//========================================================================== // Fog Variables: // // args[0] Speed (0..10) of fog // args[1] Angle of spread (0..128) // args[2] Frequency of spawn (1..10) // args[3] Lifetime countdown // args[4] Boolean: fog moving? // special1 Internal: Counter for spawn frequency // WeaveIndexZ Internal: Index into floatbob table // //========================================================================== // Fog Spawner -------------------------------------------------------------- class FogSpawner : Actor { Default { +NOSECTOR +NOBLOCKMAP +FLOATBOB +NOGRAVITY +INVISIBLE } States { Spawn: TNT1 A 20 A_FogSpawn; Loop; } //========================================================================== // // A_FogSpawn // //========================================================================== void A_FogSpawn() { if (special1-- > 0) { return; } special1 = args[2]; // Reset frequency count class fog; switch (random[FogSpawn](0,2)) { default: case 0: fog = "FogPatchSmall"; break; case 1: fog = "FogPatchMedium"; break; case 2: fog = "FogPatchLarge"; break; } Actor mo = Spawn (fog, Pos, ALLOW_REPLACE); if (mo) { int delta = args[1]; if (delta == 0) delta = 1; mo.angle = angle + (((random[FogSpawn]() % delta) - (delta >> 1)) * (360 / 256.)); mo.target = self; if (args[0] < 1) args[0] = 1; mo.args[0] = (random[FogSpawn]() % (args[0]))+1; // Random speed mo.args[3] = args[3]; // Set lifetime mo.args[4] = 1; // Set to moving mo.WeaveIndexZ = random[FogSpawn](0, 63); } } } // Small Fog Patch ---------------------------------------------------------- class FogPatchSmall : Actor { Default { Speed 1; +NOBLOCKMAP +NOGRAVITY +NOCLIP +FLOAT +NOTELEPORT RenderStyle "Translucent"; Alpha 0.6; } States { Spawn: FOGS ABCDE 7 A_FogMove; Loop; Death: FOGS E 5; Stop; } //========================================================================== // // A_FogMove // //========================================================================== void A_FogMove() { double speed = args[0]; int weaveindex; if (!args[4]) { return; } if (args[3]-- <= 0) { SetStateLabel ('Death', true); return; } if ((args[3] % 4) == 0) { weaveindex = WeaveIndexZ; AddZ(BobSin(weaveindex) / 2); WeaveIndexZ = (weaveindex + 1) & 63; } VelFromAngle(speed); } } // Medium Fog Patch --------------------------------------------------------- class FogPatchMedium : FogPatchSmall { States { Spawn: FOGM ABCDE 7 A_FogMove; Loop; Death: FOGS ABCDE 5; Goto Super::Death; } } // Large Fog Patch ---------------------------------------------------------- class FogPatchLarge : FogPatchMedium { States { Spawn: FOGL ABCDE 7 A_FogMove; Loop; Death: FOGM ABCDEF 4; Goto Super::Death; } }