mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-14 08:30:50 +00:00
0770c0022c
Many uses of random() & value have been turned into random(0, value). This is not only more efficient, it also ensures better random distribution because the parameter-less variant only returns values between 0 and 255.
237 lines
4.7 KiB
Text
237 lines
4.7 KiB
Text
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// Programmer ---------------------------------------------------------------
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class Programmer : Actor
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{
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Default
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{
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Health 1100;
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PainChance 50;
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Speed 26;
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FloatSpeed 5;
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Radius 45;
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Height 60;
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Mass 800;
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Damage 4;
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Monster;
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+NOGRAVITY
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+FLOAT
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+NOBLOOD
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+NOTDMATCH
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+DONTMORPH
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+NOBLOCKMONST
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+LOOKALLAROUND
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+NOICEDEATH
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+NOTARGETSWITCH
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DamageFactor "Fire", 0.5;
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MinMissileChance 150;
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AttackSound "programmer/attack";
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PainSound "programmer/pain";
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DeathSound "programmer/death";
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ActiveSound "programmer/active";
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Obituary "$OB_PROGRAMMER";
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DropItem "Sigil1";
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}
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States
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{
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Spawn:
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PRGR A 5 A_Look;
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PRGR A 1 A_SentinelBob;
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Loop;
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See:
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PRGR A 160 A_SentinelBob;
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PRGR BCD 5 A_SentinelBob;
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PRGR EF 2 A_SentinelBob;
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PRGR EF 3 A_Chase;
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Goto See+4;
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Melee:
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PRGR E 2 A_SentinelBob;
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PRGR F 3 A_SentinelBob;
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PRGR E 3 A_FaceTarget;
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PRGR F 4 A_ProgrammerMelee;
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Goto See+4;
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Missile:
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PRGR G 5 A_FaceTarget;
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PRGR H 5 A_SentinelBob;
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PRGR I 5 Bright A_FaceTarget;
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PRGR J 5 Bright A_SpotLightning;
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Goto See+4;
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Pain:
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PRGR K 5 A_Pain;
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PRGR L 5 A_SentinelBob;
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Goto See+4;
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Death:
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PRGR L 7 Bright A_TossGib;
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PRGR M 7 Bright A_Scream;
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PRGR N 7 Bright A_TossGib;
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PRGR O 7 Bright A_NoBlocking;
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PRGR P 7 Bright A_TossGib;
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PRGR Q 7 Bright A_SpawnProgrammerBase;
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PRGR R 7 Bright;
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PRGR S 6 Bright;
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PRGR TUVW 5 Bright;
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PRGR X 32 Bright;
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PRGR X -1 Bright A_ProgrammerDeath;
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Stop;
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}
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//============================================================================
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//
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// A_ProgrammerMelee
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//
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//============================================================================
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void A_ProgrammerMelee ()
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{
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if (target == null)
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return;
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A_FaceTarget ();
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if (!CheckMeleeRange ())
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return;
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A_PlaySound("programmer/clank", CHAN_WEAPON);
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int damage = random[Programmer](1, 10) * 6;
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int newdam = target.DamageMobj (self, self, damage, 'Melee');
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target.TraceBleed (newdam > 0 ? newdam : damage, self);
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}
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//============================================================================
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//
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// A_SpawnProgrammerBase
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//
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//============================================================================
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void A_SpawnProgrammerBase ()
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{
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Actor foo = Spawn("ProgrammerBase", Pos + (0,0,24), ALLOW_REPLACE);
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if (foo != null)
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{
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foo.Angle = Angle + 180. + Random2[Programmer]() * (360. / 1024.);
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foo.VelFromAngle();
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foo.Vel.Z = random[Programmer]() / 128.;
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}
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}
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//============================================================================
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//
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// A_ProgrammerDeath
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//
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//============================================================================
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void A_ProgrammerDeath ()
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{
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if (!CheckBossDeath ())
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return;
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for (int i = 0; i < MAXPLAYERS; ++i)
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{
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if (playeringame[i] && players[i].health > 0)
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{
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players[i].mo.GiveInventoryType ("ProgLevelEnder");
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break;
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}
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}
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// the sky change scripts are now done as special actions in MAPINFO
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A_BossDeath();
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}
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//============================================================================
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//
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// A_SpotLightning
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//
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//============================================================================
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void A_SpotLightning()
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{
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if (target == null) return;
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Actor spot = Spawn("SpectralLightningSpot", (target.pos.xy, target.floorz), ALLOW_REPLACE);
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if (spot != null)
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{
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spot.threshold = 25;
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spot.target = self;
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spot.FriendPlayer = 0;
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spot.tracer = target;
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}
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}
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}
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// The Programmer's base for when he dies -----------------------------------
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class ProgrammerBase : Actor
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{
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Default
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{
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+NOBLOCKMAP
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+NOCLIP
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+NOBLOOD
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}
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States
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{
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Spawn:
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BASE A 5 Bright A_Explode(32,32,1,1);
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BASE BCD 5 Bright;
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BASE EFG 5;
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BASE H -1;
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Stop;
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}
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}
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// The Programmer level ending thing ----------------------------------------
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class ProgLevelEnder : Inventory
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{
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Default
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{
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+INVENTORY.UNDROPPABLE
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}
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//============================================================================
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//
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// AProgLevelEnder :: Tick
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//
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// Fade to black, end the level, then unfade.
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//
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//============================================================================
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override void Tick ()
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{
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if (special2 == 0)
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{ // fade out over .66 second
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special1 += 255 / (TICRATE*2/3);
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if (++special1 >= 255)
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{
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special1 = 255;
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special2 = 1;
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Exit_Normal(0);
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}
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}
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else
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{ // fade in over two seconds
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special1 -= 255 / (TICRATE*2);
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if (special1 <= 0)
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{
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Destroy ();
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}
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}
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}
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//============================================================================
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//
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// AProgLevelEnder :: GetBlend
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//
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//============================================================================
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override Color GetBlend ()
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{
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return Color(special1, 0, 0, 0);
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}
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}
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