gzdoom/wadsrc/static/zscript/strife/strifefunctions.txt

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// common Strife action functions that are used by multiple different actors
extend class Actor
{
//============================================================================
void A_FLoopActiveSound()
{
if (ActiveSound != 0 && !(level.time & 7))
{
A_PlaySound (ActiveSound, CHAN_VOICE);
}
}
void A_LoopActiveSound()
{
A_PlaySound(ActiveSound, CHAN_VOICE, 1, true);
}
//============================================================================
//
//
//
//============================================================================
void A_Countdown()
{
if (--reactiontime <= 0)
{
ExplodeMissile ();
bSkullFly = false;
}
}
//============================================================================
//
// A_ClearSoundTarget
//
//============================================================================
void A_ClearSoundTarget()
{
CurSector.SoundTarget = null;
for (Actor mo = CurSector.thinglist; mo != null; mo = mo.snext)
{
mo.LastHeard = null;
}
}
//==========================================================================
//
// A_TossGib
//
//==========================================================================
void A_TossGib()
{
class <Actor> gibtype;
if (bNoBlood) gibtype = "Junk";
else gibtype = "Meat";
Actor gib = Spawn (gibtype, pos + (0,0,24), ALLOW_REPLACE);
if (gib == null)
{
return;
}
gib.Angle = random[GibTosser]() * (360 / 256.f);
gib.VelFromAngle(random[GibTosser]() & 15);
gib.Vel.Z = random[GibTosser]() & 15;
}
//==========================================================================
//
//
//
//==========================================================================
void A_ShootGun()
{
if (!target) return;
A_PlaySound ("monsters/rifle", CHAN_WEAPON);
A_FaceTarget ();
double pitch = AimLineAttack (angle, MISSILERANGE);
LineAttack (Angle + Random2[ShootGun]() * (11.25 / 256), MISSILERANGE, pitch, 3*(random[ShootGun]() % 5 + 1), 'Hitscan', "StrifePuff");
}
//==========================================================================
//
//
//
//==========================================================================
void A_SetShadow()
{
bShadow = true;
A_SetRenderStyle(HR_SHADOW, STYLE_Translucent);
}
void A_ClearShadow()
{
bShadow = false;
A_SetRenderStyle(1, STYLE_Normal);
}
//==========================================================================
//
//
//
//==========================================================================
void A_GetHurt()
{
bInCombat = true;
if ((random[HurtMe]() % 5) == 0)
{
A_PlaySound (PainSound, CHAN_VOICE);
health--;
}
if (health <= 0)
{
Die (target, target);
}
}
//==========================================================================
//
//
//
//==========================================================================
void A_DropFire()
{
Actor drop = Spawn("FireDroplet", pos + (0,0,24), ALLOW_REPLACE);
drop.Vel.Z = -1.;
A_Explode(64, 64, XF_NOSPLASH, damagetype: 'Fire');
}
//==========================================================================
//
//
//
//==========================================================================
void A_RemoveForceField()
{
bSpecial = false;
CurSector.RemoveForceField();
}
//==========================================================================
//
//
//
//==========================================================================
void A_AlertMonsters(double maxdist = 0, int flags = 0)
{
Actor target = null;
Actor emitter = self;
if (player != null || (Flags & AMF_TARGETEMITTER))
{
target = self;
}
else if (target != null && (self.target.player != null || (Flags & AMF_TARGETNONPLAYER)))
{
target = self.target;
}
if (Flags & AMF_EMITFROMTARGET) emitter = target;
if (target != null && emitter != null)
{
emitter.SoundAlert(target, false, maxdist);
}
}
//============================================================================
//
// A_RocketInFlight
//
//============================================================================
void A_RocketInFlight()
{
A_PlaySound ("misc/missileinflight", CHAN_VOICE);
SpawnPuff ("MiniMissilePuff", Pos, Angle - 180, Angle - 180, 2, PF_HITTHING);
Actor trail = Spawn("RocketTrail", Vec3Offset(-Vel.X, -Vel.Y, 0.), ALLOW_REPLACE);
if (trail != null)
{
trail.Vel.Z = 1;
}
}
}