mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2025-01-25 01:21:21 +00:00
6227906072
some changes to the MAPINFO parser which tried to access the texture manager to check if the level name patches exist. That check had to be moved to where the intermission screen is set up. - Fixed: 'bloodcolor' ignored the first parameter value when given a list of integers. Please note that this creates an incompatibility between old and new versions so if you want to create something that works with both 2.2.0 and current versions better use the string format version for the color parameter! - Rewrote the DECORATE property parser so that the parser is completely separated from the property handlers. This should allow reuse of all the handler code for a new format if Doomscript requires one. - Fixed: PClass::InitializeActorInfo copied too many bytes if a subclass's defaults were larger than the parent's. - Moved A_ChangeFlag to thingdef_codeptr.cpp. - Moved translation related code from thingdef_properties.cpp to r_translate.cpp and rewrote the translation parser to use FScanner instead of strtol. - replaced DECORATE's 'alpha default' by 'defaultalpha' for consistency. Since this was never used outside zdoom.pk3 it's not critical. - Removed support for game specific pickup messages because the only thing this was ever used for - Raven's invulnerability item - has already been split up into a Heretic and Hexen version. SVN r1240 (trunk)
268 lines
6.5 KiB
C++
268 lines
6.5 KiB
C++
/*
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#include "actor.h"
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#include "info.h"
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#include "m_random.h"
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#include "p_local.h"
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#include "p_enemy.h"
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#include "s_sound.h"
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#include "statnums.h"
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#include "a_specialspot.h"
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#include "thingdef/thingdef.h"
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#include "doomstat.h"
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#include "g_level.h"
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*/
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static FRandom pr_brainscream ("BrainScream");
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static FRandom pr_brainexplode ("BrainExplode");
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static FRandom pr_spawnfly ("SpawnFly");
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DEFINE_ACTION_FUNCTION(AActor, A_BrainAwake)
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{
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// killough 3/26/98: only generates sound now
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S_Sound (self, CHAN_VOICE, "brain/sight", 1, ATTN_NONE);
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}
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DEFINE_ACTION_FUNCTION(AActor, A_BrainPain)
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{
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S_Sound (self, CHAN_VOICE, "brain/pain", 1, ATTN_NONE);
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}
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static void BrainishExplosion (fixed_t x, fixed_t y, fixed_t z)
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{
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AActor *boom = Spawn("Rocket", x, y, z, NO_REPLACE);
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if (boom != NULL)
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{
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boom->DeathSound = "misc/brainexplode";
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boom->momz = pr_brainscream() << 9;
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const PClass *cls = PClass::FindClass("BossBrain");
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if (cls != NULL)
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{
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FState *state = cls->ActorInfo->FindState(NAME_Brainexplode);
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if (state != NULL)
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boom->SetState (state);
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}
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boom->effects = 0;
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boom->Damage = 0; // disables collision detection which is not wanted here
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boom->tics -= pr_brainscream() & 7;
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if (boom->tics < 1)
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boom->tics = 1;
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}
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}
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DEFINE_ACTION_FUNCTION(AActor, A_BrainScream)
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{
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fixed_t x;
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for (x = self->x - 196*FRACUNIT; x < self->x + 320*FRACUNIT; x += 8*FRACUNIT)
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{
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BrainishExplosion (x, self->y - 320*FRACUNIT,
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128 + (pr_brainscream() << (FRACBITS + 1)));
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}
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S_Sound (self, CHAN_VOICE, "brain/death", 1, ATTN_NONE);
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}
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DEFINE_ACTION_FUNCTION(AActor, A_BrainExplode)
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{
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fixed_t x = self->x + pr_brainexplode.Random2()*2048;
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fixed_t z = 128 + pr_brainexplode()*2*FRACUNIT;
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BrainishExplosion (x, self->y, z);
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}
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DEFINE_ACTION_FUNCTION(AActor, A_BrainDie)
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{
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// [RH] If noexit, then don't end the level.
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if ((deathmatch || alwaysapplydmflags) && (dmflags & DF_NO_EXIT))
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return;
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G_ExitLevel (0, false);
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}
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DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_BrainSpit)
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{
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DSpotState *state = DSpotState::GetSpotState();
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AActor *targ;
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AActor *spit;
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bool isdefault = false;
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ACTION_PARAM_START(1);
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ACTION_PARAM_CLASS(spawntype, 0);
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// shoot a cube at current target
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targ = state->GetNextInList(PClass::FindClass("BossTarget"), G_SkillProperty(SKILLP_EasyBossBrain));
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if (targ != NULL)
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{
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if (spawntype == NULL)
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{
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spawntype = PClass::FindClass("SpawnShot");
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isdefault = true;
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}
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// spawn brain missile
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spit = P_SpawnMissile (self, targ, spawntype);
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if (spit != NULL)
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{
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spit->target = targ;
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spit->master = self;
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// [RH] Do this correctly for any trajectory. Doom would divide by 0
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// if the target had the same y coordinate as the spitter.
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if ((spit->momx | spit->momy) == 0)
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{
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spit->reactiontime = 0;
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}
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else if (abs(spit->momy) > abs(spit->momx))
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{
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spit->reactiontime = (targ->y - self->y) / spit->momy;
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}
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else
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{
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spit->reactiontime = (targ->x - self->x) / spit->momx;
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}
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// [GZ] Calculates when the projectile will have reached destination
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spit->reactiontime += level.maptime;
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}
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if (!isdefault)
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{
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S_Sound(self, CHAN_WEAPON, self->AttackSound, 1, ATTN_NONE);
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}
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else
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{
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// compatibility fallback
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S_Sound (self, CHAN_WEAPON, "brain/spit", 1, ATTN_NONE);
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}
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}
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}
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static void SpawnFly(AActor *self, const PClass *spawntype, FSoundID sound)
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{
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AActor *newmobj;
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AActor *fog;
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AActor *targ;
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int r;
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// [GZ] Should be more fiable than a countdown...
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if (self->reactiontime > level.maptime)
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return; // still flying
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targ = self->target;
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if (spawntype != NULL)
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{
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fog = Spawn (spawntype, targ->x, targ->y, targ->z, ALLOW_REPLACE);
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if (fog != NULL) S_Sound (fog, CHAN_BODY, sound, 1, ATTN_NORM);
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}
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FName SpawnName;
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if (self->master != NULL)
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{
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FDropItem *di; // di will be our drop item list iterator
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FDropItem *drop; // while drop stays as the reference point.
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int n=0;
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drop = di = self->master->GetDropItems();
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if (di != NULL)
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{
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while (di != NULL)
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{
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if (di->Name != NAME_None)
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{
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if (di->amount < 0) di->amount = 1; // default value is -1, we need a positive value.
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n += di->amount; // this is how we can weight the list.
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di = di->Next;
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}
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}
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di = drop;
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n = pr_spawnfly(n);
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while (n > 0)
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{
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if (di->Name != NAME_None)
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{
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n -= di->amount; // logically, none of the -1 values have survived by now.
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if (n > -1) di = di->Next; // If we get into the negatives, we've reached the end of the list.
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}
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}
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SpawnName = di->Name;
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}
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}
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if (SpawnName == NAME_None)
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{
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const char *type;
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// Randomly select monster to spawn.
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r = pr_spawnfly ();
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// Probability distribution (kind of :),
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// decreasing likelihood.
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if (r < 50) type = "DoomImp";
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else if (r < 90) type = "Demon";
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else if (r < 120) type = "Spectre";
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else if (r < 130) type = "PainElemental";
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else if (r < 160) type = "Cacodemon";
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else if (r < 162) type = "Archvile";
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else if (r < 172) type = "Revenant";
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else if (r < 192) type = "Arachnotron";
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else if (r < 222) type = "Fatso";
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else if (r < 246) type = "HellKnight";
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else type = "BaronOfHell";
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SpawnName = type;
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}
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spawntype = PClass::FindClass(SpawnName);
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if (spawntype != NULL)
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{
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newmobj = Spawn (spawntype, targ->x, targ->y, targ->z, ALLOW_REPLACE);
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if (newmobj != NULL)
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{
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// Make the new monster hate what the boss eye hates
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AActor *eye = self->target;
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if (eye != NULL)
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{
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newmobj->CopyFriendliness (eye, false);
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}
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if (newmobj->SeeState != NULL && P_LookForPlayers (newmobj, true))
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newmobj->SetState (newmobj->SeeState);
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if (!(newmobj->ObjectFlags & OF_EuthanizeMe))
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{
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// telefrag anything in this spot
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P_TeleportMove (newmobj, newmobj->x, newmobj->y, newmobj->z, true);
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}
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}
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}
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// remove self (i.e., cube).
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self->Destroy ();
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}
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DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SpawnFly)
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{
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FSoundID sound;
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ACTION_PARAM_START(1);
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ACTION_PARAM_CLASS(spawntype, 0);
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if (spawntype != NULL)
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{
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sound = GetDefaultByType(spawntype)->SeeSound;
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}
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else
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{
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spawntype = PClass::FindClass ("SpawnFire");
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sound = "brain/spawn";
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}
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SpawnFly(self, spawntype, sound);
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}
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// travelling cube sound
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DEFINE_ACTION_FUNCTION(AActor, A_SpawnSound)
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{
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S_Sound (self, CHAN_BODY, "brain/cube", 1, ATTN_IDLE);
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SpawnFly(self, PClass::FindClass("SpawnFire"), "brain/spawn");
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}
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