mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-16 09:31:14 +00:00
a210aaea3e
DamageMobj can destroy the damaged actor if the death state sequence has zero duration. But Actor.target is a garbage collected member variable, i.e. it will be null, once the actor it points to gets destroyed. This was originally done correctly in the C++ code but during the scriptification all those 'AActor *target = self->target' lines were removed because they looked redundant, but were not.
236 lines
4.2 KiB
Text
236 lines
4.2 KiB
Text
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// Dirt clump (spawned by spike) --------------------------------------------
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class DirtClump : Actor
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{
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Default
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{
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+NOBLOCKMAP
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+NOTELEPORT
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}
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States
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{
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Spawn:
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TSPK C 20;
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Loop;
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}
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}
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// Spike (thrust floor) -----------------------------------------------------
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class ThrustFloor : Actor
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{
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Default
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{
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Radius 20;
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Height 128;
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}
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States
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{
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ThrustRaising:
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TSPK A 2 A_ThrustRaise;
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Loop;
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BloodThrustRaising:
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TSPK B 2 A_ThrustRaise;
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Loop;
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ThrustLower:
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TSPK A 2 A_ThrustLower;
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Loop;
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BloodThrustLower:
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TSPK B 2 A_ThrustLower;
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Loop;
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ThrustInit1:
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TSPK A 3;
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TSPK A 4 A_ThrustInitDn;
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TSPK A -1;
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Loop;
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BloodThrustInit1:
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TSPK B 3;
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TSPK B 4 A_ThrustInitDn;
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TSPK B -1;
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Loop;
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ThrustInit2:
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TSPK A 3;
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TSPK A 4 A_ThrustInitUp;
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TSPK A 10;
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Loop;
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BloodThrustInit2:
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TSPK B 3;
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TSPK B 4 A_ThrustInitUp;
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TSPK B 10;
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Loop;
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ThrustRaise:
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TSPK A 8 A_ThrustRaise;
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TSPK A 6 A_ThrustRaise;
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TSPK A 4 A_ThrustRaise;
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TSPK A 3 A_SetSolid;
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TSPK A 2 A_ThrustImpale;
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Loop;
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BloodThrustRaise:
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TSPK B 8 A_ThrustRaise;
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TSPK B 6 A_ThrustRaise;
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TSPK B 4 A_ThrustRaise;
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TSPK B 3 A_SetSolid;
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TSPK B 2 A_ThrustImpale;
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Loop;
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}
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override void Activate (Actor activator)
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{
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if (args[0] == 0)
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{
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A_PlaySound ("ThrustSpikeLower", CHAN_BODY);
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bInvisible = false;
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if (args[1])
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SetStateLabel("BloodThrustRaise");
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else
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SetStateLabel("ThrustRaise");
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}
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}
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override void Deactivate (Actor activator)
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{
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if (args[0] == 1)
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{
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A_PlaySound ("ThrustSpikeRaise", CHAN_BODY);
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if (args[1])
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SetStateLabel("BloodThrustLower");
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else
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SetStateLabel("ThrustLower");
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}
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}
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//===========================================================================
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//
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// Thrust floor stuff
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//
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// Thrust Spike Variables
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// master pointer to dirt clump actor
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// special2 speed of raise
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// args[0] 0 = lowered, 1 = raised
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// args[1] 0 = normal, 1 = bloody
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//===========================================================================
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void A_ThrustInitUp()
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{
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special2 = 5; // Raise speed
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args[0] = 1; // Mark as up
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Floorclip = 0;
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bSolid = true;
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bNoTeleport = true;
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bFloorClip = true;
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special1 = 0;
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}
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void A_ThrustInitDn()
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{
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special2 = 5; // Raise speed
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args[0] = 0; // Mark as down
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Floorclip = Default.Height;
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bSolid = false;
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bNoTeleport = true;
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bFloorClip = true;
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bInvisible = true;
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master = Spawn("DirtClump", Pos, ALLOW_REPLACE);
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}
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void A_ThrustRaise()
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{
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if (RaiseMobj (special2))
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{ // Reached it's target height
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args[0] = 1;
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if (args[1])
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SetStateLabel ("BloodThrustInit2", true);
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else
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SetStateLabel ("ThrustInit2", true);
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}
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// Lose the dirt clump
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if ((Floorclip < Height) && master)
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{
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master.Destroy ();
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master = null;
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}
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// Spawn some dirt
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if (random[Thrustraise]()<40)
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SpawnDirt (radius);
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special2++; // Increase raise speed
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}
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void A_ThrustLower()
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{
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if (SinkMobj (6))
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{
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args[0] = 0;
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if (args[1])
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SetStateLabel ("BloodThrustInit1", true);
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else
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SetStateLabel ("ThrustInit1", true);
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}
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}
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void A_ThrustImpale()
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{
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BlockThingsIterator it = BlockThingsIterator.Create(self);
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while (it.Next())
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{
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let targ = it.thing;
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double blockdist = radius + it.thing.radius;
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if (abs(targ.pos.x - it.Position.X) >= blockdist || abs(targ.pos.y - it.Position.Y) >= blockdist)
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continue;
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// Q: Make this z-aware for everything? It never was before.
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if (targ.pos.z + targ.height < pos.z || targ.pos.z > pos.z + height)
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{
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if (CurSector.PortalGroup != targ.CurSector.PortalGroup)
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continue;
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}
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if (!targ.bShootable)
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continue;
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if (targ == self)
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continue; // don't clip against self
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int newdam = targ.DamageMobj (self, self, 10001, 'Crush');
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targ.TraceBleed (newdam > 0 ? newdam : 10001, null);
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args[1] = 1; // Mark thrust thing as bloody
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}
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}
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}
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// Spike up -----------------------------------------------------------------
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class ThrustFloorUp : ThrustFloor
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{
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Default
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{
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+SOLID
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+NOTELEPORT +FLOORCLIP
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}
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States
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{
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Spawn:
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Goto ThrustInit2;
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}
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}
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// Spike down ---------------------------------------------------------------
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class ThrustFloorDown : ThrustFloor
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{
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Default
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{
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+NOTELEPORT +FLOORCLIP
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+INVISIBLE
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}
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States
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{
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Spawn:
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Goto ThrustInit1;
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}
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}
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