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

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extend class Actor
{
void A_Bang4Cloud()
{
double xo = (random[Bang4Cloud]() & 3) * (10. / 64);
double yo = (random[Bang4Cloud]() & 3) * (10. / 64);
Spawn("Bang4Cloud", Vec3Offset(xo, yo, 0.), ALLOW_REPLACE);
}
void A_GiveQuestItem(int questitem)
{
// Give one of these quest items to every player in the game
if (questitem >= 0)
{
String itemname = "QuestItem" .. questitem;
class<Inventory> item = itemname;
if (item != null)
{
for (int i = 0; i < MAXPLAYERS; ++i)
{
if (playeringame[i])
{
players[i].mo.GiveInventoryType(item);
}
}
}
}
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String msgid = "$TXT_QUEST_" .. questitem;
String msg = StringTable.Localize(msgid);
if (msg != msgid) // if both are identical there was no message of this name in the stringtable.
{
Console.MidPrint ("SmallFont", msg);
}
}
}
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// A Cloud used for various explosions --------------------------------------
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// This actor has no direct equivalent in strife. To create this, Strife
// spawned a spark and then changed its state to that of this explosion
// cloud. Weird.
class Bang4Cloud : Actor
{
Default
{
+NOBLOCKMAP
+NOGRAVITY
+ZDOOMTRANS
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RenderStyle "Add";
VSpeed 1;
}
States
{
Spawn:
BNG4 BCDEFGHIJKLMN 3 Bright;
Stop;
}
}
// Piston -------------------------------------------------------------------
class Piston : Actor
{
Default
{
Health 100;
Speed 16;
Radius 20;
Height 76;
Mass 10000000;
+SOLID
+SHOOTABLE
+NOBLOOD
+FLOORCLIP
+INCOMBAT
DeathSound "misc/explosion";
}
States
{
Spawn:
PSTN AB 8;
Loop;
Death:
PSTN A 4 Bright A_Scream;
PSTN B 4 Bright A_NoBlocking;
PSTN C 4 Bright A_GiveQuestItem(16);
PSTN D 4 Bright A_Bang4Cloud;
PSTN E 4 Bright A_TossGib;
PSTN F 4 Bright;
PSTN G 4 Bright A_Bang4Cloud;
PSTN H 4;
PSTN I -1;
Stop;
}
}
// Computer -----------------------------------------------------------------
class Computer : Actor
{
Default
{
Health 80;
Speed 27;
Radius 26;
Height 128;
Mass 10000000;
+SOLID
+SHOOTABLE
+NOBLOOD
+FLOORCLIP
+INCOMBAT
DeathSound "misc/explosion";
}
States
{
Spawn:
SECR ABCD 4 Bright;
Loop;
Death:
SECR E 5 Bright A_Bang4Cloud;
SECR F 5 Bright A_NoBlocking;
SECR G 5 Bright A_GiveQuestItem(27);
SECR H 5 Bright A_TossGib;
SECR I 5 Bright A_Bang4Cloud;
SECR J 5;
SECR K 5 A_Bang4Cloud;
SECR L 5;
SECR M 5 A_Bang4Cloud;
SECR N 5;
SECR O 5 A_Bang4Cloud;
SECR P -1;
Stop;
}
}
// Power Crystal ------------------------------------------------------------
class PowerCrystal : Actor
{
Default
{
Health 50;
Speed 14;
Radius 20;
Height 16;
Mass 99999999;
+SOLID
+SHOOTABLE
+NOGRAVITY
+NOBLOOD
+FLOORCLIP
DeathSound "misc/explosion";
ActiveSound "misc/reactor";
}
States
{
Spawn:
CRYS A 16 A_LoopActiveSound;
CRYS B 5 A_LoopActiveSound;
CRYS CDEF 4 A_LoopActiveSound;
Loop;
Death:
BOOM A 0 Bright A_Scream;
BOOM A 1 Bright A_Explode512;
BOOM B 3 Bright A_GiveQuestItem(14);
BOOM C 2 Bright A_LightGoesOut;
BOOM D 3 Bright A_Bang4Cloud;
BOOM EF 3 Bright;
BOOM G 3 Bright A_Bang4Cloud;
BOOM H 1 Bright A_Explode512;
BOOM I 3 Bright;
BOOM JKL 3 Bright A_Bang4Cloud;
BOOM MN 3 Bright;
BOOM O 3 Bright A_Bang4Cloud;
BOOM PQRST 3 Bright;
BOOM U 3 Bright A_ExtraLightOff;
BOOM VWXY 3 Bright;
Stop;
}
// PowerCrystal -------------------------------------------------------------------
void A_ExtraLightOff()
{
if (target != NULL && target.player != NULL)
{
target.player.extralight = 0;
}
}
void A_Explode512()
{
A_Explode(512, 512);
if (target != NULL && target.player != NULL)
{
target.player.extralight = 5;
}
A_SetRenderStyle(1, STYLE_Add);
}
void A_LightGoesOut()
{
sector sec = CurSector;
sec.Flags |= Sector.SECF_SILENTMOVE;
sec.lightlevel = 0;
// Do this right with proper checks instead of just hacking the floor height.
Floor.CreateFloor(sec, Floor.floorLowerToLowest, null, 65536.);
for (int i = 0; i < 8; ++i)
{
Actor foo = Spawn("Rubble1", Pos, ALLOW_REPLACE);
if (foo != NULL)
{
int t = random[LightOut]() & 15;
foo.Vel.X = t - (random[LightOut]() & 7);
foo.Vel.Y = random2[LightOut]() & 7;
foo.Vel.Z = 7 + (random[LightOut]() & 3);
}
}
}
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}