mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-25 13:41:05 +00:00
232 lines
4.2 KiB
Text
232 lines
4.2 KiB
Text
extend class Actor
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{
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void A_Bang4Cloud()
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{
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double xo = (random[Bang4Cloud]() & 3) * (10. / 64);
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double yo = (random[Bang4Cloud]() & 3) * (10. / 64);
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Spawn("Bang4Cloud", Vec3Offset(xo, yo, 0.), ALLOW_REPLACE);
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}
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void A_GiveQuestItem(int questitem)
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{
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// Give one of these quest items to every player in the game
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if (questitem >= 0)
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{
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String itemname = "QuestItem" .. questitem;
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class<Inventory> item = itemname;
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if (item != null)
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{
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for (int i = 0; i < MAXPLAYERS; ++i)
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{
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if (playeringame[i])
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{
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players[i].mo.GiveInventoryType(item);
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}
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}
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}
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}
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String msgid = "$TXT_QUEST_" .. questitem;
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String msg = StringTable.Localize(msgid);
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if (msg != msgid) // if both are identical there was no message of this name in the stringtable.
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{
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Console.MidPrint ("SmallFont", msg);
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}
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}
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}
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// A Cloud used for varius explosions ---------------------------------------
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// This actor has no direct equivalent in strife. To create this, Strife
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// spawned a spark and then changed its state to that of this explosion
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// cloud. Weird.
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class Bang4Cloud : Actor
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{
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Default
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{
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+NOBLOCKMAP
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+NOGRAVITY
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+ZDOOMTRANS
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RenderStyle "Add";
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VSpeed 1;
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}
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States
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{
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Spawn:
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BNG4 BCDEFGHIJKLMN 3 Bright;
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Stop;
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}
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}
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// Piston -------------------------------------------------------------------
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class Piston : Actor
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{
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Default
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{
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Health 100;
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Speed 16;
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Radius 20;
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Height 76;
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Mass 10000000;
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+SOLID
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+SHOOTABLE
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+NOBLOOD
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+FLOORCLIP
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+INCOMBAT
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DeathSound "misc/explosion";
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}
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States
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{
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Spawn:
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PSTN AB 8;
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Loop;
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Death:
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PSTN A 4 Bright A_Scream;
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PSTN B 4 Bright A_NoBlocking;
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PSTN C 4 Bright A_GiveQuestItem(16);
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PSTN D 4 Bright A_Bang4Cloud;
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PSTN E 4 Bright A_TossGib;
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PSTN F 4 Bright;
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PSTN G 4 Bright A_Bang4Cloud;
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PSTN H 4;
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PSTN I -1;
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Stop;
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}
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}
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// Computer -----------------------------------------------------------------
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class Computer : Actor
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{
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Default
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{
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Health 80;
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Speed 27;
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Radius 26;
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Height 128;
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Mass 10000000;
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+SOLID
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+SHOOTABLE
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+NOBLOOD
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+FLOORCLIP
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+INCOMBAT
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DeathSound "misc/explosion";
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}
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States
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{
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Spawn:
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SECR ABCD 4 Bright;
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Loop;
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Death:
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SECR E 5 Bright A_Bang4Cloud;
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SECR F 5 Bright A_NoBlocking;
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SECR G 5 Bright A_GiveQuestItem(27);
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SECR H 5 Bright A_TossGib;
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SECR I 5 Bright A_Bang4Cloud;
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SECR J 5;
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SECR K 5 A_Bang4Cloud;
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SECR L 5;
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SECR M 5 A_Bang4Cloud;
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SECR N 5;
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SECR O 5 A_Bang4Cloud;
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SECR P -1;
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Stop;
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}
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}
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// Power Crystal ------------------------------------------------------------
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class PowerCrystal : Actor
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{
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Default
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{
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Health 50;
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Speed 14;
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Radius 20;
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Height 16;
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Mass 99999999;
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+SOLID
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+SHOOTABLE
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+NOGRAVITY
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+NOBLOOD
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+FLOORCLIP
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DeathSound "misc/explosion";
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ActiveSound "misc/reactor";
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}
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States
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{
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Spawn:
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CRYS A 16 A_LoopActiveSound;
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CRYS B 5 A_LoopActiveSound;
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CRYS CDEF 4 A_LoopActiveSound;
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Loop;
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Death:
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BOOM A 0 Bright A_Scream;
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BOOM A 1 Bright A_Explode512;
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BOOM B 3 Bright A_GiveQuestItem(14);
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BOOM C 2 Bright A_LightGoesOut;
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BOOM D 3 Bright A_Bang4Cloud;
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BOOM EF 3 Bright;
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BOOM G 3 Bright A_Bang4Cloud;
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BOOM H 1 Bright A_Explode512;
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BOOM I 3 Bright;
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BOOM JKL 3 Bright A_Bang4Cloud;
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BOOM MN 3 Bright;
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BOOM O 3 Bright A_Bang4Cloud;
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BOOM PQRST 3 Bright;
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BOOM U 3 Bright A_ExtraLightOff;
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BOOM VWXY 3 Bright;
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Stop;
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}
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// PowerCrystal -------------------------------------------------------------------
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void A_ExtraLightOff()
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{
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if (target != NULL && target.player != NULL)
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{
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target.player.extralight = 0;
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}
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}
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void A_Explode512()
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{
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A_Explode(512, 512);
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if (target != NULL && target.player != NULL)
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{
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target.player.extralight = 5;
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}
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A_SetRenderStyle(1, STYLE_Add);
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}
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void A_LightGoesOut()
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{
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sector sec = CurSector;
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sec.Flags |= Sector.SECF_SILENTMOVE;
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sec.lightlevel = 0;
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// Do this right with proper checks instead of just hacking the floor height.
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Floor.CreateFloor(sec, Floor.floorLowerToLowest, null, 65536.);
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for (int i = 0; i < 8; ++i)
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{
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Actor foo = Spawn("Rubble1", Pos, ALLOW_REPLACE);
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if (foo != NULL)
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{
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int t = random[LightOut]() & 15;
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foo.Vel.X = t - (random[LightOut]() & 7);
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foo.Vel.Y = random2[LightOut]() & 7;
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foo.Vel.Z = 7 + (random[LightOut]() & 3);
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}
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}
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}
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}
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