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* Updated to ZDoom 4023:
- Added bright flags to the scripted marines' BFG and railgun attacks. - Added a flag to A_M_Refire to ignore the actor's missile state, so the rocket marine will not continue to punch air if it starts attacking while its target is in melee range and then moves out of it. - Do not use the muzzle flash player sprites for the scripted marines' melee attacks. - Slow down the scripted marines' rocket attack and speed up the plasma attack to better reflect the speeds of the equivalent player weapons. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@1504 b0f79afe-0144-0410-b225-9a4edf0717df
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fcc18d3cd2
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3 changed files with 19 additions and 14 deletions
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@ -153,8 +153,11 @@ void AScriptedMarine::Tick ()
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//
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//============================================================================
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DEFINE_ACTION_FUNCTION(AActor, A_M_Refire)
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DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_M_Refire)
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{
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ACTION_PARAM_START(1);
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ACTION_PARAM_BOOL(ignoremissile, 0);
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if (self->target == NULL || self->target->health <= 0)
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{
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if (self->MissileState && pr_m_refire() < 160)
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@ -167,7 +170,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_M_Refire)
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self->SetState (self->state + 1);
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return;
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}
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if ((self->MissileState == NULL && !self->CheckMeleeRange ()) ||
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if (((ignoremissile || self->MissileState == NULL) && !self->CheckMeleeRange ()) ||
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!P_CheckSight (self, self->target) ||
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pr_m_refire() < 4) // Small chance of stopping even when target not dead
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{
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@ -3,5 +3,5 @@
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// This file was automatically generated by the
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// updaterevision tool. Do not edit by hand.
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#define ZD_SVN_REVISION_STRING "4019"
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#define ZD_SVN_REVISION_NUMBER 4019
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#define ZD_SVN_REVISION_STRING "4023"
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#define ZD_SVN_REVISION_NUMBER 4023
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@ -18,7 +18,7 @@ ACTOR ScriptedMarine 9100 native
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DeathSound "*death"
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PainSound "*pain50"
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action native A_M_Refire ();
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action native A_M_Refire (bool ignoremissile=false);
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action native A_M_CheckAttack ();
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action native A_MarineChase ();
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action native A_MarineLook ();
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@ -55,24 +55,24 @@ ACTOR ScriptedMarine 9100 native
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Melee.Fist:
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PLAY E 4 A_FaceTarget
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PLAY F 4 A_M_Punch(1)
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PLAY E 4 A_M_Punch(1)
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PLAY A 9
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PLAY A 0 A_M_Refire
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PLAY A 0 A_M_Refire(1)
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Loop
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PLAY A 5 A_FaceTarget
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Goto See
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Melee.Berserk:
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PLAY E 4 A_FaceTarget
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PLAY F 4 A_M_Punch(10)
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PLAY E 4 A_M_Punch(10)
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PLAY A 9
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PLAY A 0 A_M_Refire
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PLAY A 0 A_M_Refire(1)
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Loop
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PLAY A 5 A_FaceTarget
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Goto See
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Melee.Chainsaw:
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PLAY E 4 A_MarineNoise
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PLAY F 4 BRIGHT A_M_Saw
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PLAY F 0 A_M_SawRefire
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PLAY E 4 A_M_Saw
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PLAY E 0 A_M_SawRefire
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goto Melee.Chainsaw+1
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PLAY A 0
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Goto See
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@ -116,25 +116,27 @@ ACTOR ScriptedMarine 9100 native
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Missile.Rocket:
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PLAY E 8
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PLAY F 6 BRIGHT A_M_FireMissile
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PLAY E 6
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PLAY A 0 A_M_Refire
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Loop
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PLAY A 0
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Goto See
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Missile.Plasma:
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PLAY E 2 A_FaceTarget
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PLAY E 0 A_FaceTarget
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PLAY F 3 BRIGHT A_M_FirePlasma
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PLAY A 0 A_M_Refire
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Loop
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Goto Missile.Plasma+1
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PLAY A 0
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Goto See
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Missile.Railgun:
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PLAY E 4 A_M_CheckAttack
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PLAY F 6 A_M_FireRailgun
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PLAY F 6 BRIGHT A_M_FireRailgun
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Goto See
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Missile.BFG:
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PLAY E 5 A_M_BFGSound
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PLAY EEEEE 5 A_FaceTarget
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PLAY F 6 A_M_FireBFG
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PLAY F 6 BRIGHT A_M_FireBFG
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PLAY A 4 A_FaceTarget
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PLAY A 0 A_M_Refire
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Loop
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