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https://github.com/ZDoom/gzdoom.git
synced 2024-11-11 07:12:02 +00:00
- scriptified the fighter's fist.
This commit is contained in:
parent
178db4bb09
commit
80f233cd0b
9 changed files with 129 additions and 169 deletions
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@ -855,7 +855,6 @@ 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_hexen/a_fighterplayer.cpp
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g_hexen/a_fighterquietus.cpp
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g_hexen/a_flechette.cpp
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g_hexen/a_flies.cpp
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@ -1,142 +0,0 @@
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/*
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#include "actor.h"
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#include "gi.h"
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#include "m_random.h"
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#include "s_sound.h"
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#include "d_player.h"
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#include "a_action.h"
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#include "p_local.h"
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#include "a_action.h"
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#include "a_hexenglobal.h"
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#include "vm.h"
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*/
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IMPLEMENT_CLASS(AFighterWeapon, false, false)
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IMPLEMENT_CLASS(AClericWeapon, false, false)
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IMPLEMENT_CLASS(AMageWeapon, false, false)
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static FRandom pr_fpatk ("FPunchAttack");
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//============================================================================
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//
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// AdjustPlayerAngle
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//
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//============================================================================
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#define MAX_ANGLE_ADJUST (5.)
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void AdjustPlayerAngle (AActor *pmo, FTranslatedLineTarget *t)
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{
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// normally this will adjust relative to the actual direction to the target,
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// but with arbitrary portals that cannot be calculated so using the actual
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// attack angle is the only option.
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DAngle atkangle = t->unlinked ? t->angleFromSource : pmo->AngleTo(t->linetarget);
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DAngle difference = deltaangle(pmo->Angles.Yaw, atkangle);
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if (fabs(difference) > MAX_ANGLE_ADJUST)
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{
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if (difference > 0)
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{
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pmo->Angles.Yaw += MAX_ANGLE_ADJUST;
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}
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else
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{
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pmo->Angles.Yaw -= MAX_ANGLE_ADJUST;
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}
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}
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else
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{
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pmo->Angles.Yaw = t->angleFromSource;
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}
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}
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DEFINE_ACTION_FUNCTION(AActor, AdjustPlayerAngle)
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{
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PARAM_SELF_PROLOGUE(AActor);
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PARAM_POINTER(t, FTranslatedLineTarget);
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AdjustPlayerAngle(self, t);
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return 0;
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}
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//============================================================================
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//
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// TryPunch
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//
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// Returns true if an actor was punched, false if not.
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//
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//============================================================================
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static bool TryPunch(APlayerPawn *pmo, DAngle angle, int damage, int power)
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{
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PClassActor *pufftype;
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FTranslatedLineTarget t;
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DAngle slope;
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slope = P_AimLineAttack (pmo, angle, 2*MELEERANGE, &t);
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if (t.linetarget != NULL)
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{
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if (++pmo->weaponspecial >= 3)
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{
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damage <<= 1;
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power *= 3;
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pufftype = PClass::FindActor("HammerPuff");
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}
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else
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{
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pufftype = PClass::FindActor("PunchPuff");
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}
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P_LineAttack (pmo, angle, 2*MELEERANGE, slope, damage, NAME_Melee, pufftype, true, &t);
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if (t.linetarget != NULL)
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{
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if (t.linetarget->player != NULL ||
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(t.linetarget->Mass != INT_MAX && (t.linetarget->flags3 & MF3_ISMONSTER)))
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{
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t.linetarget->Thrust(t.angleFromSource, power);
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}
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AdjustPlayerAngle (pmo, &t);
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return true;
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}
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}
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return false;
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}
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//============================================================================
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//
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// A_FPunchAttack
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//
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//============================================================================
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DEFINE_ACTION_FUNCTION(AActor, A_FPunchAttack)
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{
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PARAM_ACTION_PROLOGUE(AActor);
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int damage;
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int i;
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player_t *player;
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if (nullptr == (player = self->player))
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{
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return 0;
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}
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APlayerPawn *pmo = player->mo;
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damage = 40+(pr_fpatk()&15);
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for (i = 0; i < 16; i++)
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{
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if (TryPunch(pmo, pmo->Angles.Yaw + i*(45./16), damage, 2) ||
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TryPunch(pmo, pmo->Angles.Yaw - i*(45./16), damage, 2))
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{ // hit something
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if (pmo->weaponspecial >= 3)
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{
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pmo->weaponspecial = 0;
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P_SetPsprite(player, PSP_WEAPON, player->ReadyWeapon->FindState("Fire2"));
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S_Sound (pmo, CHAN_VOICE, "*fistgrunt", 1, ATTN_NORM);
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}
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return 0;
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}
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}
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// didn't find any creatures, so try to strike any walls
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pmo->weaponspecial = 0;
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DAngle slope = P_AimLineAttack (pmo, pmo->Angles.Yaw, MELEERANGE);
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P_LineAttack (pmo, pmo->Angles.Yaw, MELEERANGE, slope, damage, NAME_Melee, PClass::FindActor("PunchPuff"), true);
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return 0;
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}
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@ -3,26 +3,6 @@
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#include "d_player.h"
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void AdjustPlayerAngle(AActor *pmo, FTranslatedLineTarget *t);
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class AFighterWeapon : public AWeapon
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{
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DECLARE_CLASS (AFighterWeapon, AWeapon);
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public:
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};
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class AClericWeapon : public AWeapon
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{
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DECLARE_CLASS (AClericWeapon, AWeapon);
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public:
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};
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class AMageWeapon : public AWeapon
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{
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DECLARE_CLASS (AMageWeapon, AWeapon);
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public:
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};
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class AArtiPoisonBag : public AInventory
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{
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DECLARE_CLASS (AArtiPoisonBag, AInventory)
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@ -24,7 +24,6 @@
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#include "serializer.h"
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// Include all the Hexen stuff here to reduce compile time
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#include "a_fighterplayer.cpp"
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#include "a_fighterquietus.cpp"
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#include "a_flechette.cpp"
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#include "a_flies.cpp"
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@ -11,6 +11,14 @@
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#include "doomstat.h"
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*/
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class AMageWeapon : public AWeapon
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{
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DECLARE_CLASS (AMageWeapon, AWeapon);
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public:
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};
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IMPLEMENT_CLASS(AMageWeapon, false, false)
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static FRandom pr_mstafftrack ("MStaffTrack");
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static FRandom pr_bloodscourgedrop ("BloodScourgeDrop");
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@ -838,6 +838,7 @@ FState *AWeapon::GetUpState ()
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stack.Call(func, params, 1, &ret, 1, nullptr);
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return retval;
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}
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return nullptr;
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}
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//===========================================================================
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@ -858,6 +859,7 @@ FState *AWeapon::GetDownState ()
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stack.Call(func, params, 1, &ret, 1, nullptr);
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return retval;
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}
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return nullptr;
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}
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//===========================================================================
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@ -878,6 +880,7 @@ FState *AWeapon::GetReadyState ()
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stack.Call(func, params, 1, &ret, 1, nullptr);
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return retval;
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}
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return nullptr;
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}
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//===========================================================================
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@ -898,6 +901,7 @@ FState *AWeapon::GetAtkState (bool hold)
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stack.Call(func, params, 2, &ret, 1, nullptr);
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return retval;
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}
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return nullptr;
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}
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//===========================================================================
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@ -918,6 +922,7 @@ FState *AWeapon::GetAltAtkState (bool hold)
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stack.Call(func, params, 2, &ret, 1, nullptr);
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return retval;
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}
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return nullptr;
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}
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//===========================================================================
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@ -268,7 +268,6 @@ class Actor : Thinker native
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virtual native bool SpecialBlastHandling (Actor source, double strength);
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native void AdjustPlayerAngle(FTranslatedLineTarget t);
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native static readonly<Actor> GetDefaultByType(class<Actor> cls);
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native static double GetDefaultSpeed(class<Actor> type);
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native void RemoveFromHash();
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@ -1,7 +1,7 @@
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// The Doom and Heretic players are not excluded from pickup in case
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// somebody wants to use these weapons with either of those games.
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class FighterWeapon : Weapon native
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class FighterWeapon : Weapon
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{
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Default
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{
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}
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}
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class ClericWeapon : Weapon native
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class ClericWeapon : Weapon
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{
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Default
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{
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Inventory.ForbiddenTo "FighterPlayer", "ClericPlayer";
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}
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}
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extend class Actor
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{
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//============================================================================
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//
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// AdjustPlayerAngle
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//
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//============================================================================
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const MAX_ANGLE_ADJUST = (5.);
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void AdjustPlayerAngle(FTranslatedLineTarget t)
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{
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// normally this will adjust relative to the actual direction to the target,
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// but with arbitrary portals that cannot be calculated so using the actual
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// attack angle is the only option.
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double atkangle = t.unlinked ? t.angleFromSource : AngleTo(t.linetarget);
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double difference = deltaangle(Angle, atkangle);
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if (abs(difference) > MAX_ANGLE_ADJUST)
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{
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if (difference > 0)
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{
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angle += MAX_ANGLE_ADJUST;
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}
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else
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{
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angle -= MAX_ANGLE_ADJUST;
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}
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}
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else
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{
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angle = t.angleFromSource;
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}
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}
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}
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@ -13,8 +13,6 @@ class FWeapFist : FighterWeapon
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Tag "$TAG_FWEAPFIST";
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}
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action native void A_FPunchAttack();
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States
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{
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Select:
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FPCH E 10 Offset (0, 150);
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Goto Ready;
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}
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//============================================================================
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//
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// TryPunch
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//
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// Returns true if an actor was punched, false if not.
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//
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//============================================================================
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private action bool TryPunch(double angle, int damage, int power)
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{
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Class<Actor> pufftype;
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FTranslatedLineTarget t;
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double slope = AimLineAttack (angle, 2*MELEERANGE, t);
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if (t.linetarget != null)
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{
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if (++weaponspecial >= 3)
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{
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damage <<= 1;
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power *= 3;
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pufftype = "HammerPuff";
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}
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else
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{
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pufftype = "PunchPuff";
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}
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LineAttack (angle, 2*MELEERANGE, slope, damage, 'Melee', pufftype, true, t);
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if (t.linetarget != null)
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{
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// The mass threshold has been changed to CommanderKeen's value which has been used most often for 'unmovable' stuff.
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if (t.linetarget.player != null ||
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(t.linetarget.Mass < 10000000 && (t.linetarget.bIsMonster)))
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{
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if (!t.linetarget.bDontThrust)
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t.linetarget.Thrust(power, t.angleFromSource);
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}
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AdjustPlayerAngle(t);
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return true;
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}
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}
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return false;
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}
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//============================================================================
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//
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// A_FPunchAttack
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//
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//============================================================================
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action void A_FPunchAttack()
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{
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if (player == null)
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{
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return;
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}
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int damage = 40 + (random[FighterAtk]() & 15);
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for (int i = 0; i < 16; i++)
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{
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if (TryPunch(angle + i*(45./16), damage, 2) ||
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TryPunch(angle - i*(45./16), damage, 2))
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{ // hit something
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if (weaponspecial >= 3)
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{
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weaponspecial = 0;
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player.SetPsprite(PSP_WEAPON, player.ReadyWeapon.FindState("Fire2"));
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A_PlaySound ("*fistgrunt", CHAN_VOICE);
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}
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return;
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}
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}
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// didn't find any creatures, so try to strike any walls
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weaponspecial = 0;
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double slope = AimLineAttack (angle, MELEERANGE);
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LineAttack (angle, MELEERANGE, slope, damage, 'Melee', "PunchPuff", true);
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}
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}
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// Punch puff ---------------------------------------------------------------
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