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https://github.com/ZDoom/gzdoom.git
synced 2024-11-11 15:21:51 +00:00
- added all missing things to enable the scriptified version of A_BrainSpit.
This uses a global function, this has been placed into DObject for now because the scripting interface does not allow non-class-owned functions yet.
This commit is contained in:
parent
aa32d8970b
commit
7ff5069617
8 changed files with 68 additions and 89 deletions
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@ -866,7 +866,6 @@ set( NOT_COMPILED_SOURCE_FILES
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${OTHER_SYSTEM_SOURCES}
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sc_man_scanner.h
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sc_man_scanner.re
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g_doom/a_bossbrain.cpp
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g_doom/a_doomweaps.cpp
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g_doom/a_painelemental.cpp
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g_doom/a_scriptedmarine.cpp
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@ -1,80 +0,0 @@
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/*
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#include "actor.h"
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#include "info.h"
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#include "m_random.h"
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#include "p_local.h"
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#include "p_enemy.h"
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#include "s_sound.h"
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#include "statnums.h"
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#include "a_specialspot.h"
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#include "vm.h"
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#include "doomstat.h"
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#include "g_level.h"
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*/
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static FRandom pr_spawnfly ("SpawnFly");
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DEFINE_ACTION_FUNCTION(AActor, A_BrainSpit)
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{
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PARAM_SELF_PROLOGUE(AActor);
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PARAM_CLASS_DEF(spawntype, AActor);
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DSpotState *state = DSpotState::GetSpotState();
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AActor *targ;
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AActor *spit;
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bool isdefault = false;
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// shoot a cube at current target
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targ = state->GetNextInList(PClass::FindActor("BossTarget"), G_SkillProperty(SKILLP_EasyBossBrain));
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if (targ != NULL)
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{
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if (spawntype == NULL)
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{
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spawntype = PClass::FindActor("SpawnShot");
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isdefault = true;
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}
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// spawn brain missile
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spit = P_SpawnMissile (self, targ, spawntype);
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if (spit != NULL)
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{
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// Boss cubes should move freely to their destination so it's
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// probably best to disable all collision detection for them.
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if (spit->flags & MF_NOCLIP) spit->flags5 |= MF5_NOINTERACTION;
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spit->target = targ;
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spit->master = self;
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// [RH] Do this correctly for any trajectory. Doom would divide by 0
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// if the target had the same y coordinate as the spitter.
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if (spit->Vel.X == 0 && spit->Vel.Y == 0)
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{
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spit->special2 = 0;
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}
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else if (fabs(spit->Vel.Y) > fabs(spit->Vel.X))
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{
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spit->special2 = int((targ->Y() - self->Y()) / spit->Vel.Y);
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}
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else
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{
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spit->special2 = int((targ->X() - self->X()) / spit->Vel.X);
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}
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// [GZ] Calculates when the projectile will have reached destination
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spit->special2 += level.maptime;
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spit->flags6 |= MF6_BOSSCUBE;
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}
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if (!isdefault)
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{
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S_Sound(self, CHAN_WEAPON, self->AttackSound, 1, ATTN_NONE);
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}
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else
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{
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// compatibility fallback
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S_Sound (self, CHAN_WEAPON, "brain/spit", 1, ATTN_NONE);
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}
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}
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return 0;
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}
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@ -20,7 +20,6 @@
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#include "g_shared/a_pickups.h"
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// Include all the other Doom stuff here to reduce compile time
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#include "a_bossbrain.cpp"
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#include "a_doomweaps.cpp"
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#include "a_painelemental.cpp"
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#include "a_scriptedmarine.cpp"
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@ -251,6 +251,12 @@ DSpotState *DSpotState::GetSpotState(bool create)
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return SpotState;
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}
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DEFINE_ACTION_FUNCTION(DSpotState, GetSpotState)
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{
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PARAM_PROLOGUE;
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ACTION_RETURN_OBJECT(DSpotState::GetSpotState());
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}
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//----------------------------------------------------------------------------
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//
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//
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@ -317,6 +323,14 @@ ASpecialSpot *DSpotState::GetNextInList(PClassActor *type, int skipcounter)
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return NULL;
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}
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DEFINE_ACTION_FUNCTION(DSpotState, GetNextInList)
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{
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PARAM_SELF_PROLOGUE(DSpotState);
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PARAM_CLASS(type, AActor);
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PARAM_INT(skipcounter);
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ACTION_RETURN_OBJECT(self->GetNextInList(type, skipcounter));
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}
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//----------------------------------------------------------------------------
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//
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//
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@ -371,7 +385,6 @@ void ASpecialSpot::Destroy()
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// Mace spawn spot ----------------------------------------------------------
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// Every mace spawn spot will execute this action. The first one
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// will build a list of all mace spots in the level and spawn a
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// mace. The rest of the spots will do nothing.
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@ -388,6 +388,13 @@ int G_SkillProperty(ESkillProperty prop)
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return 0;
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}
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DEFINE_ACTION_FUNCTION(DObject, G_SkillPropertyInt)
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{
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PARAM_PROLOGUE;
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PARAM_INT(which);
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ACTION_RETURN_INT(G_SkillProperty((ESkillProperty)which));
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}
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//==========================================================================
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//
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//
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@ -433,6 +440,13 @@ double G_SkillProperty(EFSkillProperty prop)
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return 0;
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}
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DEFINE_ACTION_FUNCTION(DObject, G_SkillPropertyFloat)
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{
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PARAM_PROLOGUE;
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PARAM_INT(which);
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ACTION_RETURN_FLOAT(G_SkillProperty((EFSkillProperty)which));
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}
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//==========================================================================
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@ -1,5 +1,9 @@
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class Object native
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{
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// These really should be global functions...
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native static int G_SkillPropertyInt(int p);
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native static double G_SkillPropertyFloat(int p);
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virtual native void Destroy();
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native class<Object> GetClass();
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}
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@ -37,3 +41,8 @@ class DropItem : Object native
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*/
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}
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class SpotState : Object native
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{
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native static SpotState GetSpotState();
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native SpecialSpot GetNextInList(class<Actor> type, int skipcounter);
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}
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@ -917,3 +917,31 @@ enum EMapThingFlags
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MTF_SECRET = 0x080000, // Secret pickup
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MTF_NOINFIGHTING = 0x100000,
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};
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enum ESkillProperty
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{
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SKILLP_FastMonsters,
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SKILLP_Respawn,
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SKILLP_RespawnLimit,
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SKILLP_DisableCheats,
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SKILLP_AutoUseHealth,
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SKILLP_SpawnFilter,
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SKILLP_EasyBossBrain,
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SKILLP_ACSReturn,
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SKILLP_NoPain,
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SKILLP_EasyKey,
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SKILLP_SlowMonsters,
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SKILLP_Infight,
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};
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enum EFSkillProperty // floating point properties
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{
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SKILLP_AmmoFactor,
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SKILLP_DropAmmoFactor,
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SKILLP_ArmorFactor,
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SKILLP_HealthFactor,
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SKILLP_DamageFactor,
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SKILLP_Aggressiveness,
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SKILLP_MonsterHealth,
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SKILLP_FriendlyHealth,
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};
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@ -212,9 +212,7 @@ extend class Actor
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Exit_Normal(0);
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}
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native
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void A_BrainSpit(class<Actor> spawntype = null) // needs special treatment for default
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;/*
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void A_BrainSpit(class<Actor> spawntype = null)
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{
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SpotState spstate = SpotState.GetSpotState();
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Actor targ;
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bool isdefault = false;
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// shoot a cube at current target
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targ = spstate.GetNextInList("BossTarget", G_SkillProperty(SKILLP_EasyBossBrain));
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targ = spstate.GetNextInList("BossTarget", G_SkillPropertyInt(SKILLP_EasyBossBrain));
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if (targ)
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{
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@ -249,7 +247,7 @@ extend class Actor
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{
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spit.special2 = 0;
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}
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else if (abs(spit.Vel.y) > fabs(spit.Vel.x))
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else if (abs(spit.Vel.y) > abs(spit.Vel.x))
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{
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spit.special2 = int((targ.pos.y - pos.y) / spit.Vel.y);
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}
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}
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}
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}
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*/
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private void SpawnFly(class<Actor> spawntype, sound snd)
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{
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