// The Doom and Heretic players are not excluded from pickup in case // somebody wants to use these weapons with either of those games. class FighterWeapon : Weapon { Default { Weapon.Kickback 150; Inventory.ForbiddenTo "ClericPlayer", "MagePlayer"; } } class ClericWeapon : Weapon { Default { Weapon.Kickback 150; Inventory.ForbiddenTo "FighterPlayer", "MagePlayer"; } } class MageWeapon : Weapon { Default { Weapon.Kickback 150; Inventory.ForbiddenTo "FighterPlayer", "ClericPlayer"; } } extend class Actor { //============================================================================ // // AdjustPlayerAngle // //============================================================================ const MAX_ANGLE_ADJUST = (5.); void AdjustPlayerAngle(FTranslatedLineTarget t) { double difference = deltaangle(angle, t.angleFromSource); if (abs(difference) > MAX_ANGLE_ADJUST) { if (difference > 0) { angle += MAX_ANGLE_ADJUST; } else { angle -= MAX_ANGLE_ADJUST; } } else { angle = t.angleFromSource; } } //============================================================================ // // A_DropQuietusPieces // //============================================================================ void A_DropWeaponPieces(class p1, class p2, class p3) { for (int i = 0, j = 0; i < 3; ++i) { Actor piece = Spawn (j == 0 ? p1 : j == 1 ? p2 : p3, Pos, ALLOW_REPLACE); if (piece != null) { piece.Vel = self.Vel + AngleToVector(i * 120., 1); piece.bDropped = true; j = (j == 0) ? (random[PieceDrop]() & 1) + 1 : 3-j; } } } }