mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-25 21:51:09 +00:00
92 lines
2.2 KiB
Text
92 lines
2.2 KiB
Text
class SpotState : Object native play
|
|
{
|
|
deprecated ("3.8") static SpotState GetSpotState(bool create = true)
|
|
{
|
|
return level.GetSpotState(create);
|
|
}
|
|
native SpecialSpot GetNextInList(class<Actor> type, int skipcounter);
|
|
native SpecialSpot GetSpotWithMinMaxDistance(Class<Actor> type, double x, double y, double mindist, double maxdist);
|
|
native SpecialSpot GetRandomSpot(class<Actor> type, bool onlyonce);
|
|
native void AddSpot(SpecialSpot spot);
|
|
native void RemoveSpot(SpecialSpot spot);
|
|
|
|
}
|
|
|
|
class SpecialSpot : Actor
|
|
{
|
|
override void BeginPlay()
|
|
{
|
|
let sstate = Level.GetSpotState();
|
|
if (sstate != NULL) sstate.AddSpot(self);
|
|
Super.BeginPlay();
|
|
}
|
|
|
|
//----------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//----------------------------------------------------------------------------
|
|
|
|
override void OnDestroy()
|
|
{
|
|
let sstate = Level.GetSpotState(false);
|
|
if (sstate != NULL) sstate.RemoveSpot(self);
|
|
Super.OnDestroy();
|
|
}
|
|
|
|
// Mace spawn spot ----------------------------------------------------------
|
|
|
|
// Every mace spawn spot will execute this action. The first one
|
|
// will build a list of all mace spots in the level and spawn a
|
|
// mace. The rest of the spots will do nothing.
|
|
|
|
void A_SpawnSingleItem(class<Actor> cls, int fail_sp = 0, int fail_co = 0, int fail_dm = 0)
|
|
{
|
|
Actor spot = NULL;
|
|
let state = Level.GetSpotState();
|
|
|
|
if (state != NULL) spot = state.GetRandomSpot(GetClass(), true);
|
|
if (spot == NULL) return;
|
|
|
|
if (!multiplayer && random[SpawnMace]() < fail_sp)
|
|
{ // Sometimes doesn't show up if not in deathmatch
|
|
return;
|
|
}
|
|
|
|
if (multiplayer && !deathmatch && random[SpawnMace]() < fail_co)
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (deathmatch && random[SpawnMace]() < fail_dm)
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (cls == NULL)
|
|
{
|
|
return;
|
|
}
|
|
|
|
let spawned = Spawn(cls, self.Pos, ALLOW_REPLACE);
|
|
|
|
if (spawned)
|
|
{
|
|
// Setting z in two steps is necessary to proper initialize floorz before using it.
|
|
spawned.SetOrigin (spot.Pos, false);
|
|
spawned.SetZ(spawned.floorz);
|
|
// We want this to respawn.
|
|
if (!bDropped)
|
|
{
|
|
spawned.bDropped = false;
|
|
}
|
|
let inv = Inventory(spawned);
|
|
if (inv)
|
|
{
|
|
inv.SpawnPointClass = GetClass();
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
}
|