mirror of
https://github.com/ZDoom/gzdoom.git
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- reviewd script code for spawn calls that did not check their results.
Nothing should ever assume that spawning an actor is unconditionally successful. There can always be some edge cases where this is not the case.
This commit is contained in:
parent
c845fc126a
commit
3d61d2c1f4
24 changed files with 222 additions and 130 deletions
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@ -116,10 +116,13 @@ extend class Actor
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A_FaceTarget ();
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Actor fog = Spawn (fire, target.Pos, ALLOW_REPLACE);
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tracer = fog;
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fog.target = self;
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fog.tracer = self.target;
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fog.A_Fire(0);
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if (fog != null)
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{
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tracer = fog;
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fog.target = self;
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fog.tracer = self.target;
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fog.A_Fire(0);
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}
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}
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}
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@ -188,6 +188,7 @@ extend class Actor
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// Now launch mushroom cloud
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Actor aimtarget = Spawn("Mapspot", pos, NO_REPLACE); // We need something to aim at.
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if (aimtarget == null) return;
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Actor owner = (flags & MSF_DontHurt) ? target : self;
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aimtarget.Height = Height;
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@ -233,10 +233,13 @@ extend class Actor
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SpawnPuff ("BulletPuff", pos, angle, angle, 3);
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Actor smoke = Spawn ("RevenantTracerSmoke", Vec3Offset(-Vel.X, -Vel.Y, 0.), ALLOW_REPLACE);
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smoke.Vel.Z = 1.;
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smoke.tics -= random[Tracer](0, 3);
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if (smoke.tics < 1)
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smoke.tics = 1;
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if (smoke != null)
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{
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smoke.Vel.Z = 1.;
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smoke.tics -= random[Tracer](0, 3);
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if (smoke.tics < 1)
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smoke.tics = 1;
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}
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// The rest of this function was identical with Strife's version, except for the angle being used.
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A_Tracer2(16.875);
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@ -335,11 +335,14 @@ extend class Actor
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for (int i = 0; i < count; i++)
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{
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Actor mo = Spawn("Feather", pos + (0, 0, 20), NO_REPLACE);
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mo.target = self;
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mo.Vel.X = Random2[Feathers]() / 256.;
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mo.Vel.Y = Random2[Feathers]() / 256.;
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mo.Vel.Z = 1. + random[Feathers]() / 128.;
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mo.SetState (mo.SpawnState + (random[Feathers]()&7));
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if (mo != null)
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{
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mo.target = self;
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mo.Vel.X = Random2[Feathers]() / 256.;
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mo.Vel.Y = Random2[Feathers]() / 256.;
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mo.Vel.Z = 1. + random[Feathers]() / 128.;
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mo.SetState (mo.SpawnState + (random[Feathers]()&7));
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}
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}
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}
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@ -166,13 +166,14 @@ class Sorcerer1 : Actor
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{
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bSolid = false;
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Actor mo = Spawn("Sorcerer2", Pos, ALLOW_REPLACE);
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mo.Translation = Translation;
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mo.SetStateLabel("Rise");
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mo.angle = angle;
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mo.CopyFriendliness (self, true);
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if (mo != null)
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{
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mo.Translation = Translation;
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mo.SetStateLabel("Rise");
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mo.angle = angle;
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mo.CopyFriendliness (self, true);
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}
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}
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}
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@ -434,9 +435,12 @@ class Sorcerer2FX1 : Actor
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for (int i = 0; i < 2; i++)
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{
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Actor mo = Spawn("Sorcerer2FXSpark", pos, ALLOW_REPLACE);
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mo.Vel.X = Random2[BlueSpark]() / 128.;
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mo.Vel.Y = Random2[BlueSpark]() / 128.;
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mo.Vel.Z = 1. + Random[BlueSpark]() / 256.;
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if (mo != null)
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{
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mo.Vel.X = Random2[BlueSpark]() / 128.;
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mo.Vel.Y = Random2[BlueSpark]() / 128.;
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mo.Vel.Z = 1. + Random[BlueSpark]() / 256.;
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}
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}
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}
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}
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@ -149,7 +149,7 @@ Class ArtiTimeBomb : Inventory
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override bool Use (bool pickup)
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{
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Actor mo = Spawn("ActivatedTimeBomb", Owner.Vec3Angle(24., Owner.angle, - Owner.Floorclip), ALLOW_REPLACE);
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mo.target = Owner;
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if (mo != null) mo.target = Owner;
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return true;
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}
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@ -102,14 +102,20 @@ class HereticImp : Actor
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bNoGravity = false;
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chunk = Spawn("HereticImpChunk1", pos, ALLOW_REPLACE);
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chunk.vel.x = random2[ImpExplode]() / 64.;
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chunk.vel.y = random2[ImpExplode]() / 64.;
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chunk.vel.z = 9;
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if (chunk != null)
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{
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chunk.vel.x = random2[ImpExplode]() / 64.;
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chunk.vel.y = random2[ImpExplode]() / 64.;
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chunk.vel.z = 9;
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}
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chunk = Spawn("HereticImpChunk2", pos, ALLOW_REPLACE);
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chunk.vel.x = random2[ImpExplode]() / 64.;
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chunk.vel.y = random2[ImpExplode]() / 64.;
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chunk.vel.z = 9;
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if (chunk != null)
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{
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chunk.vel.x = random2[ImpExplode]() / 64.;
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chunk.vel.y = random2[ImpExplode]() / 64.;
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chunk.vel.z = 9;
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}
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if (extremecrash)
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{
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@ -60,10 +60,13 @@ class Pod : Actor
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for (int count = chance > 240 ? 2 : 1; count; count--)
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{
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Actor goo = Spawn(gootype, pos + (0, 0, 48), ALLOW_REPLACE);
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goo.target = self;
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goo.Vel.X = Random2[PodPain]() / 128.;
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goo.Vel.Y = Random2[PodPain]() / 128.;
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goo.Vel.Z = 0.5 + random[PodPain]() / 128.;
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if (goo != null)
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{
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goo.target = self;
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goo.Vel.X = Random2[PodPain]() / 128.;
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goo.Vel.Y = Random2[PodPain]() / 128.;
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goo.Vel.Z = 0.5 + random[PodPain]() / 128.;
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}
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}
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}
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@ -295,12 +298,15 @@ class Volcano : Actor
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for (int i = 0; i < count; i++)
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{
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Actor blast = Spawn("VolcanoBlast", pos + (0, 0, 44), ALLOW_REPLACE);
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blast.target = self;
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blast.Angle = random[VolcanoBlast]() * (360 / 256.);
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blast.VelFromAngle(1.);
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blast.Vel.Z = 2.5 + random[VolcanoBlast]() / 64.;
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blast.A_PlaySound ("world/volcano/shoot", CHAN_BODY);
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blast.CheckMissileSpawn (radius);
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if (blast != null)
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{
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blast.target = self;
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blast.Angle = random[VolcanoBlast]() * (360 / 256.);
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blast.VelFromAngle(1.);
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blast.Vel.Z = 2.5 + random[VolcanoBlast]() / 64.;
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blast.A_PlaySound ("world/volcano/shoot", CHAN_BODY);
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blast.CheckMissileSpawn (radius);
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}
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}
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}
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}
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@ -102,12 +102,15 @@ class Ironlich : Actor
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{
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A_PlaySound ("ironlich/attack1", CHAN_BODY);
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}
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fire.target = baseFire.target;
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fire.angle = baseFire.angle;
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fire.Vel = baseFire.Vel;
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fire.SetDamage(0);
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fire.health = (i+1) * 2;
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fire.CheckMissileSpawn (radius);
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if (fire != null)
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{
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fire.target = baseFire.target;
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fire.angle = baseFire.angle;
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fire.Vel = baseFire.Vel;
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fire.SetDamage(0);
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fire.health = (i+1) * 2;
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fire.CheckMissileSpawn (radius);
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}
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}
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}
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}
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@ -167,11 +170,14 @@ class HeadFX1 : Actor
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for (int i = 0; i < 8; i++)
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{
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Actor shard = Spawn("HeadFX2", Pos, ALLOW_REPLACE);
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shard.target = target;
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shard.angle = i*45.;
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shard.VelFromAngle();
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shard.Vel.Z = -.6;
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shard.CheckMissileSpawn (radius);
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if (shard != null)
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{
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shard.target = target;
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shard.angle = i*45.;
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shard.VelFromAngle();
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shard.Vel.Z = -.6;
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shard.CheckMissileSpawn (radius);
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}
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}
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}
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}
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@ -163,8 +163,11 @@ class RedAxe : KnightAxe
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double xo = random2[DripBlood]() / 32.0;
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double yo = random2[DripBlood]() / 32.0;
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Actor mo = Spawn ("Blood", Vec3Offset(xo, yo, 0.), ALLOW_REPLACE);
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mo.Vel.X = random2[DripBlood]() / 64.0;
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mo.Vel.Y = random2[DripBlood]() / 64.0;
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mo.Gravity = 1./8;
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if (mo != null)
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{
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mo.Vel.X = random2[DripBlood]() / 64.0;
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mo.Vel.Y = random2[DripBlood]() / 64.0;
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mo.Gravity = 1./8;
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}
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}
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}
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@ -160,10 +160,13 @@ class BlasterFX1 : FastProjectile
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for(int i = 0; i < 8; i++)
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{
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Actor ripper = Spawn("Ripper", pos, ALLOW_REPLACE);
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ripper.target = target;
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ripper.angle = i*45;
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ripper.VelFromAngle();
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ripper.CheckMissileSpawn (radius);
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if (ripper != null)
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{
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ripper.target = target;
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ripper.angle = i*45;
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ripper.VelFromAngle();
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ripper.CheckMissileSpawn (radius);
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}
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}
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}
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}
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@ -60,14 +60,17 @@ class Mace : HereticWeapon
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if (random[MaceAtk]() < 28)
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{
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Actor ball = Spawn("MaceFX2", Pos + (0, 0, 28 - Floorclip), ALLOW_REPLACE);
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ball.Vel.Z = 2 - clamp(tan(pitch), -5, 5);
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ball.target = self;
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ball.angle = self.angle;
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ball.AddZ(ball.Vel.Z);
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ball.VelFromAngle();
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ball.Vel += Vel.xy / 2;
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ball.A_PlaySound ("weapons/maceshoot", CHAN_BODY);
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ball.CheckMissileSpawn (radius);
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if (ball != null)
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{
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ball.Vel.Z = 2 - clamp(tan(pitch), -5, 5);
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ball.target = self;
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ball.angle = self.angle;
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ball.AddZ(ball.Vel.Z);
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ball.VelFromAngle();
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ball.Vel += Vel.xy / 2;
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ball.A_PlaySound ("weapons/maceshoot", CHAN_BODY);
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ball.CheckMissileSpawn (radius);
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}
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}
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else
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{
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@ -260,18 +263,24 @@ class MaceFX2 : MaceFX1
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SetState (SpawnState);
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Actor tiny = Spawn("MaceFX3", Pos, ALLOW_REPLACE);
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tiny.target = target;
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tiny.angle = angle + 90.;
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tiny.VelFromAngle(Vel.Z - 1.);
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tiny.Vel += (Vel.XY * .5, Vel.Z);
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tiny.CheckMissileSpawn (radius);
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if (tiny != null)
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{
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tiny.target = target;
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tiny.angle = angle + 90.;
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tiny.VelFromAngle(Vel.Z - 1.);
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tiny.Vel += (Vel.XY * .5, Vel.Z);
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tiny.CheckMissileSpawn (radius);
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}
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tiny = Spawn("MaceFX3", Pos, ALLOW_REPLACE);
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tiny.target = target;
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tiny.angle = angle - 90.;
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tiny.VelFromAngle(Vel.Z - 1.);
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tiny.Vel += (Vel.XY * .5, Vel.Z);
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tiny.CheckMissileSpawn (radius);
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if (tiny != null)
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{
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tiny.target = target;
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tiny.angle = angle - 90.;
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tiny.VelFromAngle(Vel.Z - 1.);
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tiny.Vel += (Vel.XY * .5, Vel.Z);
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tiny.CheckMissileSpawn (radius);
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}
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return;
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}
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}
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@ -151,16 +151,19 @@ class PhoenixRodPowered : PhoenixRod
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slope += 0.1;
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Actor mo = Spawn("PhoenixFX2", spawnpos, ALLOW_REPLACE);
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mo.target = self;
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mo.Angle = Angle;
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mo.VelFromAngle();
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mo.Vel.XY += Vel.XY;
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mo.Vel.Z = mo.Speed * slope;
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if (mo != null)
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{
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mo.target = self;
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mo.Angle = Angle;
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mo.VelFromAngle();
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mo.Vel.XY += Vel.XY;
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mo.Vel.Z = mo.Speed * slope;
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mo.CheckMissileSpawn (radius);
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}
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if (!player.refire)
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{
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A_PlaySound("weapons/phoenixpowshoot", CHAN_WEAPON, 1, true);
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}
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mo.CheckMissileSpawn (radius);
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}
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//----------------------------------------------------------------------------
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@ -239,10 +242,16 @@ class PhoenixFX1 : Actor
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//[RH] Heretic never sets the target for seeking
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//P_SeekerMissile (self, 5, 10);
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Actor puff = Spawn("PhoenixPuff", Pos, ALLOW_REPLACE);
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puff.Vel.XY = AngleToVector(Angle + 90, 1.3);
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if (puff != null)
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{
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puff.Vel.XY = AngleToVector(Angle + 90, 1.3);
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}
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puff = Spawn("PhoenixPuff", Pos, ALLOW_REPLACE);
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puff.Vel.XY = AngleToVector(Angle - 90, 1.3);
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if (puff != null)
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{
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puff.Vel.XY = AngleToVector(Angle - 90, 1.3);
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}
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}
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@ -70,7 +70,8 @@ extend class Actor
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// [RH] Floor and ceiling huggers should not be blasted vertically.
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if (!victim.bFloorHugger && !victim.bCeilingHugger)
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{
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mo.Vel.Z = victim.Vel.Z = 8;
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victim.Vel.Z = 8;
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if (mo != null) mo.Vel.Z = 8;
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}
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}
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else
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@ -567,14 +567,17 @@ class HolyTail : Actor
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static void SpawnSpiritTail (Actor spirit)
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{
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Actor tail = Spawn ("HolyTail", spirit.Pos, ALLOW_REPLACE);
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tail.target = spirit; // parent
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for (int i = 1; i < 3; i++)
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if (tail != null)
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{
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Actor next = Spawn ("HolyTailTrail", spirit.Pos, ALLOW_REPLACE);
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tail.tracer = next;
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tail = next;
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tail.target = spirit; // parent
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for (int i = 1; i < 3; i++)
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{
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Actor next = Spawn ("HolyTailTrail", spirit.Pos, ALLOW_REPLACE);
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tail.tracer = next;
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tail = next;
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}
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tail.tracer = null; // last tail bit
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}
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tail.tracer = null; // last tail bit
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}
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//============================================================================
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@ -255,10 +255,13 @@ class ArtiPoisonBag : Inventory
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}
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class<Actor> spawntype = GetFlechetteType(other);
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Inventory copy = Inventory(Spawn (spawntype));
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copy.Amount = Amount;
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copy.MaxAmount = MaxAmount;
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GoAwayAndDie ();
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let copy = Inventory(Spawn (spawntype));
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if (copy != null)
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{
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copy.Amount = Amount;
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copy.MaxAmount = MaxAmount;
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GoAwayAndDie ();
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}
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return copy;
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}
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}
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@ -315,17 +315,20 @@ class Korax : Actor
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private void SpawnKoraxMissile (Vector3 pos, Actor dest, Class<Actor> type)
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{
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Actor th = Spawn (type, pos, ALLOW_REPLACE);
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th.target = self; // Originator
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double an = th.AngleTo(dest);
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if (dest.bShadow)
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{ // Invisible target
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an += Random2[KoraxMissile]() * (45/256.);
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if (th != null)
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{
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th.target = self; // Originator
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double an = th.AngleTo(dest);
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if (dest.bShadow)
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{ // Invisible target
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an += Random2[KoraxMissile]() * (45/256.);
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}
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th.angle = an;
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th.VelFromAngle();
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double dist = dest.DistanceBySpeed(th, th.Speed);
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th.Vel.Z = (dest.pos.z - pos.Z + 30) / dist;
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th.CheckMissileSpawn(radius);
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}
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th.angle = an;
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th.VelFromAngle();
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double dist = dest.DistanceBySpeed(th, th.Speed);
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th.Vel.Z = (dest.pos.z - pos.Z + 30) / dist;
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th.CheckMissileSpawn(radius);
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}
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//============================================================================
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@ -262,7 +262,7 @@ class Minotaur : Actor
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type = "PunchPuff";
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}
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Actor puff = Spawn (type, Pos, ALLOW_REPLACE);
|
||||
puff.Vel.Z = 2;
|
||||
if (puff != null) puff.Vel.Z = 2;
|
||||
special1--;
|
||||
}
|
||||
else
|
||||
|
@ -710,9 +710,12 @@ class MinotaurFX2 : MinotaurFX1
|
|||
double y = Random2[MntrFloorFire]() / 64.;
|
||||
|
||||
Actor mo = Spawn("MinotaurFX3", Vec2OffsetZ(x, y, floorz), ALLOW_REPLACE);
|
||||
mo.target = target;
|
||||
mo.Vel.X = MinVel; // Force block checking
|
||||
mo.CheckMissileSpawn (radius);
|
||||
if (mo != null)
|
||||
{
|
||||
mo.target = target;
|
||||
mo.Vel.X = MinVel; // Force block checking
|
||||
mo.CheckMissileSpawn (radius);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -202,9 +202,12 @@ class EntityBoss : SpectralMonster
|
|||
Vector3 pos = spot.Vec3Angle(secondRadius, an, tracer ? 70. : 0.);
|
||||
|
||||
second = Spawn("EntitySecond", pos, ALLOW_REPLACE);
|
||||
second.CopyFriendliness(self, true);
|
||||
second.A_FaceTarget();
|
||||
second.VelFromAngle(i == 0? 4.8828125 : secondRadius * 4., an);
|
||||
if (second != null)
|
||||
{
|
||||
second.CopyFriendliness(self, true);
|
||||
second.A_FaceTarget();
|
||||
second.VelFromAngle(i == 0? 4.8828125 : secondRadius * 4., an);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -171,9 +171,12 @@ class Inquisitor : Actor
|
|||
void A_TossArm ()
|
||||
{
|
||||
Actor foo = Spawn("InquisitorArm", Pos + (0,0,24), ALLOW_REPLACE);
|
||||
foo.angle = angle - 90. + Random2[Inquisitor]() * (360./1024.);
|
||||
foo.VelFromAngle(foo.Speed / 8);
|
||||
foo.Vel.Z = random[Inquisitor]() / 64.;
|
||||
if (foo != null)
|
||||
{
|
||||
foo.angle = angle - 90. + Random2[Inquisitor]() * (360./1024.);
|
||||
foo.VelFromAngle(foo.Speed / 8);
|
||||
foo.Vel.Z = random[Inquisitor]() / 64.;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
|
|
@ -163,6 +163,10 @@ class TeleporterBeacon : Inventory
|
|||
{
|
||||
Actor owner = target;
|
||||
Actor rebel = Spawn("Rebel1", (pos.xy, floorz), ALLOW_REPLACE);
|
||||
if (rebel == null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
if (!rebel.TryMove (rebel.Pos.xy, true))
|
||||
{
|
||||
rebel.Destroy ();
|
||||
|
|
|
@ -268,7 +268,7 @@ class Sigil : Weapon
|
|||
|
||||
action void A_FireSigil1 ()
|
||||
{
|
||||
Actor spot;
|
||||
Actor spot = null;
|
||||
FTranslatedLineTarget t;
|
||||
|
||||
if (player == null || player.ReadyWeapon == null)
|
||||
|
|
|
@ -62,11 +62,13 @@ class SpectralMonster : Actor
|
|||
return;
|
||||
|
||||
Actor foo = Spawn("SpectralLightningV2", Pos + (0, 0, 32), ALLOW_REPLACE);
|
||||
|
||||
foo.Vel.Z = -12;
|
||||
foo.target = self;
|
||||
foo.FriendPlayer = 0;
|
||||
foo.tracer = target;
|
||||
if (foo != null)
|
||||
{
|
||||
foo.Vel.Z = -12;
|
||||
foo.target = self;
|
||||
foo.FriendPlayer = 0;
|
||||
foo.tracer = target;
|
||||
}
|
||||
|
||||
Angle -= 90.;
|
||||
for (int i = 0; i < 20; ++i)
|
||||
|
@ -217,9 +219,11 @@ class SpectralLightningH1 : SpectralLightningBase
|
|||
void A_SpectralLightningTail ()
|
||||
{
|
||||
Actor foo = Spawn("SpectralLightningHTail", Vec3Offset(-Vel.X, -Vel.Y, 0.), ALLOW_REPLACE);
|
||||
|
||||
foo.Angle = Angle;
|
||||
foo.FriendPlayer = FriendPlayer;
|
||||
if (foo != null)
|
||||
{
|
||||
foo.Angle = Angle;
|
||||
foo.FriendPlayer = FriendPlayer;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -386,15 +390,21 @@ class SpectralLightningSpot : SpectralLightningDeath1
|
|||
|
||||
Actor flash = Spawn (cls, Vec2OffsetZ(xo, yo, ONCEILINGZ), ALLOW_REPLACE);
|
||||
|
||||
flash.target = target;
|
||||
flash.Vel.Z = -18;
|
||||
flash.FriendPlayer = FriendPlayer;
|
||||
if (flash != null)
|
||||
{
|
||||
flash.target = target;
|
||||
flash.Vel.Z = -18;
|
||||
flash.FriendPlayer = FriendPlayer;
|
||||
}
|
||||
|
||||
flash = Spawn("SpectralLightningV2", (pos.xy, ONCEILINGZ), ALLOW_REPLACE);
|
||||
|
||||
flash.target = target;
|
||||
flash.Vel.Z = -18;
|
||||
flash.FriendPlayer = FriendPlayer;
|
||||
if (flash != null)
|
||||
{
|
||||
flash.target = target;
|
||||
flash.Vel.Z = -18;
|
||||
flash.FriendPlayer = FriendPlayer;
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
|
|
@ -133,7 +133,10 @@ extend class Actor
|
|||
void A_DropFire()
|
||||
{
|
||||
Actor drop = Spawn("FireDroplet", pos + (0,0,24), ALLOW_REPLACE);
|
||||
drop.Vel.Z = -1.;
|
||||
if (drop != null)
|
||||
{
|
||||
drop.Vel.Z = -1.;
|
||||
}
|
||||
A_Explode(64, 64, XF_NOSPLASH, damagetype: 'Fire');
|
||||
}
|
||||
|
||||
|
|
Loading…
Reference in a new issue