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- MBF21: added the weapon functions.
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e63f3e394c
commit
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4 changed files with 244 additions and 8 deletions
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@ -142,14 +142,20 @@ static TArray<StyleName> StyleNames;
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static TArray<PClassActor *> AmmoNames;
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static TArray<PClassActor *> WeaponNames;
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struct MBFArgs
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{
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int64_t args[8];
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int argsused;
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};
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static TMap<FState*, MBFArgs> stateargs;
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// DeHackEd trickery to support MBF-style parameters
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// List of states that are hacked to use a codepointer
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struct MBFParamState
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{
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FState *state;
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int pointer;
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int64_t args[8];
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int argsused;
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MBFArgs args;
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};
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static TArray<MBFParamState> MBFParamStates;
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// Data on how to correctly modify the codepointers
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@ -1508,8 +1514,7 @@ DehBits sbits[] = {
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static int PatchFrame (int frameNum)
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{
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int args[8]{};
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int argsused = 0;
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MBFArgs args{};
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int result;
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int tics, misc1, frame;
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FState *info, dummy;
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@ -1542,7 +1547,8 @@ static int PatchFrame (int frameNum)
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while ((result = GetLine ()) == 1)
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{
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int val = atoi (Line2);
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int64_t val64 = atoll(Line2);
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int val = int(val64);
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size_t keylen = strlen (Line1);
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if (keylen == 8 && stricmp (Line1, "Duration") == 0)
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@ -1600,8 +1606,8 @@ static int PatchFrame (int frameNum)
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}
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else
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{
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args[arg] = val;
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argsused |= (1 << arg);
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args.args[arg] = val64;
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args.argsused |= (1 << arg);
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}
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}
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else if (stricmp(Line1, "MBF21 Bits") == 0)
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@ -1671,6 +1677,7 @@ static int PatchFrame (int frameNum)
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info->Frame = frame & 0x3f;
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if (frame & 0x8000) info->StateFlags |= STF_FULLBRIGHT;
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else info->StateFlags &= ~STF_FULLBRIGHT;
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stateargs.Insert(info, args);
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}
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return result;
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@ -2905,6 +2912,7 @@ static void UnloadDehSupp ()
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{
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SetDehParams(MBFParamStates[i].state, MBFParamStates[i].pointer, disasmdump, &MBFParamStates[i]);
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}
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stateargs.Clear();
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MBFParamStates.Clear();
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MBFParamStates.ShrinkToFit();
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MBFCodePointers.Clear();
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@ -1208,4 +1208,13 @@ Aliases
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A_JumpIfTracerCloser, MBF21_JumpIfTracerCloser,
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A_JumpIfTracerInSight, MBF21_JumpIfTracerInSight,
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A_JumpIfTracerCloser, MBF21_JumpIfTracerCloser,
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A_WeaponProjectile, MBF21_WeaponProjectile,
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A_WeaponBulletAttack, MBF21_WeaponBulletAttack,
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A_WeaponMeleeAttack, MBF21_WeaponMeleeAttack,
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A_WeaponSound, A_PlayWeaponSound,
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A_WeaponJump, MBF21_WeaponJump,
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A_ConsumeAmmo, MBF21_ConsumeAmmo,
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A_CheckAmmo, MBF21_CheckAmmo,
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A_RefireTo, MBF21_RefireTo,
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A_GunFlashTo, MBF21_GunFlashTo,
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};
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@ -46,7 +46,6 @@ version "4.5"
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#include "zscript/actors/actions.zs"
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#include "zscript/actors/attacks.zs"
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#include "zscript/actors/morph.zs"
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#include "zscript/actors/mbf21.zs"
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#include "zscript/actors/inventory/inventory.zs"
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#include "zscript/actors/inventory/inv_misc.zs"
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@ -292,3 +291,4 @@ version "4.5"
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#include "zscript/compatibility.zs"
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#include "zscript/scriptutil/scriptutil.zs"
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#include "zscript/actors/mbf21.zs"
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@ -168,6 +168,15 @@ extend class Actor
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targ.TraceBleed(newdam > 0 ? newdam : damage, self);
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}
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//
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// A_NoiseAlert
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// Alerts nearby monsters (via sound) to the calling actor's target's presence.
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//
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void A_NoiseAlert()
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{
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if (target) SoundAlert(target);
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}
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//
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// A_HealChase
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// A parameterized version of A_VileChase.
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@ -286,3 +295,213 @@ extend class Actor
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deprecated("2.3", "for Dehacked use only") native void MBF21_AddFlags(int flags, int flags2);
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deprecated("2.3", "for Dehacked use only") native void MBF21_RemoveFlags(int flags, int flags2);
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}
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extend class Weapon
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{
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//
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// A_WeaponProjectile
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// A parameterized player weapon projectile attack. Does not consume ammo.
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// args[0]: Type of actor to spawn
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// args[1]: Angle (degrees, in fixed point), relative to calling player's angle
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// args[2]: Pitch (degrees, in fixed point), relative to calling player's pitch; approximated
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// args[3]: X/Y spawn offset, relative to calling player's angle
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// args[4]: Z spawn offset, relative to player's default projectile fire height
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//
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deprecated("2.3", "for Dehacked use only")
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void MBF21_WeaponProjectile(class<Actor> type, double angle, double pitch, double Spawnofs_xy, double Spawnofs_z)
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{
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if (!player || !type)
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return;
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FTranslatedLineTarget t;
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angle += self.angle;
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double x = Spawnofs_xy * cos(angle);
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double y = Spawnofs_xy * sin(angle);
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let pos = self.Vec3Offset(x, y, Spawnofs_z);
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let mo = SpawnPlayerMissile(type, angle, pos.X, pos.Y, pos.Z, pLineTarget: t);
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if (!mo) return;
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Pitch += mo.PitchFromVel();
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mo.Vel3DFromAngle(mo.Speed, mo.angle, Pitch);
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// set tracer to the player's autoaim target,
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// so player seeker missiles prioritizing the
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// baddie the player is actually aiming at. ;)
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mo.tracer = t.linetarget;
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}
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//
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// A_WeaponBulletAttack
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// A parameterized player weapon bullet attack. Does not consume ammo.
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// args[0]: Horizontal spread (degrees, in fixed point)
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// args[1]: Vertical spread (degrees, in fixed point)
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// args[2]: Number of bullets to fire; if not set, defaults to 1
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// args[3]: Base damage of attack (e.g. for 5d3, customize the 5); if not set, defaults to 5
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// args[4]: Attack damage modulus (e.g. for 5d3, customize the 3); if not set, defaults to 3
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//
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deprecated("2.3", "for Dehacked use only")
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void MBF21_WeaponBulletAttack(double hspread, double vspread, int numbullets, int damagebase, int damagemod)
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{
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let bangle = angle;
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let slope = BulletSlope();
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for (int i = 0; i < numbullets; i++)
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{
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int damage = (random[mbf21]() % damagemod + 1) * damagebase;
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let pangle = bangle + hspread * Random2[mbf21]() / 255.;
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let pslope = slope + vspread * Random2[mbf21]() / 255.;
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LineAttack(pangle, PLAYERMISSILERANGE, pslope, damage, "Hitscan", "Bulletpuff");
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}
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}
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//
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// A_WeaponMeleeAttack
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// A parameterized player weapon melee attack.
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// args[0]: Base damage of attack (e.g. for 2d10, customize the 2); if not set, defaults to 2
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// args[1]: Attack damage modulus (e.g. for 2d10, customize the 10); if not set, defaults to 10
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// args[2]: Berserk damage multiplier (fixed point); if not set, defaults to 1.0 (no change).
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// args[3]: Sound to play if attack hits
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// args[4]: Range (fixed point); if not set, defaults to player mobj's melee range
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//
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deprecated("2.3", "for Dehacked use only")
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void MBF21_WeaponMeleeAttack(int damagebase, int damagemod, double zerkfactor, Sound hitsound, double range)
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{
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if (range == 0)
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range = meleerange;
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int damage = (Random[mbf21]() % damagemod + 1) * damagebase;
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if (FindInventory("PowerStrength"))
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damage = int(damage * zerkfactor);
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// slight randomization; weird vanillaism here. :P
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FTranslatedLineTarget t;
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double ang = angle + Random2[mbf21]() * (5.625 / 256);
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double pitch = AimLineAttack(ang, MeleeRange, t, 0., ALF_CHECK3D);
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LineAttack(ang, range, pitch, damage, 'Melee', "BulletPuff", LAF_ISMELEEATTACK, t);
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// turn to face target
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if (t.linetarget)
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{
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A_StartSound(hitsound, CHAN_WEAPON);
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angle = t.angleFromSource;
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}
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}
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//
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// A_WeaponAlert
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// Alerts monsters to the player's presence. Handy when combined with WPF_SILENT.
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//
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void A_WeaponAlert()
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{
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SoundAlert(self);
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}
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//
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// A_WeaponJump
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// Jumps to the specified state, with variable random chance.
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// Basically the same as A_RandomJump, but for weapons.
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// args[0]: State number
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// args[1]: Chance, out of 255, to make the jump
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//
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deprecated("2.3", "for Dehacked use only")
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action void MBF21_WeaponJump(State tstate, int chance)
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{
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if (stateinfo != null && stateinfo.mStateType == STATE_Psprite)
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{
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let player = self.player;
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if (player == null) return;
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if (random[mbf21]() < chance)
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player.SetPSprite(stateinfo.mPSPIndex, tstate);
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}
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}
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//
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// A_ConsumeAmmo
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// Subtracts ammo from the player's "inventory". 'Nuff said.
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// args[0]: Amount of ammo to consume. If zero, use the weapon's ammo-per-shot amount.
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//
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deprecated("2.3", "for Dehacked use only")
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void MBF21_ConsumeAmmo(int consume)
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{
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let player = self.player;
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if (!player) return;
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let weap = player.ReadyWeapon;
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if (!weap) return;
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if (consume == 0) consume = -1;
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weap.DepleteAmmo(weap.bAltFire, false, consume);
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}
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//
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// A_CheckAmmo
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// Jumps to a state if the player's ammo is lower than the specified amount.
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// args[0]: State to jump to
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// args[1]: Minimum required ammo to NOT jump. If zero, use the weapon's ammo-per-shot amount.
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//
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deprecated("2.3", "for Dehacked use only")
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action void MBF21_CheckAmmo(State tstate, int amount)
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{
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if (stateinfo != null && stateinfo.mStateType == STATE_Psprite)
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{
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let player = self.player;
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if (player == null) return;
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let weap = player.ReadyWeapon;
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if (!weap) return;
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if (amount == 0) amount = -1;
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if (!weap.CheckAmmo(weap.bAltFire ? AltFire : PrimaryFire, false, false, amount))
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player.SetPSprite(stateinfo.mPSPIndex, tstate);
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}
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}
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//
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// A_RefireTo
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// Jumps to a state if the player is holding down the fire button
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// args[0]: State to jump to
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// args[1]: If nonzero, skip the ammo check
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//
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deprecated("2.3", "for Dehacked use only")
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action void MBF21_RefireTo(State tstate, int skipcheck)
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{
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if (stateinfo != null && stateinfo.mStateType == STATE_Psprite)
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{
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let player = self.player;
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if (player == null) return;
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let weap = player.ReadyWeapon;
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if (!weap) return;
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let pending = player.PendingWeapon != WP_NOCHANGE && (player.WeaponState & WF_REFIRESWITCHOK);
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if (!skipcheck && !weap.CheckAmmo(weap.bAltFire ? AltFire : PrimaryFire, false, false)) return;
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if ((player.cmd.buttons & BT_ATTACK)
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&& !player.ReadyWeapon.bAltFire && !pending && player.health > 0)
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{
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player.SetPSprite(stateinfo.mPSPIndex, tstate);
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}
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}
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}
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//
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// A_GunFlashTo
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// Sets the weapon flash layer to the specified state.
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// args[0]: State number
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// args[1]: If nonzero, don't change the player actor state
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//
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deprecated("2.3", "for Dehacked use only")
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void MBF21_GunFlashTo(State tstate, int dontchangeplayer)
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{
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let player = self.player;
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if (player == null) return;
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Weapon weapon = player.ReadyWeapon;
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if (!weapon) return;
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if (!dontchangeplayer) player.mo.PlayAttacking2();
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player.SetPsprite(PSP_FLASH, tstate);
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}
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}
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