mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-12-15 06:41:27 +00:00
233 lines
4.2 KiB
Text
233 lines
4.2 KiB
Text
extend class Actor
|
|
{
|
|
|
|
void A_Bang4Cloud()
|
|
{
|
|
double xo = random[Bang4Cloud](0, 3) * (10. / 64);
|
|
double yo = random[Bang4Cloud](0, 3) * (10. / 64);
|
|
Spawn("Bang4Cloud", Vec3Offset(xo, yo, 0.), ALLOW_REPLACE);
|
|
}
|
|
|
|
void A_GiveQuestItem(int questitem)
|
|
{
|
|
// Give one of these quest items to every player in the game
|
|
if (questitem >= 0)
|
|
{
|
|
String itemname = "QuestItem" .. questitem;
|
|
class<Inventory> item = itemname;
|
|
if (item != null)
|
|
{
|
|
for (int i = 0; i < MAXPLAYERS; ++i)
|
|
{
|
|
if (playeringame[i])
|
|
{
|
|
players[i].mo.GiveInventoryType(item);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
String msgid = "$TXT_QUEST_" .. questitem;
|
|
String msg = StringTable.Localize(msgid);
|
|
|
|
if (msg != msgid) // if both are identical there was no message of this name in the stringtable.
|
|
{
|
|
Console.MidPrint (null, msg);
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
// A Cloud used for various explosions --------------------------------------
|
|
// This actor has no direct equivalent in strife. To create this, Strife
|
|
// spawned a spark and then changed its state to that of this explosion
|
|
// cloud. Weird.
|
|
|
|
class Bang4Cloud : Actor
|
|
{
|
|
Default
|
|
{
|
|
+NOBLOCKMAP
|
|
+NOGRAVITY
|
|
+ZDOOMTRANS
|
|
RenderStyle "Add";
|
|
VSpeed 1;
|
|
}
|
|
States
|
|
{
|
|
Spawn:
|
|
BNG4 BCDEFGHIJKLMN 3 Bright;
|
|
Stop;
|
|
}
|
|
}
|
|
|
|
// Piston -------------------------------------------------------------------
|
|
|
|
class Piston : Actor
|
|
{
|
|
Default
|
|
{
|
|
Health 100;
|
|
Speed 16;
|
|
Radius 20;
|
|
Height 76;
|
|
Mass 10000000;
|
|
+SOLID
|
|
+SHOOTABLE
|
|
+NOBLOOD
|
|
+FLOORCLIP
|
|
+INCOMBAT
|
|
DeathSound "misc/explosion";
|
|
}
|
|
States
|
|
{
|
|
Spawn:
|
|
PSTN AB 8;
|
|
Loop;
|
|
Death:
|
|
PSTN A 4 Bright A_Scream;
|
|
PSTN B 4 Bright A_NoBlocking;
|
|
PSTN C 4 Bright A_GiveQuestItem(16);
|
|
PSTN D 4 Bright A_Bang4Cloud;
|
|
PSTN E 4 Bright A_TossGib;
|
|
PSTN F 4 Bright;
|
|
PSTN G 4 Bright A_Bang4Cloud;
|
|
PSTN H 4;
|
|
PSTN I -1;
|
|
Stop;
|
|
}
|
|
|
|
}
|
|
|
|
// Computer -----------------------------------------------------------------
|
|
|
|
class Computer : Actor
|
|
{
|
|
Default
|
|
{
|
|
Health 80;
|
|
Speed 27;
|
|
Radius 26;
|
|
Height 128;
|
|
Mass 10000000;
|
|
+SOLID
|
|
+SHOOTABLE
|
|
+NOBLOOD
|
|
+FLOORCLIP
|
|
+INCOMBAT
|
|
DeathSound "misc/explosion";
|
|
}
|
|
States
|
|
{
|
|
Spawn:
|
|
SECR ABCD 4 Bright;
|
|
Loop;
|
|
Death:
|
|
SECR E 5 Bright A_Bang4Cloud;
|
|
SECR F 5 Bright A_NoBlocking;
|
|
SECR G 5 Bright A_GiveQuestItem(27);
|
|
SECR H 5 Bright A_TossGib;
|
|
SECR I 5 Bright A_Bang4Cloud;
|
|
SECR J 5;
|
|
SECR K 5 A_Bang4Cloud;
|
|
SECR L 5;
|
|
SECR M 5 A_Bang4Cloud;
|
|
SECR N 5;
|
|
SECR O 5 A_Bang4Cloud;
|
|
SECR P -1;
|
|
Stop;
|
|
}
|
|
}
|
|
|
|
|
|
// Power Crystal ------------------------------------------------------------
|
|
|
|
class PowerCrystal : Actor
|
|
{
|
|
Default
|
|
{
|
|
Health 50;
|
|
Speed 14;
|
|
Radius 20;
|
|
Height 16;
|
|
Mass 99999999;
|
|
+SOLID
|
|
+SHOOTABLE
|
|
+NOGRAVITY
|
|
+NOBLOOD
|
|
+FLOORCLIP
|
|
DeathSound "misc/explosion";
|
|
ActiveSound "misc/reactor";
|
|
}
|
|
|
|
States
|
|
{
|
|
Spawn:
|
|
CRYS A 16 A_LoopActiveSound;
|
|
CRYS B 5 A_LoopActiveSound;
|
|
CRYS CDEF 4 A_LoopActiveSound;
|
|
Loop;
|
|
Death:
|
|
BOOM A 0 Bright A_Scream;
|
|
BOOM A 1 Bright A_Explode512;
|
|
BOOM B 3 Bright A_GiveQuestItem(14);
|
|
BOOM C 2 Bright A_LightGoesOut;
|
|
BOOM D 3 Bright A_Bang4Cloud;
|
|
BOOM EF 3 Bright;
|
|
BOOM G 3 Bright A_Bang4Cloud;
|
|
BOOM H 1 Bright A_Explode512;
|
|
BOOM I 3 Bright;
|
|
BOOM JKL 3 Bright A_Bang4Cloud;
|
|
BOOM MN 3 Bright;
|
|
BOOM O 3 Bright A_Bang4Cloud;
|
|
BOOM PQRST 3 Bright;
|
|
BOOM U 3 Bright A_ExtraLightOff;
|
|
BOOM VWXY 3 Bright;
|
|
Stop;
|
|
}
|
|
|
|
// PowerCrystal -------------------------------------------------------------------
|
|
|
|
void A_ExtraLightOff()
|
|
{
|
|
if (target != NULL && target.player != NULL)
|
|
{
|
|
target.player.extralight = 0;
|
|
}
|
|
}
|
|
|
|
void A_Explode512()
|
|
{
|
|
A_Explode(512, 512);
|
|
if (target != NULL && target.player != NULL)
|
|
{
|
|
target.player.extralight = 5;
|
|
}
|
|
A_SetRenderStyle(1, STYLE_Add);
|
|
}
|
|
|
|
void A_LightGoesOut()
|
|
{
|
|
sector sec = CurSector;
|
|
|
|
sec.Flags |= Sector.SECF_SILENTMOVE;
|
|
sec.lightlevel = 0;
|
|
// Do this right with proper checks instead of just hacking the floor height.
|
|
level.CreateFloor(sec, Floor.floorLowerToLowest, null, 65536.);
|
|
|
|
|
|
for (int i = 0; i < 8; ++i)
|
|
{
|
|
Actor foo = Spawn("Rubble1", Pos, ALLOW_REPLACE);
|
|
if (foo != NULL)
|
|
{
|
|
int t = random[LightOut](0, 7);
|
|
foo.Vel.X = t - random[LightOut](0, 15);
|
|
t = random[LightOut](0, 7);
|
|
foo.Vel.Y = t - random[LightOut](0, 15);
|
|
foo.Vel.Z = random[LightOut](7, 10);
|
|
}
|
|
}
|
|
}
|
|
|
|
}
|