mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-11-27 14:22:13 +00:00
This commit is contained in:
commit
6a550c89a9
27 changed files with 69 additions and 46 deletions
|
@ -2677,13 +2677,13 @@ void FParser::SF_PlayerWeapon()
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if (playernum==-1) return;
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if (weaponnum<0 || weaponnum>9)
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{
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script_error("weaponnum out of range! %s\n", weaponnum);
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script_error("weaponnum out of range! %d\n", weaponnum);
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return;
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}
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PClassWeapon * ti = static_cast<PClassWeapon *>(PClass::FindActor(WeaponNames[weaponnum]));
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if (!ti)
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{
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script_error("incompatibility in playerweapon\n", weaponnum);
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script_error("incompatibility in playerweapon %d\n", weaponnum);
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return;
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}
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@ -2758,13 +2758,13 @@ void FParser::SF_PlayerSelectedWeapon()
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if (weaponnum<0 || weaponnum>=9)
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{
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script_error("weaponnum out of range! %s\n", weaponnum);
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script_error("weaponnum out of range! %d\n", weaponnum);
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return;
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}
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PClassWeapon * ti = static_cast<PClassWeapon *>(PClass::FindActor(WeaponNames[weaponnum]));
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if (!ti)
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{
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script_error("incompatibility in playerweapon\n", weaponnum);
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script_error("incompatibility in playerweapon %d\n", weaponnum);
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return;
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}
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@ -246,7 +246,7 @@ void FMapInfoParser::ParseDoomEdNums()
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}
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if (error > 0)
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{
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sc.ScriptError("%d errors encountered in DoomEdNum definition");
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sc.ScriptError("%d errors encountered in DoomEdNum definition", error);
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}
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}
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@ -1454,10 +1454,11 @@ enum CM_Flags
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CMF_OFFSETPITCH = 32,
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CMF_SAVEPITCH = 64,
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CMF_ABSOLUTEANGLE = 128
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CMF_ABSOLUTEANGLE = 128,
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CMF_BADPITCH = 256
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};
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DEFINE_ACTION_FUNCTION(AActor, A_CustomMissile)
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DEFINE_ACTION_FUNCTION(AActor, A_SpawnProjectile)
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{
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PARAM_SELF_PROLOGUE(AActor);
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PARAM_CLASS (ti, AActor);
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@ -1525,6 +1526,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_CustomMissile)
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}
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missilespeed = fabs(Pitch.Cos() * missile->Speed);
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missile->Vel.Z = Pitch.Sin() * missile->Speed;
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if (!(flags & CMF_BADPITCH)) missile->Vel.Z *= -1;
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}
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else
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{
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@ -1831,7 +1833,7 @@ static void AimBulletMissile(AActor *proj, AActor *puff, int flags, bool temp, b
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// Aim for the base of the puff as that's where blood puffs will spawn... roughly.
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A_Face(proj, puff, 0., 0., 0., 0., 1);
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proj->Vel3DFromAngle(-proj->Angles.Pitch, proj->Speed);
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proj->Vel3DFromAngle(proj->Angles.Pitch, proj->Speed);
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if (!temp)
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{
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@ -1986,7 +1988,7 @@ enum FP_Flags
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FPF_TRANSFERTRANSLATION = 2,
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FPF_NOAUTOAIM = 4,
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};
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DEFINE_ACTION_FUNCTION(AStateProvider, A_FireCustomMissile)
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DEFINE_ACTION_FUNCTION(AStateProvider, A_FireProjectile)
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{
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PARAM_ACTION_PROLOGUE(AStateProvider);
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PARAM_CLASS (ti, AActor);
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@ -2300,7 +2302,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_CustomRailgun)
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// We probably won't hit the target, but aim at it anyway so we don't look stupid.
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DVector2 xydiff = self->Vec2To(self->target);
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double zdiff = self->target->Center() - self->Center() - self->Floorclip;
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self->Angles.Pitch = VecToAngle(xydiff.Length(), zdiff);
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self->Angles.Pitch = -VecToAngle(xydiff.Length(), zdiff);
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}
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// Let the aim trail behind the player
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if (aim)
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@ -6688,10 +6690,10 @@ DEFINE_ACTION_FUNCTION(AActor, A_FaceMovementDirection)
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{
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DAngle current = mobj->Angles.Pitch;
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const DVector2 velocity = mobj->Vel.XY();
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DAngle pitch = VecToAngle(velocity.Length(), mobj->Vel.Z);
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DAngle pitch = -VecToAngle(velocity.Length(), mobj->Vel.Z);
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if (pitchlimit > 0)
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{
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DAngle pdelta = deltaangle(-current, pitch);
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DAngle pdelta = deltaangle(current, pitch);
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if (fabs(pdelta) > pitchlimit)
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{
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|
|
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@ -4920,10 +4920,10 @@ void P_RailAttack(FRailParams *p)
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}
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AActor *source = p->source;
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DAngle pitch = -source->Angles.Pitch + p->pitchoffset;
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DAngle pitch = source->Angles.Pitch + p->pitchoffset;
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DAngle angle = source->Angles.Yaw + p->angleoffset;
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DVector3 vec(DRotator(pitch, angle, angle));
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DVector3 vec(DRotator(-pitch, angle, angle));
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double shootz = source->Center() - source->FloatSpeed + p->offset_z;
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if (!(p->flags & RAF_CENTERZ))
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|
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@ -6321,7 +6321,7 @@ bool P_CheckMissileSpawn (AActor* th, double maxdist)
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// [RH] Don't explode ripping missiles that spawn inside something
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if (th->BlockingMobj == NULL || !(th->flags2 & MF2_RIP) || (th->BlockingMobj->flags5 & MF5_DONTRIP))
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{
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// If this is a monster spawned by A_CustomMissile subtract it from the counter.
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// If this is a monster spawned by A_SpawnProjectile subtract it from the counter.
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th->ClearCounters();
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// [RH] Don't explode missiles that spawn on top of horizon lines
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if (th->BlockingLine != NULL && th->BlockingLine->special == Line_Horizon)
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|
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@ -7493,7 +7493,7 @@ isresolved:
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else
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{
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// Todo: If this is a qualified call to a parent class function, let it through (but this needs to disable virtual calls later.)
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ScriptPosition.Message(MSG_ERROR, "Qualified member call to parent class not yet implemented\n", cls->TypeName.GetChars(), MethodName.GetChars());
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ScriptPosition.Message(MSG_ERROR, "Qualified member call to parent class %s::%s is not yet implemented\n", cls->TypeName.GetChars(), MethodName.GetChars());
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delete this;
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return nullptr;
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}
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@ -7897,7 +7897,7 @@ FxExpression *FxVMFunctionCall::Resolve(FCompileContext& ctx)
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// For a reference argument the types must match 100%.
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if (type != ArgList[i]->ValueType)
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{
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ScriptPosition.Message(MSG_ERROR, "Type mismatch in reference argument", Function->SymbolName.GetChars());
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ScriptPosition.Message(MSG_ERROR, "Type mismatch in reference argument %s", Function->SymbolName.GetChars());
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x = nullptr;
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}
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else
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@ -8346,7 +8346,7 @@ FxExpression *FxGetDefaultByType::Resolve(FCompileContext &ctx)
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{
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// this is the ugly case. We do not know what we have and cannot do proper type casting.
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// For now error out and let this case require explicit handling on the user side.
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ScriptPosition.Message(MSG_ERROR, "GetDefaultByType() requires an actor class type", static_cast<FxConstant *>(Self)->GetValue().GetString().GetChars());
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ScriptPosition.Message(MSG_ERROR, "GetDefaultByType() requires an actor class type, but got %s", static_cast<FxConstant *>(Self)->GetValue().GetString().GetChars());
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delete this;
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return nullptr;
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}
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@ -9511,7 +9511,7 @@ FxExpression *FxClassTypeCast::Resolve(FCompileContext &ctx)
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/* lax */
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// Since this happens in released WADs it must pass without a terminal error... :(
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ScriptPosition.Message(MSG_OPTERROR,
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"Unknown class name '%s'",
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"Unknown class name '%s' of type '%s'",
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clsname.GetChars(), desttype->TypeName.GetChars());
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}
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else
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|
|
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@ -272,7 +272,7 @@ static void CheckForUnsafeStates(PClassActor *obj)
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// If an unsafe function (i.e. one that accesses user variables) is being detected, print a warning once and remove the bogus function. We may not call it because that would inevitably crash.
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auto owner = FState::StaticFindStateOwner(state);
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GetStateSource(state).Message(MSG_ERROR, TEXTCOLOR_RED "Unsafe state call in state %s.%d which accesses user variables, reached by %s.%s.\n",
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owner->TypeName.GetChars(), state - owner->OwnedStates, obj->TypeName.GetChars(), FName(*test).GetChars());
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owner->TypeName.GetChars(), int(state - owner->OwnedStates), obj->TypeName.GetChars(), FName(*test).GetChars());
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}
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state = state->NextState;
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}
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|
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@ -525,7 +525,7 @@ DEFINE_PROPERTY(skip_super, 0, Actor)
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if (info->Size != actorclass->Size)
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{
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bag.ScriptPosition.Message(MSG_OPTERROR,
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"'skip_super' is only allowed in subclasses of AActor with no additional fields and will be ignored.", info->TypeName.GetChars());
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"'skip_super' is only allowed in subclasses of AActor with no additional fields and will be ignored in type %s.", info->TypeName.GetChars());
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return;
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}
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if (bag.StateSet)
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|
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@ -1323,7 +1323,7 @@ bool ZCCCompiler::CompileFields(PStruct *type, TArray<ZCC_VarDeclarator *> &Fiel
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}
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else if (hasnativechildren)
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{
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Error(field, "Cannot add field %s to %s. %s has native children which means it size may not change.", type->TypeName.GetChars(), fd->FieldSize, FName(name->Name).GetChars());
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Error(field, "Cannot add field %s to %s. %s has native children which means it size may not change.", FName(name->Name).GetChars(), type->TypeName.GetChars(), type->TypeName.GetChars());
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}
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else
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{
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|
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@ -38,6 +38,8 @@
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#include "zscript/shared/fastprojectile.txt"
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#include "zscript/shared/dynlights.txt"
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#include "zscript/compatibility.txt"
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#include "zscript/doom/doomplayer.txt"
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#include "zscript/doom/possessed.txt"
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#include "zscript/doom/doomimp.txt"
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|
|
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@ -691,7 +691,7 @@ class Actor : Thinker native
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deprecated native void A_StopSoundEx(name slot);
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native void A_SeekerMissile(int threshold, int turnmax, int flags = 0, int chance = 50, int distance = 10);
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native action state A_Jump(int chance, statelabel label, ...);
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native void A_CustomMissile(class<Actor> missiletype, double spawnheight = 32, double spawnofs_xy = 0, double angle = 0, int flags = 0, double pitch = 0, int ptr = AAPTR_TARGET);
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native void A_SpawnProjectile(class<Actor> missiletype, double spawnheight = 32, double spawnofs_xy = 0, double angle = 0, int flags = 0, double pitch = 0, int ptr = AAPTR_TARGET);
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native void A_CustomBulletAttack(double spread_xy, double spread_z, int numbullets, int damageperbullet, class<Actor> pufftype = "BulletPuff", double range = 0, int flags = 0, int ptr = AAPTR_TARGET, class<Actor> missile = null, double Spawnheight = 32, double Spawnofs_xy = 0);
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native void A_CustomRailgun(int damage, int spawnofs_xy = 0, color color1 = 0, color color2 = 0, int flags = 0, int aim = 0, double maxdiff = 0, class<Actor> pufftype = "BulletPuff", double spread_xy = 0, double spread_z = 0, double range = 0, int duration = 0, double sparsity = 1.0, double driftspeed = 1.0, class<Actor> spawnclass = null, double spawnofs_z = 0, int spiraloffset = 270, int limit = 0);
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native bool A_SetInventory(class<Inventory> itemtype, int amount, int ptr = AAPTR_DEFAULT, bool beyondMax = false);
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|
|
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@ -77,7 +77,7 @@ class ZorchPropulsor : RocketLauncher
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{
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Fire:
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MISG B 8 A_GunFlash;
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MISG B 12 A_FireCustomMissile("PropulsorMissile");
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MISG B 12 A_FireProjectile("PropulsorMissile");
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MISG B 0 A_ReFire;
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Goto Ready;
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}
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|
@ -107,7 +107,7 @@ class PhasingZorcher : PlasmaRifle
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{
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Fire:
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PLSG A 0 A_GunFlash;
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PLSG A 3 A_FireCustomMissile("PhaseZorchMissile");
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PLSG A 3 A_FireProjectile("PhaseZorchMissile");
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PLSG B 20 A_ReFire;
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Goto Ready;
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Flash:
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|
@ -143,7 +143,7 @@ class LAZDevice : BFG9000
|
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Fire:
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BFGG A 20 A_BFGsound;
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BFGG B 10 A_GunFlash;
|
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BFGG B 10 A_FireCustomMissile("LAZBall");
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BFGG B 10 A_FireProjectile("LAZBall");
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BFGG B 20 A_ReFire;
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Goto Ready;
|
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}
|
||||
|
|
18
wadsrc/static/zscript/compatibility.txt
Normal file
18
wadsrc/static/zscript/compatibility.txt
Normal file
|
@ -0,0 +1,18 @@
|
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// This file contains compatibility wrappers for DECORATE functions with bad parameters.
|
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|
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extend class Actor
|
||||
{
|
||||
deprecated void A_CustomMissile(class<Actor> missiletype, double spawnheight = 32, double spawnofs_xy = 0, double angle = 0, int flags = 0, double pitch = 0, int ptr = AAPTR_TARGET)
|
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{
|
||||
A_SpawnProjectile(missiletype, spawnheight, spawnofs_xy, angle, flags|CMF_BADPITCH, pitch, ptr);
|
||||
}
|
||||
}
|
||||
|
||||
extend class StateProvider
|
||||
{
|
||||
deprecated action void A_FireCustomMissile(class<Actor> missiletype, double angle = 0, bool useammo = true, double spawnofs_xy = 0, double spawnheight = 0, int flags = 0, double pitch = 0)
|
||||
{
|
||||
A_FireProjectile(missiletype, angle, useammo, spawnofs_xy, spawnheight, flags, -pitch);
|
||||
}
|
||||
}
|
||||
|
|
@ -45,7 +45,7 @@ enum EBFGSprayFlags
|
|||
BFGF_MISSILEORIGIN = 2,
|
||||
};
|
||||
|
||||
// Flags for A_CustomMissile
|
||||
// Flags for A_SpawnProjectile
|
||||
enum ECustomMissileFlags
|
||||
{
|
||||
CMF_AIMOFFSET = 1,
|
||||
|
@ -56,6 +56,7 @@ enum ECustomMissileFlags
|
|||
CMF_OFFSETPITCH = 32,
|
||||
CMF_SAVEPITCH = 64,
|
||||
CMF_ABSOLUTEANGLE = 128,
|
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CMF_BADPITCH = 256, // for compatibility handling only - avoid!
|
||||
};
|
||||
|
||||
// Flags for A_CustomBulletAttack
|
||||
|
|
|
@ -28,9 +28,9 @@ class Snake : Actor
|
|||
Loop;
|
||||
Missile:
|
||||
SNKE FF 5 A_FaceTarget;
|
||||
SNKE FFF 4 A_CustomMissile("SnakeProjA", 32, 0, 0, CMF_CHECKTARGETDEAD);
|
||||
SNKE FFF 4 A_SpawnProjectile("SnakeProjA", 32, 0, 0, CMF_CHECKTARGETDEAD);
|
||||
SNKE FFF 5 A_FaceTarget;
|
||||
SNKE F 4 A_CustomMissile("SnakeProjB", 32, 0, 0, CMF_CHECKTARGETDEAD);
|
||||
SNKE F 4 A_SpawnProjectile("SnakeProjB", 32, 0, 0, CMF_CHECKTARGETDEAD);
|
||||
Goto See;
|
||||
Pain:
|
||||
SNKE E 3;
|
||||
|
|
|
@ -87,7 +87,7 @@ class BlasterPowered : Blaster
|
|||
Fire:
|
||||
BLSR BC 0;
|
||||
Hold:
|
||||
BLSR D 3 A_FireCustomMissile("BlasterFX1");
|
||||
BLSR D 3 A_FireProjectile("BlasterFX1");
|
||||
BLSR CB 4;
|
||||
BLSR A 0 A_ReFire;
|
||||
Goto Ready;
|
||||
|
|
|
@ -112,9 +112,9 @@ class CentaurLeader : Centaur
|
|||
{
|
||||
Missile:
|
||||
CENT E 10 A_FaceTarget;
|
||||
CENT F 8 Bright A_CustomMissile("CentaurFX", 45, 0, 0, CMF_AIMOFFSET);
|
||||
CENT F 8 Bright A_SpawnProjectile("CentaurFX", 45, 0, 0, CMF_AIMOFFSET);
|
||||
CENT E 10 A_FaceTarget;
|
||||
CENT F 8 Bright A_CustomMissile("CentaurFX", 45, 0, 0, CMF_AIMOFFSET);
|
||||
CENT F 8 Bright A_SpawnProjectile("CentaurFX", 45, 0, 0, CMF_AIMOFFSET);
|
||||
Goto See;
|
||||
}
|
||||
}
|
||||
|
|
|
@ -44,7 +44,7 @@ class Demon1 : Actor
|
|||
Missile:
|
||||
DEMN E 5 A_FaceTarget;
|
||||
DEMN F 6 A_FaceTarget;
|
||||
DEMN G 5 A_CustomMissile("Demon1FX1", 62, 0);
|
||||
DEMN G 5 A_SpawnProjectile("Demon1FX1", 62, 0);
|
||||
Goto See;
|
||||
Death:
|
||||
DEMN HI 6;
|
||||
|
@ -250,7 +250,7 @@ class Demon2 : Demon1
|
|||
Missile:
|
||||
DEM2 E 5 A_FaceTarget;
|
||||
DEM2 F 6 A_FaceTarget;
|
||||
DEM2 G 5 A_CustomMissile("Demon2FX1", 62, 0);
|
||||
DEM2 G 5 A_SpawnProjectile("Demon2FX1", 62, 0);
|
||||
Goto See;
|
||||
Death:
|
||||
DEM2 HI 6;
|
||||
|
|
|
@ -23,7 +23,7 @@ class MWeapWand : MageWeapon
|
|||
Loop;
|
||||
Fire:
|
||||
MWND A 6;
|
||||
MWND B 6 Bright Offset (0, 48) A_FireCustomMissile ("MageWandMissile");
|
||||
MWND B 6 Bright Offset (0, 48) A_FireProjectile ("MageWandMissile");
|
||||
MWND A 3 Offset (0, 40);
|
||||
MWND A 3 Offset (0, 36) A_ReFire;
|
||||
Goto Ready;
|
||||
|
|
|
@ -300,7 +300,7 @@ class SerpentLeader : Serpent
|
|||
States
|
||||
{
|
||||
Missile:
|
||||
SSPT N 5 A_CustomMissile("SerpentFX", 32, 0);
|
||||
SSPT N 5 A_SpawnProjectile("SerpentFX", 32, 0);
|
||||
Goto Dive;
|
||||
}
|
||||
}
|
||||
|
|
|
@ -47,7 +47,7 @@ class Wraith : Actor
|
|||
Missile:
|
||||
WRTH E 6 A_FaceTarget;
|
||||
WRTH F 6;
|
||||
WRTH G 6 A_CustomMissile("WraithFX1");
|
||||
WRTH G 6 A_SpawnProjectile("WraithFX1");
|
||||
Goto See;
|
||||
Death:
|
||||
WRTH I 4;
|
||||
|
|
|
@ -49,7 +49,7 @@ class ArtiEgg : CustomInventory
|
|||
Use:
|
||||
TNT1 A 0
|
||||
{
|
||||
for (double i = -15; i <= 15; i += 7.5) A_FireCustomMissile("EggFX", i, 0, 0, 0, 1);
|
||||
for (double i = -15; i <= 15; i += 7.5) A_FireProjectile("EggFX", i, false, 0, 0, FPF_AIMATANGLE);
|
||||
}
|
||||
Stop;
|
||||
}
|
||||
|
@ -104,7 +104,7 @@ class ArtiPork : CustomInventory
|
|||
Use:
|
||||
TNT1 A 0
|
||||
{
|
||||
for (double i = -15; i <= 15; i += 7.5) A_FireCustomMissile("PorkFX", i, 0, 0, 0, 1);
|
||||
for (double i = -15; i <= 15; i += 7.5) A_FireProjectile("PorkFX", i, false, 0, 0, FPF_AIMATANGLE);
|
||||
}
|
||||
Stop;
|
||||
}
|
||||
|
|
|
@ -84,7 +84,7 @@ class StateProvider : Inventory native
|
|||
action native state A_JumpIfNoAmmo(statelabel label);
|
||||
action native void A_CustomPunch(int damage, bool norandom = false, int flags = CPF_USEAMMO, class<Actor> pufftype = "BulletPuff", double range = 0, double lifesteal = 0, int lifestealmax = 0, class<BasicArmorBonus> armorbonustype = "ArmorBonus", sound MeleeSound = 0, sound MissSound = "");
|
||||
action native void A_FireBullets(double spread_xy, double spread_z, int numbullets, int damageperbullet, class<Actor> pufftype = "BulletPuff", int flags = 1, double range = 0, class<Actor> missile = null, double Spawnheight = 32, double Spawnofs_xy = 0);
|
||||
action native void A_FireCustomMissile(class<Actor> missiletype, double angle = 0, bool useammo = true, double spawnofs_xy = 0, double spawnheight = 0, int flags = 0, double pitch = 0);
|
||||
action native void A_FireProjectile(class<Actor> missiletype, double angle = 0, bool useammo = true, double spawnofs_xy = 0, double spawnheight = 0, int flags = 0, double pitch = 0);
|
||||
action native void A_RailAttack(int damage, int spawnofs_xy = 0, bool useammo = true, color color1 = 0, color color2 = 0, int flags = 0, double maxdiff = 0, class<Actor> pufftype = "BulletPuff", double spread_xy = 0, double spread_z = 0, double range = 0, int duration = 0, double sparsity = 1.0, double driftspeed = 1.0, class<Actor> spawnclass = "none", double spawnofs_z = 0, int spiraloffset = 270, int limit = 0);
|
||||
action native void A_WeaponReady(int flags = 0);
|
||||
action native void A_Lower();
|
||||
|
|
|
@ -202,7 +202,7 @@ class AlienSpectre2 : AlienSpectre1
|
|||
{
|
||||
Missile:
|
||||
ALN1 F 4 A_FaceTarget;
|
||||
ALN1 I 4 A_CustomMissile("SpectralLightningH3", 32, 0);
|
||||
ALN1 I 4 A_SpawnProjectile("SpectralLightningH3", 32, 0);
|
||||
ALN1 E 4;
|
||||
Goto See+10;
|
||||
}
|
||||
|
@ -267,7 +267,7 @@ class AlienSpectre4 : AlienSpectre1
|
|||
{
|
||||
Missile:
|
||||
ALN1 F 4 A_FaceTarget;
|
||||
ALN1 I 4 A_CustomMissile("SpectralLightningBigV2", 32, 0);
|
||||
ALN1 I 4 A_SpawnProjectile("SpectralLightningBigV2", 32, 0);
|
||||
ALN1 E 4;
|
||||
Goto See+10;
|
||||
}
|
||||
|
@ -289,7 +289,7 @@ class AlienSpectre5 : AlienSpectre1
|
|||
{
|
||||
Missile:
|
||||
ALN1 F 4 A_FaceTarget;
|
||||
ALN1 I 4 A_CustomMissile("SpectralLightningBigBall2", 32, 0);
|
||||
ALN1 I 4 A_SpawnProjectile("SpectralLightningBigBall2", 32, 0);
|
||||
ALN1 E 4;
|
||||
Goto See+10;
|
||||
}
|
||||
|
|
|
@ -265,7 +265,7 @@ class EntitySecond : SpectralMonster
|
|||
Goto See+1;
|
||||
Missile:
|
||||
MNAL W 4 Bright A_FaceTarget;
|
||||
MNAL U 4 Bright A_CustomMissile("SpectralLightningH3",32,0);
|
||||
MNAL U 4 Bright A_SpawnProjectile("SpectralLightningH3",32,0);
|
||||
MNAL V 4 Bright A_SentinelBob;
|
||||
Goto See+4;
|
||||
Pain:
|
||||
|
|
|
@ -55,7 +55,7 @@ class Loremaster : Actor
|
|||
Goto See;
|
||||
Missile:
|
||||
PRST E 4 A_FaceTarget;
|
||||
PRST F 4 A_CustomMissile("LoreShot", 32, 0);
|
||||
PRST F 4 A_SpawnProjectile("LoreShot", 32, 0);
|
||||
PRST E 4 A_SentinelBob;
|
||||
Goto See;
|
||||
Death:
|
||||
|
|
|
@ -38,7 +38,7 @@ class StrifeBishop : Actor
|
|||
Loop;
|
||||
Missile:
|
||||
MLDR E 3 A_FaceTarget;
|
||||
MLDR F 2 Bright A_CustomMissile("BishopMissile", 64, 0, 0, CMF_AIMOFFSET);
|
||||
MLDR F 2 Bright A_SpawnProjectile("BishopMissile", 64, 0, 0, CMF_AIMOFFSET);
|
||||
Goto See;
|
||||
Pain:
|
||||
MLDR D 1 A_Pain;
|
||||
|
|
Loading…
Reference in a new issue