2006-02-24 04:48:15 +00:00
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#include "actor.h"
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#include "gi.h"
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#include "m_random.h"
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#include "s_sound.h"
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#include "d_player.h"
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#include "a_action.h"
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#include "p_local.h"
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#include "p_enemy.h"
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#include "a_action.h"
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#include "a_hexenglobal.h"
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static FRandom pr_fpatk ("FPunchAttack");
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void A_FSwordFlames (AActor *);
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// The fighter --------------------------------------------------------------
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FState AFighterPlayer::States[] =
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{
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#define S_FPLAY 0
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S_NORMAL (PLAY, 'A', -1, NULL , NULL),
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#define S_FPLAY_RUN (S_FPLAY+1)
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S_NORMAL (PLAY, 'A', 4, NULL , &States[S_FPLAY_RUN+1]),
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S_NORMAL (PLAY, 'B', 4, NULL , &States[S_FPLAY_RUN+2]),
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S_NORMAL (PLAY, 'C', 4, NULL , &States[S_FPLAY_RUN+3]),
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S_NORMAL (PLAY, 'D', 4, NULL , &States[S_FPLAY_RUN+0]),
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#define S_FPLAY_ATK (S_FPLAY_RUN+4)
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S_NORMAL (PLAY, 'E', 8, NULL , &States[S_FPLAY_ATK+1]),
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S_NORMAL (PLAY, 'F', 8, NULL , &States[S_FPLAY]),
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#define S_FPLAY_PAIN (S_FPLAY_ATK+2)
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S_NORMAL (PLAY, 'G', 4, NULL , &States[S_FPLAY_PAIN+1]),
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S_NORMAL (PLAY, 'G', 4, A_Pain , &States[S_FPLAY]),
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#define S_FPLAY_DIE (S_FPLAY_PAIN+2)
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S_NORMAL (PLAY, 'H', 6, NULL , &States[S_FPLAY_DIE+1]),
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S_NORMAL (PLAY, 'I', 6, A_PlayerScream , &States[S_FPLAY_DIE+2]),
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S_NORMAL (PLAY, 'J', 6, NULL , &States[S_FPLAY_DIE+3]),
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S_NORMAL (PLAY, 'K', 6, NULL , &States[S_FPLAY_DIE+4]),
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S_NORMAL (PLAY, 'L', 6, A_NoBlocking , &States[S_FPLAY_DIE+5]),
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S_NORMAL (PLAY, 'M', 6, NULL , &States[S_FPLAY_DIE+6]),
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S_NORMAL (PLAY, 'N', -1, NULL/*A_AddPlayerCorpse*/, NULL),
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#define S_FPLAY_XDIE (S_FPLAY_DIE+7)
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S_NORMAL (PLAY, 'O', 5, A_PlayerScream , &States[S_FPLAY_XDIE+1]),
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S_NORMAL (PLAY, 'P', 5, A_SkullPop , &States[S_FPLAY_XDIE+2]),
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S_NORMAL (PLAY, 'R', 5, A_NoBlocking , &States[S_FPLAY_XDIE+3]),
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S_NORMAL (PLAY, 'S', 5, NULL , &States[S_FPLAY_XDIE+4]),
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S_NORMAL (PLAY, 'T', 5, NULL , &States[S_FPLAY_XDIE+5]),
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S_NORMAL (PLAY, 'U', 5, NULL , &States[S_FPLAY_XDIE+6]),
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S_NORMAL (PLAY, 'V', 5, NULL , &States[S_FPLAY_XDIE+7]),
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S_NORMAL (PLAY, 'W', -1, NULL/*A_AddPlayerCorpse*/, NULL),
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#define S_FPLAY_ICE (S_FPLAY_XDIE+8)
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S_NORMAL (PLAY, 'X', 5, A_FreezeDeath , &States[S_FPLAY_ICE+1]),
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S_NORMAL (PLAY, 'X', 1, A_FreezeDeathChunks , &States[S_FPLAY_ICE+1]),
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#define S_PLAY_FDTH (S_FPLAY_ICE+2)
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S_BRIGHT (FDTH, 'G', 5, NULL , &States[S_PLAY_FDTH+1]),
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S_BRIGHT (FDTH, 'H', 4, A_PlayerScream , &States[S_PLAY_FDTH+2]),
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S_BRIGHT (FDTH, 'I', 5, NULL , &States[S_PLAY_FDTH+3]),
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S_BRIGHT (FDTH, 'J', 4, NULL , &States[S_PLAY_FDTH+4]),
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S_BRIGHT (FDTH, 'K', 5, NULL , &States[S_PLAY_FDTH+5]),
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S_BRIGHT (FDTH, 'L', 4, NULL , &States[S_PLAY_FDTH+6]),
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S_BRIGHT (FDTH, 'M', 5, NULL , &States[S_PLAY_FDTH+7]),
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S_BRIGHT (FDTH, 'N', 4, NULL , &States[S_PLAY_FDTH+8]),
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S_BRIGHT (FDTH, 'O', 5, NULL , &States[S_PLAY_FDTH+9]),
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S_BRIGHT (FDTH, 'P', 4, NULL , &States[S_PLAY_FDTH+10]),
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S_BRIGHT (FDTH, 'Q', 5, NULL , &States[S_PLAY_FDTH+11]),
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S_BRIGHT (FDTH, 'R', 4, NULL , &States[S_PLAY_FDTH+12]),
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S_BRIGHT (FDTH, 'S', 5, A_NoBlocking , &States[S_PLAY_FDTH+13]),
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S_BRIGHT (FDTH, 'T', 4, NULL , &States[S_PLAY_FDTH+14]),
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S_BRIGHT (FDTH, 'U', 5, NULL , &States[S_PLAY_FDTH+15]),
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S_BRIGHT (FDTH, 'V', 4, NULL , &States[S_PLAY_FDTH+16]),
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S_NORMAL (ACLO, 'E', 35, A_CheckBurnGone , &States[S_PLAY_FDTH+16]),
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S_NORMAL (ACLO, 'E', 8, NULL , NULL),
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#define S_PLAY_F_FDTH (S_PLAY_FDTH+18)
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S_BRIGHT (FDTH, 'A', 5, A_FireScream , &States[S_PLAY_F_FDTH+1]),
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S_BRIGHT (FDTH, 'B', 4, NULL , &States[S_PLAY_FDTH]),
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};
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IMPLEMENT_ACTOR (AFighterPlayer, Hexen, -1, 0)
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PROP_SpawnHealth (100)
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PROP_RadiusFixed (16)
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PROP_HeightFixed (64)
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PROP_Mass (100)
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PROP_PainChance (255)
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PROP_SpeedFixed (1)
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2006-06-03 12:30:11 +00:00
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PROP_RadiusdamageFactor(FRACUNIT/4)
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2006-02-24 04:48:15 +00:00
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PROP_Flags (MF_SOLID|MF_SHOOTABLE|MF_DROPOFF|MF_PICKUP|MF_NOTDMATCH|MF_FRIENDLY)
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PROP_Flags2 (MF2_WINDTHRUST|MF2_FLOORCLIP|MF2_SLIDE|MF2_PASSMOBJ|MF2_TELESTOMP|MF2_PUSHWALL)
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PROP_Flags3 (MF3_NOBLOCKMONST)
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PROP_Flags4 (MF4_NOSKIN)
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PROP_SpawnState (S_FPLAY)
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PROP_SeeState (S_FPLAY_RUN)
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PROP_PainState (S_FPLAY_PAIN)
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PROP_MissileState (S_FPLAY_ATK)
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2006-07-16 10:23:14 +00:00
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PROP_MeleeState (S_FPLAY_ATK)
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2006-02-24 04:48:15 +00:00
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PROP_DeathState (S_FPLAY_DIE)
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PROP_XDeathState (S_FPLAY_XDIE)
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PROP_BDeathState (S_PLAY_F_FDTH)
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PROP_IDeathState (S_FPLAY_ICE)
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2006-07-13 10:17:56 +00:00
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// [GRB]
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PROP_PlayerPawn_JumpZ (FRACUNIT*39/4) // ~9.75
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PROP_PlayerPawn_ViewHeight (48*FRACUNIT)
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PROP_PlayerPawn_ForwardMove1 (FRACUNIT * 0x1d / 0x19)
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PROP_PlayerPawn_ForwardMove2 (FRACUNIT * 0x3c / 0x32)
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PROP_PlayerPawn_SideMove1 (FRACUNIT * 0x1b / 0x18)
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PROP_PlayerPawn_SideMove2 (FRACUNIT * 0x3b / 0x28) // The fighter is a very fast strafer when running!
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PROP_PlayerPawn_ColorRange (246, 254)
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PROP_PlayerPawn_SpawnMask (MTF_FIGHTER)
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PROP_PlayerPawn_DisplayName ("Fighter")
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PROP_PlayerPawn_SoundClass ("fighter")
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PROP_PlayerPawn_ScoreIcon ("FITEFACE")
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2006-02-24 04:48:15 +00:00
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PROP_PainSound ("PlayerFighterPain")
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END_DEFAULTS
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void AFighterPlayer::GiveDefaultInventory ()
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{
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2006-07-13 10:17:56 +00:00
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Super::GiveDefaultInventory ();
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if (!Inventory)
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{
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player->ReadyWeapon = player->PendingWeapon = static_cast<AWeapon *>
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(GiveInventoryType (PClass::FindClass ("FWeapFist")));
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}
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2006-02-24 04:48:15 +00:00
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GiveInventoryType (RUNTIME_CLASS(AHexenArmor));
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AHexenArmor *armor = FindInventory<AHexenArmor>();
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armor->Slots[4] = 15*FRACUNIT;
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armor->SlotsIncrement[0] = 25*FRACUNIT;
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armor->SlotsIncrement[1] = 20*FRACUNIT;
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armor->SlotsIncrement[2] = 15*FRACUNIT;
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armor->SlotsIncrement[3] = 5*FRACUNIT;
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}
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// --- Fighter Weapons ------------------------------------------------------
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//============================================================================
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//
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// AdjustPlayerAngle
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//
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//============================================================================
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#define MAX_ANGLE_ADJUST (5*ANGLE_1)
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void AdjustPlayerAngle (AActor *pmo)
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{
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angle_t angle;
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int difference;
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angle = R_PointToAngle2 (pmo->x, pmo->y, linetarget->x, linetarget->y);
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difference = (int)angle - (int)pmo->angle;
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if (abs(difference) > MAX_ANGLE_ADJUST)
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{
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if (difference > 0)
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{
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pmo->angle += MAX_ANGLE_ADJUST;
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}
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else
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{
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pmo->angle -= MAX_ANGLE_ADJUST;
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}
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}
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else
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{
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pmo->angle = angle;
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}
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}
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// Fist (first weapon) ------------------------------------------------------
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void A_FPunchAttack (AActor *actor);
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class AFWeapFist : public AFighterWeapon
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{
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DECLARE_ACTOR (AFWeapFist, AFighterWeapon)
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};
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FState AFWeapFist::States[] =
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{
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#define S_PUNCHREADY 0
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S_NORMAL (FPCH, 'A', 1, A_WeaponReady , &States[S_PUNCHREADY]),
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#define S_PUNCHDOWN (S_PUNCHREADY+1)
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S_NORMAL (FPCH, 'A', 1, A_Lower , &States[S_PUNCHDOWN]),
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#define S_PUNCHUP (S_PUNCHDOWN+1)
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S_NORMAL (FPCH, 'A', 1, A_Raise , &States[S_PUNCHUP]),
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#define S_PUNCHATK1 (S_PUNCHUP+1)
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S_NORMAL2(FPCH, 'B', 5, NULL , &States[S_PUNCHATK1+1], 5, 40),
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S_NORMAL2(FPCH, 'C', 4, NULL , &States[S_PUNCHATK1+2], 5, 40),
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S_NORMAL2(FPCH, 'D', 4, A_FPunchAttack , &States[S_PUNCHATK1+3], 5, 40),
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S_NORMAL2(FPCH, 'C', 4, NULL , &States[S_PUNCHATK1+4], 5, 40),
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S_NORMAL2(FPCH, 'B', 5, A_ReFire , &States[S_PUNCHREADY], 5, 40),
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#define S_PUNCHATK2 (S_PUNCHATK1+5)
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S_NORMAL2(FPCH, 'D', 4, NULL , &States[S_PUNCHATK2+1], 5, 40),
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S_NORMAL2(FPCH, 'E', 4, NULL , &States[S_PUNCHATK2+2], 5, 40),
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S_NORMAL2(FPCH, 'E', 1, NULL , &States[S_PUNCHATK2+3], 15, 50),
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S_NORMAL2(FPCH, 'E', 1, NULL , &States[S_PUNCHATK2+4], 25, 60),
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S_NORMAL2(FPCH, 'E', 1, NULL , &States[S_PUNCHATK2+5], 35, 70),
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S_NORMAL2(FPCH, 'E', 1, NULL , &States[S_PUNCHATK2+6], 45, 80),
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S_NORMAL2(FPCH, 'E', 1, NULL , &States[S_PUNCHATK2+7], 55, 90),
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S_NORMAL2(FPCH, 'E', 1, NULL , &States[S_PUNCHATK2+8], 65, 100),
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S_NORMAL2(FPCH, 'E', 10, NULL , &States[S_PUNCHREADY], 0, 150)
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};
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IMPLEMENT_ACTOR (AFWeapFist, Hexen, -1, 0)
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2006-05-13 12:41:15 +00:00
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PROP_Flags5 (MF5_BLOODSPLATTER)
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2006-02-24 04:48:15 +00:00
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PROP_Weapon_SelectionOrder (3400)
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PROP_Weapon_Flags (WIF_BOT_MELEE)
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PROP_Weapon_UpState (S_PUNCHUP)
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PROP_Weapon_DownState (S_PUNCHDOWN)
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PROP_Weapon_ReadyState (S_PUNCHREADY)
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PROP_Weapon_AtkState (S_PUNCHATK1)
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PROP_Weapon_HoldAtkState (S_PUNCHATK1)
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PROP_Weapon_Kickback (150)
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END_DEFAULTS
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// Punch puff ---------------------------------------------------------------
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class APunchPuff : public AActor
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{
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DECLARE_ACTOR (APunchPuff, AActor)
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public:
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void BeginPlay ();
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};
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FState APunchPuff::States[] =
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{
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S_NORMAL (FHFX, 'S', 4, NULL , &States[1]),
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S_NORMAL (FHFX, 'T', 4, NULL , &States[2]),
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S_NORMAL (FHFX, 'U', 4, NULL , &States[3]),
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S_NORMAL (FHFX, 'V', 4, NULL , &States[4]),
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S_NORMAL (FHFX, 'W', 4, NULL , NULL)
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};
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IMPLEMENT_ACTOR (APunchPuff, Hexen, -1, 0)
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PROP_Flags (MF_NOBLOCKMAP|MF_NOGRAVITY)
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PROP_Flags3 (MF3_PUFFONACTORS)
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PROP_RenderStyle (STYLE_Translucent)
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PROP_Alpha (HX_SHADOW)
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PROP_SpawnState (0)
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PROP_SeeSound ("FighterPunchHitThing")
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PROP_AttackSound ("FighterPunchHitWall")
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PROP_ActiveSound ("FighterPunchMiss")
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END_DEFAULTS
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void APunchPuff::BeginPlay ()
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{
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Super::BeginPlay ();
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momz = FRACUNIT;
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}
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//============================================================================
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//
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// A_FPunchAttack
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//
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//============================================================================
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void A_FPunchAttack (AActor *actor)
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{
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angle_t angle;
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int damage;
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int slope;
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fixed_t power;
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int i;
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player_t *player;
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2006-05-10 02:40:43 +00:00
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const PClass *pufftype;
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2006-02-24 04:48:15 +00:00
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if (NULL == (player = actor->player))
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{
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return;
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}
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APlayerPawn *pmo = player->mo;
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damage = 40+(pr_fpatk()&15);
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power = 2*FRACUNIT;
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pufftype = RUNTIME_CLASS(APunchPuff);
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for (i = 0; i < 16; i++)
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{
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angle = pmo->angle + i*(ANG45/16);
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slope = P_AimLineAttack (pmo, angle, 2*MELEERANGE);
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if (linetarget)
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{
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pmo->special1++;
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if (pmo->special1 == 3)
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{
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damage <<= 1;
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power = 6*FRACUNIT;
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pufftype = RUNTIME_CLASS(AHammerPuff);
|
|
|
|
}
|
|
|
|
P_LineAttack (pmo, angle, 2*MELEERANGE, slope, damage, MOD_HIT, pufftype);
|
|
|
|
if (linetarget->flags3&MF3_ISMONSTER || linetarget->player)
|
|
|
|
{
|
|
|
|
P_ThrustMobj (linetarget, angle, power);
|
|
|
|
}
|
|
|
|
AdjustPlayerAngle (pmo);
|
|
|
|
goto punchdone;
|
|
|
|
}
|
|
|
|
angle = pmo->angle-i * (ANG45/16);
|
|
|
|
slope = P_AimLineAttack (pmo, angle, 2*MELEERANGE);
|
|
|
|
if (linetarget)
|
|
|
|
{
|
|
|
|
pmo->special1++;
|
|
|
|
if (pmo->special1 == 3)
|
|
|
|
{
|
|
|
|
damage <<= 1;
|
|
|
|
power = 6*FRACUNIT;
|
|
|
|
pufftype = RUNTIME_CLASS(AHammerPuff);
|
|
|
|
}
|
|
|
|
P_LineAttack (pmo, angle, 2*MELEERANGE, slope, damage, MOD_HIT, pufftype);
|
|
|
|
if (linetarget->flags3&MF3_ISMONSTER || linetarget->player)
|
|
|
|
{
|
|
|
|
P_ThrustMobj (linetarget, angle, power);
|
|
|
|
}
|
|
|
|
AdjustPlayerAngle (pmo);
|
|
|
|
goto punchdone;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
// didn't find any creatures, so try to strike any walls
|
|
|
|
pmo->special1 = 0;
|
|
|
|
|
|
|
|
angle = pmo->angle;
|
|
|
|
slope = P_AimLineAttack (pmo, angle, MELEERANGE);
|
|
|
|
P_LineAttack (pmo, angle, MELEERANGE, slope, damage, MOD_HIT, pufftype);
|
|
|
|
|
|
|
|
punchdone:
|
|
|
|
if (pmo->special1 == 3)
|
|
|
|
{
|
|
|
|
pmo->special1 = 0;
|
|
|
|
P_SetPsprite (player, ps_weapon, &AFWeapFist::States[S_PUNCHATK2]);
|
|
|
|
S_Sound (pmo, CHAN_VOICE, "*fistgrunt", 1, ATTN_NORM);
|
|
|
|
}
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
// Radius armor boost
|
|
|
|
bool AFighterPlayer::DoHealingRadius (APlayerPawn *other)
|
|
|
|
{
|
|
|
|
bool gotSome = false;
|
|
|
|
|
|
|
|
for (int i = 0; i < 4; ++i)
|
|
|
|
{
|
2006-07-16 09:10:45 +00:00
|
|
|
AHexenArmor *armor = Spawn<AHexenArmor> (0,0,0, NO_REPLACE);
|
2006-04-11 08:36:23 +00:00
|
|
|
armor->health = i;
|
|
|
|
armor->Amount = 1;
|
2006-02-24 04:48:15 +00:00
|
|
|
if (!armor->TryPickup (player->mo))
|
|
|
|
{
|
|
|
|
armor->Destroy ();
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
gotSome = true;
|
|
|
|
}
|
|
|
|
}
|
2006-06-03 12:30:11 +00:00
|
|
|
if (gotSome)
|
|
|
|
{
|
2006-02-24 04:48:15 +00:00
|
|
|
S_Sound (other, CHAN_AUTO, "MysticIncant", 1, ATTN_NORM);
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
// Fighter Weapon Base Class ------------------------------------------------
|
|
|
|
|
2006-07-03 09:07:56 +00:00
|
|
|
IMPLEMENT_STATELESS_ACTOR (AFighterWeapon, Hexen, -1, 0)
|
|
|
|
PROP_Weapon_Kickback (150)
|
|
|
|
END_DEFAULTS
|
2006-02-24 04:48:15 +00:00
|
|
|
|
|
|
|
bool AFighterWeapon::TryPickup (AActor *toucher)
|
|
|
|
{
|
|
|
|
// The Doom and Hexen players are not excluded from pickup in case
|
|
|
|
// somebody wants to use these weapons with either of those games.
|
|
|
|
if (toucher->IsKindOf (RUNTIME_CLASS(AClericPlayer)) ||
|
|
|
|
toucher->IsKindOf (RUNTIME_CLASS(AMagePlayer)))
|
2006-06-03 12:30:11 +00:00
|
|
|
{ // Wrong class, but try to pick up for mana
|
|
|
|
if (ShouldStay())
|
|
|
|
{ // Can't pick up weapons for other classes in coop netplay
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
bool gaveSome = (NULL != AddAmmo (toucher, AmmoType1, AmmoGive1));
|
|
|
|
gaveSome |= (NULL != AddAmmo (toucher, AmmoType2, AmmoGive2));
|
|
|
|
if (gaveSome)
|
|
|
|
{
|
|
|
|
GoAwayAndDie ();
|
|
|
|
}
|
|
|
|
return gaveSome;
|
|
|
|
}
|
|
|
|
return Super::TryPickup (toucher);
|
2006-02-24 04:48:15 +00:00
|
|
|
}
|