +289,7 @@ class Actor : Thinker native
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native void NoiseAlert(Actor emitter, bool splash = false, double maxdist = 0);
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native void ClearBounce();
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native void ExplodeMissile(line lin = null, Actor target = null);
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native void RestoreDamage();
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native int SpawnHealth();
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native void SetDamage(int dmg);
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@ -16,9 +16,6 @@ class MWeapLightning : MageWeapon
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Tag "$TAG_MWEAPLIGHTNING";
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}
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action native void A_LightningReady();
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action native void A_MLightningAttack(class<Actor> floor = "LightningFloor", class<Actor> ceiling = "LightningCeiling");
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States
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{
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Spawn:
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@ -50,6 +47,57 @@ class MWeapLightning : MageWeapon
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MLNG B 2 Bright Offset (0, 40);
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Goto Ready;
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}
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//============================================================================
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//
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// A_LightningReady
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//
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//============================================================================
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action void A_LightningReady()
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{
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A_WeaponReady();
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if (random[LightningReady]() < 160)
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{
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A_PlaySound ("MageLightningReady", CHAN_WEAPON);
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}
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}
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//============================================================================
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//
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// A_MLightningAttack
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//
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//============================================================================
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action void A_MLightningAttack(class<Actor> floor = "LightningFloor", class<Actor> ceiling = "LightningCeiling")
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{
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LightningFloor fmo = LightningFloor(SpawnPlayerMissile (floor));
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LightningCeiling cmo = LightningCeiling(SpawnPlayerMissile (ceiling));
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if (fmo)
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{
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fmo.special1 = 0;
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fmo.lastenemy = cmo;
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fmo.A_LightningZap();
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}
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if (cmo)
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{
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cmo.tracer = NULL;
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cmo.lastenemy = fmo;
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cmo.A_LightningZap();
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}
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A_PlaySound ("MageLightningFire", CHAN_BODY);
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if (player != NULL)
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{
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Weapon weapon = player.ReadyWeapon;
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if (weapon != NULL)
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{
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weapon.DepleteAmmo (weapon.bAltFire);
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}
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}
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}
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}
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// Ceiling Lightning --------------------------------------------------------
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@ -76,7 +124,7 @@ class Lightning : Actor
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if ((!thing.player && !thing.bBoss) || !(level.time&1))
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{
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thing.DamageMobj(self, target, 3, 'Electric');
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A_PlaySound(self.AttackSound, CHAN_WEAPON, 1, true);
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A_PlaySound(AttackSound, CHAN_WEAPON, 1, true);
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if (thing.bIsMonster && random[LightningHit]() < 64)
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{
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thing.Howl ();
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@ -106,6 +154,8 @@ class Lightning : Actor
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class LightningCeiling : Lightning
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{
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const ZAGSPEED = 1;
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Default
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{
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Health 144;
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@ -118,10 +168,6 @@ class LightningCeiling : Lightning
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RenderStyle "Add";
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}
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native void A_LightningZap();
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native void A_LightningClip();
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native void A_LightningRemove();
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States
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{
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Spawn:
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@ -143,6 +189,126 @@ class LightningCeiling : Lightning
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ACLO E 1050;
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Stop;
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}
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//============================================================================
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//
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// A_LightningClip
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//
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//============================================================================
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void A_LightningClip()
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{
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Actor cMo;
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Actor target = NULL;
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int zigZag;
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if (bFloorHugger)
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{
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if (lastenemy == NULL)
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{
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return;
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}
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SetZ(floorz);
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target = lastenemy.tracer;
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}
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else if (bCeilingHugger)
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{
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SetZ(ceilingz - Height);
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target = tracer;
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}
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if (bFloorHugger)
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{ // floor lightning zig-zags, and forces the ceiling lightning to mimic
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cMo = lastenemy;
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zigZag = random[LightningClip]();
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if((zigZag > 128 && special1 < 2) || special1 < -2)
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{
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Thrust(ZAGSPEED, angle + 90);
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if(cMo)
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{
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cMo.Thrust(ZAGSPEED, angle + 90);
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}
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special1++;
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}
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else
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{
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Thrust(ZAGSPEED,angle - 90);
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if(cMo)
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{
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cMo.Thrust(ZAGSPEED, angle - 90);
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}
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special1--;
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}
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}
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if(target)
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{
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if(target.health <= 0)
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{
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ExplodeMissile();
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}
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else
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{
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angle = AngleTo(target);
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VelFromAngle(Speed / 2);
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}
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}
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}
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//============================================================================
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//
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// A_LightningZap
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//
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//============================================================================
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void A_LightningZap()
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{
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Class<Actor> lightning = MissileName;
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if (lightning == NULL) lightning = "LightningZap";
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A_LightningClip();
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health -= 8;
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if (health <= 0)
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{
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SetStateLabel ("Death");
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return;
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}
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double deltaX = (random[LightningZap]() - 128) * radius / 256;
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double deltaY = (random[LightningZap]() - 128) * radius / 256;
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double deltaZ = (bFloorHugger) ? 10 : -10;
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Actor mo = Spawn(lightning, Vec3Offset(deltaX, deltaY, deltaZ), ALLOW_REPLACE);
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if (mo)
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{
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mo.lastenemy = self;
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mo.Vel.X = Vel.X;
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mo.Vel.Y = Vel.Y;
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mo.Vel.Z = (bFloorHugger) ? 20 : -20;
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mo.target = target;
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}
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if (bFloorHugger && random[LightningZap]() < 160)
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{
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A_PlaySound (ActiveSound, CHAN_BODY);
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}
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}
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//============================================================================
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//
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// A_LightningRemove
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//
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//============================================================================
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void A_LightningRemove()
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{
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Actor mo = lastenemy;
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if (mo)
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{
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bNoTarget = true; // tell A_ZapMimic that we are dead. The original code did a state pointer compare which is not safe.
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mo.lastenemy = NULL;
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mo.ExplodeMissile ();
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
// Floor Lightning ----------------------------------------------------------
|
||||
|
@ -156,8 +322,6 @@ class LightningFloor : LightningCeiling
|
|||
RenderStyle "Add";
|
||||
}
|
||||
|
||||
native void A_LastZap();
|
||||
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
|
@ -176,6 +340,26 @@ class LightningFloor : LightningCeiling
|
|||
MLF2 P 1 Bright A_HideThing;
|
||||
Goto Super::Death + 19;
|
||||
}
|
||||
|
||||
//============================================================================
|
||||
//
|
||||
// A_LastZap
|
||||
//
|
||||
//============================================================================
|
||||
|
||||
void A_LastZap()
|
||||
{
|
||||
Class<Actor> lightning = MissileName;
|
||||
if (lightning == NULL) lightning = "LightningZap";
|
||||
|
||||
Actor mo = Spawn(lightning, self.Pos, ALLOW_REPLACE);
|
||||
if (mo)
|
||||
{
|
||||
mo.SetStateLabel ("Death");
|
||||
mo.Vel.Z = 40;
|
||||
mo.SetDamage(0);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Lightning Zap ------------------------------------------------------------
|
||||
|
@ -194,8 +378,6 @@ class LightningZap : Actor
|
|||
Obituary "$OB_MPMWEAPLIGHTNING";
|
||||
}
|
||||
|
||||
native void A_ZapMimic();
|
||||
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
|
@ -235,4 +417,28 @@ class LightningZap : Actor
|
|||
return -1;
|
||||
}
|
||||
|
||||
//============================================================================
|
||||
//
|
||||
// A_ZapMimic
|
||||
//
|
||||
//============================================================================
|
||||
|
||||
void A_ZapMimic()
|
||||
{
|
||||
Actor mo = lastenemy;
|
||||
if (mo)
|
||||
{
|
||||
if (mo.bNoTarget)
|
||||
{
|
||||
ExplodeMissile ();
|
||||
}
|
||||
else
|
||||
{
|
||||
Vel.X = mo.Vel.X;
|
||||
Vel.Y = mo.Vel.Y;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue