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5229a84047
# Conflicts: # wadsrc_extra/static/filter/harmony/decorate.txt
130 lines
2.9 KiB
Text
130 lines
2.9 KiB
Text
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// Buzzy fly ----------------------------------------------------------------
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class LittleFly : Actor
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{
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Default
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{
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+NOBLOCKMAP +NOGRAVITY
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+CANPASS
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Speed 6;
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Radius 5;
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Height 5;
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Mass 2;
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ActiveSound "FlyBuzz";
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}
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States
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{
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Spawn:
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TNT1 A 20 A_FlySearch; // [RH] Invisible when not flying
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Loop;
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Buzz:
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AFLY ABCD 3 A_FlyBuzz;
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Loop;
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}
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//===========================================================================
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//
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// FindCorpse
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//
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// Finds a corpse to buzz around. We can't use a blockmap check because
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// corpses generally aren't linked into the blockmap.
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//
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//===========================================================================
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private Actor FindCorpse(sector sec, int recurselimit)
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{
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Actor fallback = null;
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sec.validcount = validcount;
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// Search the current sector
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for (Actor check = sec.thinglist; check != null; check = check.snext)
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{
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if (check == self)
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continue;
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if (!check.bCorpse)
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continue;
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if (!CheckSight(check))
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continue;
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fallback = check;
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if (random[Fly](0,1)) // 50% chance to try to pick a different corpse
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continue;
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return check;
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}
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if (--recurselimit <= 0 || (fallback != null && random[Fly](0,1)))
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{
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return fallback;
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}
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// Try neighboring sectors
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for (int i = 0; i < sec.lines.Size(); ++i)
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{
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line ln = sec.lines[i];
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sector sec2 = (ln.frontsector == sec) ? ln.backsector : ln.frontsector;
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if (sec2 != null && sec2.validcount != validcount)
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{
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Actor neighbor = FindCorpse(sec2, recurselimit);
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if (neighbor != null)
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{
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return neighbor;
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}
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}
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}
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return fallback;
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}
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void A_FlySearch()
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{
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// The version from the retail beta is not so great for general use:
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// 1. Pick one of the first fifty thinkers at random.
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// 2. Starting from that thinker, find one that is an actor, not itself,
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// and within sight. Give up after 100 sequential thinkers.
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// It's effectively useless if there are more than 150 thinkers on a map.
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//
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// So search the sectors instead. We can't potentially find something all
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// the way on the other side of the map and we can't find invisible corpses,
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// but at least we aren't crippled on maps with lots of stuff going on.
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validcount++;
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Actor other = FindCorpse(CurSector, 5);
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if (other != null)
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{
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target = other;
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SetStateLabel("Buzz");
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}
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}
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void A_FlyBuzz()
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{
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Actor targ = target;
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if (targ == null || !targ.bCorpse || random[Fly]() < 5)
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{
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SetIdle();
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return;
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}
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Angle = AngleTo(targ);
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args[0]++;
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if (!TryMove(Pos.XY + AngleToVector(angle, 6), true))
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{
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SetIdle(true);
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return;
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}
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if (args[0] & 2)
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{
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Vel.X += (random[Fly]() - 128) / 512.;
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Vel.Y += (random[Fly]() - 128) / 512.;
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}
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int zrand = random[Fly]();
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if (targ.pos.Z + 5. < pos.z && zrand > 150)
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{
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zrand = -zrand;
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}
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Vel.Z = zrand / 512.;
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if (random[Fly]() < 40)
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{
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A_StartSound(ActiveSound, CHAN_VOICE, CHANF_DEFAULT, 0.5f, ATTN_STATIC);
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}
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}
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}
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