gzdoom-gles/wadsrc/static/zscript/hexen/spike.txt

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// Dirt clump (spawned by spike) --------------------------------------------
class DirtClump : Actor
{
Default
{
+NOBLOCKMAP
+NOTELEPORT
}
States
{
Spawn:
TSPK C 20;
Loop;
}
}
// Spike (thrust floor) -----------------------------------------------------
class ThrustFloor : Actor native
{
Default
{
Radius 20;
Height 128;
}
native void A_ThrustImpale();
States
{
ThrustRaising:
TSPK A 2 A_ThrustRaise;
Loop;
BloodThrustRaising:
TSPK B 2 A_ThrustRaise;
Loop;
ThrustLower:
TSPK A 2 A_ThrustLower;
Loop;
BloodThrustLower:
TSPK B 2 A_ThrustLower;
Loop;
ThrustInit1:
TSPK A 3;
TSPK A 4 A_ThrustInitDn;
TSPK A -1;
Loop;
BloodThrustInit1:
TSPK B 3;
TSPK B 4 A_ThrustInitDn;
TSPK B -1;
Loop;
ThrustInit2:
TSPK A 3;
TSPK A 4 A_ThrustInitUp;
TSPK A 10;
Loop;
BloodThrustInit2:
TSPK B 3;
TSPK B 4 A_ThrustInitUp;
TSPK B 10;
Loop;
ThrustRaise:
TSPK A 8 A_ThrustRaise;
TSPK A 6 A_ThrustRaise;
TSPK A 4 A_ThrustRaise;
TSPK A 3 A_SetSolid;
TSPK A 2 A_ThrustImpale;
Loop;
BloodThrustRaise:
TSPK B 8 A_ThrustRaise;
TSPK B 6 A_ThrustRaise;
TSPK B 4 A_ThrustRaise;
TSPK B 3 A_SetSolid;
TSPK B 2 A_ThrustImpale;
Loop;
}
//===========================================================================
//
// Thrust floor stuff
//
// Thrust Spike Variables
// master pointer to dirt clump actor
// special2 speed of raise
// args[0] 0 = lowered, 1 = raised
// args[1] 0 = normal, 1 = bloody
//===========================================================================
void A_ThrustInitUp()
{
special2 = 5; // Raise speed
args[0] = 1; // Mark as up
Floorclip = 0;
bSolid = true;
bNoTeleport = true;
bFloorClip = true;
special1 = 0;
}
void A_ThrustInitDn()
{
special2 = 5; // Raise speed
args[0] = 0; // Mark as down
Floorclip = Default.Height;
bSolid = false;
bNoTeleport = true;
bFloorClip = true;
bInvisible = true;
master = Spawn("DirtClump", Pos, ALLOW_REPLACE);
}
void A_ThrustRaise()
{
if (RaiseMobj (special2))
{ // Reached it's target height
args[0] = 1;
if (args[1])
SetStateLabel ("BloodThrustInit2", true);
else
SetStateLabel ("ThrustInit2", true);
}
// Lose the dirt clump
if ((Floorclip < Height) && master)
{
master.Destroy ();
master = null;
}
// Spawn some dirt
if (random[Thrustraise]()<40)
SpawnDirt (radius);
special2++; // Increase raise speed
}
void A_ThrustLower()
{
if (SinkMobj (6))
{
args[0] = 0;
if (args[1])
SetStateLabel ("BloodThrustInit1", true);
else
SetStateLabel ("ThrustInit1", true);
}
}
}
// Spike up -----------------------------------------------------------------
class ThrustFloorUp : ThrustFloor
{
Default
{
+SOLID
+NOTELEPORT +FLOORCLIP
}
States
{
Spawn:
Goto ThrustInit2;
}
}
// Spike down ---------------------------------------------------------------
class ThrustFloorDown : ThrustFloor
{
Default
{
+NOTELEPORT +FLOORCLIP
+INVISIBLE
}
States
{
Spawn:
Goto ThrustInit1;
}
}