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- Moved A_ThrowGrenade from Inventory to Actor because it can also be used by
monsters - Added velocity multiplicators to A_SpawnDebris. - Changed: A_JumpIfNoAmmo should have no effect for CustomInventory items. - Fixed: DECORATE jump commands must set the call state's result to 0 even when they have to return prematurely. - Added obituaries for Strife's and Hexen's monsters. - Converted Strife's Bishop to DECORATE. - Added momx, momy and momz variables to the DECORATE expression evaluator. SVN r404 (trunk)
This commit is contained in:
parent
24b5a0b110
commit
b599eda17d
44 changed files with 319 additions and 254 deletions
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@ -1,3 +1,18 @@
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December 5, 2006 (Changes by Graf Zahl)
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- Moved A_ThrowGrenade from Inventory to Actor because it can also be used by
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monsters
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- Added velocity multiplicators to A_SpawnDebris.
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- Changed: A_JumpIfNoAmmo should have no effect for CustomInventory items.
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- Fixed: DECORATE jump commands must set the call state's result to 0
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even when they have to return prematurely.
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- Added obituaries for Strife's and Hexen's monsters.
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- Converted Strife's Bishop to DECORATE.
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- Added momx, momy and momz variables to the DECORATE expression evaluator.
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December 5, 2006
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- Finished the framework for specifying all action functions externally,
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including restricting them to particular classes.
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December 3, 2006
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- Modified the trustInfo for updaterevision.exe so that it should be
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fine even with the buggy mt.exe that comes with Visual C++ 2005.
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@ -744,17 +744,9 @@ static void ParseInsideDecoration (FActorInfo *info, AActor *defaults,
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{
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defaults->DamageType = NAME_None;
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}
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else if (SC_Compare ("Ice"))
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{
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defaults->DamageType = NAME_Ice;
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}
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else if (SC_Compare ("Fire"))
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{
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defaults->DamageType = NAME_Fire;
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}
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else
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{
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SC_ScriptError ("Unknown damage type \"%s\"", sc_String);
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defaults->DamageType = sc_String;
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}
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}
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else if (def == DEF_Projectile && SC_Compare ("Speed"))
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@ -102,6 +102,7 @@ IMPLEMENT_ACTOR (ABishop, Hexen, 114, 19)
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PROP_PainSound ("BishopPain")
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PROP_DeathSound ("BishopDeath")
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PROP_ActiveSound ("BishopActiveSounds")
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PROP_Obituary("$OB_BISHOP")
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END_DEFAULTS
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void ABishop::GetExplodeParms (int &damage, int &distance, bool &hurtSource)
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@ -109,6 +109,7 @@ IMPLEMENT_ACTOR (AClericBoss, Hexen, 10101, 0)
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PROP_PainSound ("PlayerClericPain")
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PROP_DeathSound ("PlayerClericCrazyDeath")
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PROP_Obituary ("$OB_CBOSS")
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END_DEFAULTS
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//============================================================================
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@ -89,6 +89,7 @@ IMPLEMENT_ACTOR (ADragon, Hexen, 254, 0)
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PROP_PainSound ("DragonPain")
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PROP_DeathSound ("DragonDeath")
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PROP_ActiveSound ("DragonActive")
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PROP_Obituary ("$OB_DRAGON")
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END_DEFAULTS
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@ -103,6 +103,7 @@ IMPLEMENT_ACTOR (AFighterBoss, Hexen, 10100, 0)
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PROP_PainSound ("PlayerFighterPain")
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PROP_DeathSound ("PlayerFighterCrazyDeath")
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PROP_Obituary ("$OB_FBOSS")
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END_DEFAULTS
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void A_FighterAttack (AActor *actor)
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@ -109,6 +109,7 @@ IMPLEMENT_ACTOR (AFireDemon, Hexen, 10060, 5)
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PROP_PainSound ("FireDemonPain")
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PROP_DeathSound ("FireDemonDeath")
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PROP_ActiveSound ("FireDemonActive")
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PROP_Obituary("$OB_FIREDEMON")
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END_DEFAULTS
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// AFireDemonSplotch1 -------------------------------------------------------
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@ -145,6 +145,7 @@ IMPLEMENT_ACTOR (AHeresiarch, Hexen, 10080, 0)
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PROP_PainSound ("SorcererPain")
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PROP_DeathSound ("SorcererDeathScream")
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PROP_ActiveSound ("SorcererActive")
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PROP_Obituary ("$OB_HERESIARCH")
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END_DEFAULTS
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void AHeresiarch::Serialize (FArchive &arc)
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@ -75,6 +75,7 @@ IMPLEMENT_ACTOR (AIceGuy, Hexen, 8020, 20)
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PROP_SeeSound ("IceGuySight")
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PROP_AttackSound ("IceGuyAttack")
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PROP_ActiveSound ("IceGuyActive")
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PROP_Obituary("$OB_ICEGUY")
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END_DEFAULTS
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void AIceGuy::Deactivate (AActor *activator)
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@ -170,6 +170,7 @@ IMPLEMENT_ACTOR (AKorax, Hexen, 10200, 0)
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PROP_PainSound ("KoraxPain")
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PROP_DeathSound ("KoraxDeath")
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PROP_ActiveSound ("KoraxActive")
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PROP_Obituary ("$OB_KORAX")
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END_DEFAULTS
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// Korax Spirit -------------------------------------------------------------
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@ -104,6 +104,7 @@ IMPLEMENT_ACTOR (AMageBoss, Hexen, 10102, 0)
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PROP_PainSound ("PlayerMagePain")
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PROP_DeathSound ("PlayerMageCrazyDeath")
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PROP_Obituary ("$OB_MBOSS")
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END_DEFAULTS
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@ -166,6 +166,7 @@ IMPLEMENT_ACTOR (ASerpent, Hexen, 121, 6)
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PROP_AttackSound ("SerpentAttack")
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PROP_PainSound ("SerpentPain")
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PROP_DeathSound ("SerpentDeath")
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PROP_HitObituary("$OB_SERPENTHIT")
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END_DEFAULTS
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void ASerpent::Serialize (FArchive &arc)
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IMPLEMENT_STATELESS_ACTOR (ASerpentLeader, Hexen, 120, 7)
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PROP_Mass (200)
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PROP_Obituary("$OB_SERPENT")
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END_DEFAULTS
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void ASerpentLeader::BeginPlay ()
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@ -118,6 +118,8 @@ IMPLEMENT_ACTOR (AWraith, Hexen, 34, 8)
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PROP_PainSound ("WraithPain")
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PROP_DeathSound ("WraithDeath")
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PROP_ActiveSound ("WraithActive")
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PROP_HitObituary("$OB_WRAITHHIT")
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PROP_Obituary("$OB_WRAITH")
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END_DEFAULTS
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// Buried wraith ------------------------------------------------------------
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@ -113,6 +113,7 @@ IMPLEMENT_ACTOR (AAcolyte, Strife, -1, 0)
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PROP_AttackSound ("acolyte/rifle")
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PROP_DeathSound ("acolyte/death")
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PROP_ActiveSound ("acolyte/active")
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PROP_Obituary ("$OB_ACOLYTE")
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END_DEFAULTS
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// Acolyte 1 ----------------------------------------------------------------
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@ -355,11 +355,6 @@ void A_SpawnSpectre1 (AActor *actor)
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GenericSpectreSpawn (actor, RUNTIME_CLASS(AAlienSpectre1));
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}
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void A_SpawnSpectre2 (AActor *actor)
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{
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GenericSpectreSpawn (actor, RUNTIME_CLASS(AAlienSpectre2));
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}
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void A_SpawnSpectre3 (AActor *actor)
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{
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GenericSpectreSpawn (actor, RUNTIME_CLASS(AAlienSpectre3));
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@ -96,6 +96,7 @@ IMPLEMENT_ACTOR (ACrusader, Strife, 3005, 0)
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PROP_PainSound ("crusader/pain")
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PROP_DeathSound ("crusader/death")
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PROP_ActiveSound ("crusader/active")
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PROP_Obituary ("$OB_CRUSADER")
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END_DEFAULTS
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// Fast Flame Projectile (used by Crusader) ---------------------------------
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@ -165,6 +165,7 @@ IMPLEMENT_ACTOR (AEntityBoss, Strife, 128, 0)
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PROP_PainSound ("entity/pain")
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PROP_DeathSound ("entity/death")
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PROP_ActiveSound ("entity/active")
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PROP_Obituary ("$OB_ENTITY")
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END_DEFAULTS
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void AEntityBoss::Serialize (FArchive &arc)
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@ -269,6 +270,7 @@ IMPLEMENT_ACTOR (AEntitySecond, Strife, -1, 0)
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PROP_PainSound ("alienspectre/pain")
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PROP_DeathSound ("alienspectre/death")
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PROP_ActiveSound ("alienspectre/active")
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PROP_Obituary ("$OB_ENTITY")
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END_DEFAULTS
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void AEntitySecond::Touch (AActor *toucher)
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@ -106,6 +106,7 @@ IMPLEMENT_ACTOR (AInquisitor, Strife, 16, 0)
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PROP_SeeSound ("inquisitor/sight")
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PROP_DeathSound ("inquisitor/death")
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PROP_ActiveSound ("inquisitor/active")
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PROP_Obituary ("$OB_INQUISITOR")
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END_DEFAULTS
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// Inquisitor Shot ----------------------------------------------------------
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@ -100,6 +100,7 @@ IMPLEMENT_ACTOR (ALoremaster, Strife, 12, 0)
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PROP_PainSound ("loremaster/pain")
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PROP_DeathSound ("loremaster/death")
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PROP_ActiveSound ("loremaster/active")
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PROP_Obituary ("$OB_LOREMASTER")
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END_DEFAULTS
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@ -99,6 +99,7 @@ IMPLEMENT_ACTOR (AMacil1, Strife, 64, 0)
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PROP_PainSound ("macil/pain")
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PROP_ActiveSound ("macil/active")
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PROP_Tag ("MACIL")
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PROP_Obituary ("$OB_MACIL")
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END_DEFAULTS
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//============================================================================
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@ -102,6 +102,7 @@ IMPLEMENT_ACTOR (AProgrammer, Strife, 71, 0)
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PROP_PainSound ("programmer/pain")
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PROP_DeathSound ("programmer/death")
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PROP_ActiveSound ("programmer/active")
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PROP_Obituary ("$OB_PROGRAMMER")
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END_DEFAULTS
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//============================================================================
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@ -104,6 +104,8 @@ IMPLEMENT_ACTOR (AReaver, Strife, 3001, 0)
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PROP_PainSound ("reaver/pain")
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PROP_DeathSound ("reaver/death")
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PROP_ActiveSound ("reaver/active")
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PROP_HitObituary ("$OB_REAVERHIT")
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PROP_Obituary ("$OB_REAVER")
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END_DEFAULTS
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void A_ReaverMelee (AActor *self)
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@ -102,6 +102,7 @@ IMPLEMENT_ACTOR (ARebel, Strife, -1, 0)
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PROP_PainSound ("rebel/pain")
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PROP_DeathSound ("rebel/death")
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PROP_ActiveSound ("rebel/active")
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PROP_Obituary ("$OB_REBEL")
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END_DEFAULTS
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//============================================================================
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@ -70,6 +70,7 @@ IMPLEMENT_ACTOR (ASentinel, Strife, 3006, 0)
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PROP_SeeSound ("sentinel/sight")
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PROP_DeathSound ("sentinel/death")
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PROP_ActiveSound ("sentinel/active")
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PROP_Obituary ("$OB_SENTINEL")
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END_DEFAULTS
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// Sentinel FX 1 ------------------------------------------------------------
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@ -302,3 +302,61 @@ void A_201fc (AActor *self)
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flash->momz = -18*FRACUNIT;
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flash->health = self->health;
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}
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// In Strife, this number is stored in the data segment, but it doesn't seem to be
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// altered anywhere.
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#define TRACEANGLE (0xe000000)
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void A_Tracer2 (AActor *self)
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{
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AActor *dest;
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angle_t exact;
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fixed_t dist;
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fixed_t slope;
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dest = self->tracer;
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if (dest == NULL || dest->health <= 0)
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return;
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// change angle
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exact = R_PointToAngle2 (self->x, self->y, dest->x, dest->y);
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if (exact != self->angle)
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{
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if (exact - self->angle > 0x80000000)
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{
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self->angle -= TRACEANGLE;
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if (exact - self->angle < 0x80000000)
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self->angle = exact;
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}
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else
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{
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self->angle += TRACEANGLE;
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if (exact - self->angle > 0x80000000)
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self->angle = exact;
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}
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}
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exact = self->angle >> ANGLETOFINESHIFT;
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self->momx = FixedMul (self->Speed, finecosine[exact]);
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self->momy = FixedMul (self->Speed, finesine[exact]);
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// change slope
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dist = P_AproxDistance (dest->x - self->x, dest->y - self->y);
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dist /= self->Speed;
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if (dist < 1)
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{
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dist = 1;
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}
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slope = (dest->z + 40*FRACUNIT - self->z) / dist;
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if (slope < self->momz)
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{
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self->momz -= FRACUNIT/8;
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}
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else
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{
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self->momz += FRACUNIT/8;
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}
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}
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@ -103,6 +103,7 @@ IMPLEMENT_ACTOR (AStalker, Strife, 186, 0)
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PROP_PainSound ("stalker/pain")
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PROP_DeathSound ("stalker/death")
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PROP_ActiveSound ("stalker/active")
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PROP_HitObituary ("$OB_STALKER")
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END_DEFAULTS
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void A_StalkerChaseDecide (AActor *self)
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@ -1,212 +0,0 @@
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#include "actor.h"
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#include "p_enemy.h"
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#include "a_action.h"
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#include "s_sound.h"
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#include "p_local.h"
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void A_TossGib (AActor *);
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// Bishop -------------------------------------------------------------------
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void A_SBishopAttack (AActor *);
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void A_SpawnSpectre2 (AActor *);
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class AStrifeBishop : public AActor
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{
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DECLARE_ACTOR (AStrifeBishop, AActor)
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public:
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void GetExplodeParms (int &damage, int &dist, bool &hurtSource)
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{
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damage = dist = 64;
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}
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void NoBlockingSet ()
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{
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P_DropItem (this, "CrateOfMissiles", 20, 256);
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}
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};
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FState AStrifeBishop::States[] =
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{
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#define S_BISHOP_STND 0
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S_NORMAL (MLDR, 'A', 10, A_Look, &States[S_BISHOP_STND]),
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#define S_BISHOP_RUN (S_BISHOP_STND+1)
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S_NORMAL (MLDR, 'A', 3, A_Chase, &States[S_BISHOP_RUN+1]),
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S_NORMAL (MLDR, 'A', 3, A_Chase, &States[S_BISHOP_RUN+2]),
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S_NORMAL (MLDR, 'B', 3, A_Chase, &States[S_BISHOP_RUN+3]),
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S_NORMAL (MLDR, 'B', 3, A_Chase, &States[S_BISHOP_RUN+4]),
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S_NORMAL (MLDR, 'C', 3, A_Chase, &States[S_BISHOP_RUN+5]),
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S_NORMAL (MLDR, 'C', 3, A_Chase, &States[S_BISHOP_RUN+6]),
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S_NORMAL (MLDR, 'D', 3, A_Chase, &States[S_BISHOP_RUN+7]),
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S_NORMAL (MLDR, 'D', 3, A_Chase, &States[S_BISHOP_RUN]),
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#define S_BISHOP_ATK (S_BISHOP_RUN+8)
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S_NORMAL (MLDR, 'E', 3, A_FaceTarget, &States[S_BISHOP_ATK+1]),
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S_BRIGHT (MLDR, 'F', 2, A_SBishopAttack, &States[S_BISHOP_RUN]),
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#define S_BISHOP_PAIN (S_BISHOP_ATK+2)
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S_NORMAL (MLDR, 'D', 1, A_Pain, &States[S_BISHOP_RUN]),
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#define S_BISHOP_DIE (S_BISHOP_PAIN+1)
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S_BRIGHT (MLDR, 'G', 3, NULL, &States[S_BISHOP_DIE+1]),
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S_BRIGHT (MLDR, 'H', 5, A_Scream, &States[S_BISHOP_DIE+2]),
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S_BRIGHT (MLDR, 'I', 4, A_TossGib, &States[S_BISHOP_DIE+3]),
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S_BRIGHT (MLDR, 'J', 4, A_ExplodeAndAlert, &States[S_BISHOP_DIE+4]),
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S_BRIGHT (MLDR, 'K', 4, NULL, &States[S_BISHOP_DIE+5]),
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S_BRIGHT (MLDR, 'L', 4, NULL, &States[S_BISHOP_DIE+6]),
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S_BRIGHT (MLDR, 'M', 4, A_NoBlocking, &States[S_BISHOP_DIE+7]),
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S_BRIGHT (MLDR, 'N', 4, NULL, &States[S_BISHOP_DIE+8]),
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S_BRIGHT (MLDR, 'O', 4, A_TossGib, &States[S_BISHOP_DIE+9]),
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S_BRIGHT (MLDR, 'P', 4, NULL, &States[S_BISHOP_DIE+10]),
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S_BRIGHT (MLDR, 'Q', 4, A_TossGib, &States[S_BISHOP_DIE+11]),
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S_BRIGHT (MLDR, 'R', 4, NULL, &States[S_BISHOP_DIE+12]),
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S_BRIGHT (MLDR, 'S', 4, A_TossGib, &States[S_BISHOP_DIE+13]),
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S_BRIGHT (MLDR, 'T', 4, NULL, &States[S_BISHOP_DIE+14]),
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S_BRIGHT (MLDR, 'U', 4, A_TossGib, &States[S_BISHOP_DIE+15]),
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S_BRIGHT (MLDR, 'V', 4, A_SpawnSpectre2, NULL),
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};
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IMPLEMENT_ACTOR (AStrifeBishop, Strife, 187, 0)
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PROP_SpawnState (S_BISHOP_STND)
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PROP_SeeState (S_BISHOP_RUN)
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PROP_PainState (S_BISHOP_PAIN)
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PROP_MissileState (S_BISHOP_ATK)
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PROP_DeathState (S_BISHOP_DIE)
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PROP_SpawnHealth (500)
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PROP_PainChance (128)
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PROP_SpeedFixed (8)
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PROP_RadiusFixed (40)
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PROP_HeightFixed (56)
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PROP_Mass (500)
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PROP_Flags (MF_SOLID|MF_SHOOTABLE|MF_NOBLOOD|MF_COUNTKILL|MF_NOTDMATCH)
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PROP_Flags2 (MF2_FLOORCLIP|MF2_PASSMOBJ|MF2_PUSHWALL|MF2_MCROSS)
|
||||
PROP_Flags4 (MF4_INCOMBAT|MF4_FIRERESIST|MF4_NOICEDEATH)
|
||||
PROP_MinMissileChance (150)
|
||||
PROP_MaxDropOffHeight (32)
|
||||
PROP_StrifeType (64)
|
||||
PROP_SeeSound ("bishop/sight")
|
||||
PROP_PainSound ("bishop/pain")
|
||||
PROP_DeathSound ("bishop/death")
|
||||
PROP_ActiveSound ("bishop/active")
|
||||
END_DEFAULTS
|
||||
|
||||
// The Bishop's missile -----------------------------------------------------
|
||||
|
||||
void A_RocketInFlight (AActor *);
|
||||
void A_Tracer2 (AActor *);
|
||||
|
||||
class ABishopMissile : public AActor
|
||||
{
|
||||
DECLARE_ACTOR (ABishopMissile, AActor)
|
||||
public:
|
||||
void PreExplode ()
|
||||
{
|
||||
RenderStyle = STYLE_Add;
|
||||
S_StopSound (this, CHAN_VOICE);
|
||||
}
|
||||
void GetExplodeParms (int &damage, int &dist, bool &hurtSource)
|
||||
{
|
||||
damage = dist = 64;
|
||||
}
|
||||
};
|
||||
|
||||
FState ABishopMissile::States[] =
|
||||
{
|
||||
S_BRIGHT (MISS, 'A', 4, A_RocketInFlight, &States[1]),
|
||||
S_BRIGHT (MISS, 'B', 3, A_Tracer2, &States[0]),
|
||||
|
||||
S_BRIGHT (SMIS, 'A', 5, A_ExplodeAndAlert, &States[3]),
|
||||
S_BRIGHT (SMIS, 'B', 5, NULL, &States[4]),
|
||||
S_BRIGHT (SMIS, 'C', 4, NULL, &States[5]),
|
||||
S_BRIGHT (SMIS, 'D', 2, NULL, &States[6]),
|
||||
S_BRIGHT (SMIS, 'E', 2, NULL, &States[7]),
|
||||
S_BRIGHT (SMIS, 'F', 2, NULL, &States[8]),
|
||||
S_BRIGHT (SMIS, 'G', 2, NULL, NULL),
|
||||
};
|
||||
|
||||
IMPLEMENT_ACTOR (ABishopMissile, Strife, -1, 0)
|
||||
PROP_SpawnState (0)
|
||||
PROP_DeathState (2)
|
||||
PROP_SpeedFixed (20)
|
||||
PROP_RadiusFixed (10)
|
||||
PROP_HeightFixed (14)
|
||||
PROP_Damage (10)
|
||||
PROP_Flags (MF_NOBLOCKMAP|MF_NOGRAVITY|MF_DROPOFF|MF_MISSILE)
|
||||
PROP_Flags2 (MF2_NOTELEPORT|MF2_PCROSS|MF2_IMPACT|MF2_SEEKERMISSILE)
|
||||
PROP_Flags4 (MF4_STRIFEDAMAGE)
|
||||
PROP_MaxStepHeight (4)
|
||||
PROP_SeeSound ("bishop/misl")
|
||||
PROP_DeathSound ("bishop/mislx")
|
||||
END_DEFAULTS
|
||||
|
||||
void A_SBishopAttack (AActor *self)
|
||||
{
|
||||
if (self->target != NULL)
|
||||
{
|
||||
AActor *missile = P_SpawnMissileZ (self, self->z + 64*FRACUNIT, self->target, RUNTIME_CLASS(ABishopMissile));
|
||||
|
||||
if (missile != NULL)
|
||||
{
|
||||
missile->tracer = self->target;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// In Strife, this number is stored in the data segment, but it doesn't seem to be
|
||||
// altered anywhere.
|
||||
#define TRACEANGLE (0xe000000)
|
||||
|
||||
void A_Tracer2 (AActor *self)
|
||||
{
|
||||
AActor *dest;
|
||||
angle_t exact;
|
||||
fixed_t dist;
|
||||
fixed_t slope;
|
||||
|
||||
dest = self->tracer;
|
||||
|
||||
if (dest == NULL || dest->health <= 0)
|
||||
return;
|
||||
|
||||
// change angle
|
||||
exact = R_PointToAngle2 (self->x, self->y, dest->x, dest->y);
|
||||
|
||||
if (exact != self->angle)
|
||||
{
|
||||
if (exact - self->angle > 0x80000000)
|
||||
{
|
||||
self->angle -= TRACEANGLE;
|
||||
if (exact - self->angle < 0x80000000)
|
||||
self->angle = exact;
|
||||
}
|
||||
else
|
||||
{
|
||||
self->angle += TRACEANGLE;
|
||||
if (exact - self->angle > 0x80000000)
|
||||
self->angle = exact;
|
||||
}
|
||||
}
|
||||
|
||||
exact = self->angle >> ANGLETOFINESHIFT;
|
||||
self->momx = FixedMul (self->Speed, finecosine[exact]);
|
||||
self->momy = FixedMul (self->Speed, finesine[exact]);
|
||||
|
||||
// change slope
|
||||
dist = P_AproxDistance (dest->x - self->x, dest->y - self->y);
|
||||
dist /= self->Speed;
|
||||
|
||||
if (dist < 1)
|
||||
{
|
||||
dist = 1;
|
||||
}
|
||||
slope = (dest->z + 40*FRACUNIT - self->z) / dist;
|
||||
if (slope < self->momz)
|
||||
{
|
||||
self->momz -= FRACUNIT/8;
|
||||
}
|
||||
else
|
||||
{
|
||||
self->momz += FRACUNIT/8;
|
||||
}
|
||||
}
|
|
@ -100,6 +100,8 @@ IMPLEMENT_ACTOR (ATemplar, Strife, 3003, 0)
|
|||
PROP_DeathSound ("templar/death")
|
||||
PROP_ActiveSound ("templar/active")
|
||||
PROP_Tag ("TEMPLAR") // Known as "Enforcer" in earlier versions.
|
||||
PROP_HitObituary ("$OB_TEMPLARHIT")
|
||||
PROP_Obituary ("$OB_TEMPLAR")
|
||||
END_DEFAULTS
|
||||
|
||||
//============================================================================
|
||||
|
|
|
@ -209,6 +209,9 @@ xx(WaterLevel)
|
|||
xx(X)
|
||||
xx(Y)
|
||||
xx(Z)
|
||||
xx(MomX)
|
||||
xx(MomY)
|
||||
xx(MomZ)
|
||||
|
||||
// Various actor names which are used internally
|
||||
xx(MapSpot)
|
||||
|
|
|
@ -513,7 +513,7 @@ void DoJumpIfInventory(AActor * self, AActor * owner)
|
|||
{
|
||||
FState * CallingState;
|
||||
int index=CheckIndex(3, &CallingState);
|
||||
if (index<0 || owner == NULL) return;
|
||||
if (index<0) return;
|
||||
|
||||
ENamedName ItemType=(ENamedName)StateParameters[index];
|
||||
int ItemAmount = EvalExpressionI (StateParameters[index+1], self);
|
||||
|
@ -522,7 +522,7 @@ void DoJumpIfInventory(AActor * self, AActor * owner)
|
|||
|
||||
if (pStateCall != NULL) pStateCall->Result=false; // Jumps should never set the result for inventory state chains!
|
||||
|
||||
if (!Type) return;
|
||||
if (!Type || owner == NULL) return;
|
||||
|
||||
AInventory * Item=owner->FindInventory(Type);
|
||||
|
||||
|
@ -911,12 +911,13 @@ void A_JumpIfNoAmmo(AActor * self)
|
|||
{
|
||||
FState * CallingState;
|
||||
int index=CheckIndex(1, &CallingState);
|
||||
if (index<0 || !self->player || !self->player->ReadyWeapon) return; // only for weapons!
|
||||
|
||||
if (pStateCall != NULL) pStateCall->Result=false; // Jumps should never set the result for inventory state chains!
|
||||
if (index<0 || !self->player || !self->player->ReadyWeapon || pStateCall != NULL) return; // only for weapons!
|
||||
|
||||
if (!self->player->ReadyWeapon->CheckAmmo(self->player->ReadyWeapon->bAltFire, false, true))
|
||||
DoJump(self, CallingState, StateParameters[index]);
|
||||
|
||||
if (pStateCall != NULL) pStateCall->Result=false; // Jumps should never set the result for inventory state chains!
|
||||
}
|
||||
|
||||
|
||||
|
@ -1294,7 +1295,7 @@ void A_TakeFromTarget(AActor * self)
|
|||
//
|
||||
//===========================================================================
|
||||
|
||||
static void InitSpawnedItem(AActor *self, AActor *mo, INTBOOL transfer_translation, INTBOOL setmaster)
|
||||
static void InitSpawnedItem(AActor *self, AActor *mo, INTBOOL transfer_translation, INTBOOL setmaster, INTBOOL nocheckpos)
|
||||
{
|
||||
if (mo)
|
||||
{
|
||||
|
@ -1310,12 +1311,12 @@ static void InitSpawnedItem(AActor *self, AActor *mo, INTBOOL transfer_translati
|
|||
|
||||
if (mo->flags3&MF3_ISMONSTER)
|
||||
{
|
||||
if (!P_TestMobjLocation(mo))
|
||||
if (!nocheckpos && !P_TestMobjLocation(mo))
|
||||
{
|
||||
// The monster is blocked so don't spawn it at all!
|
||||
if (mo->CountsAsKill()) level.total_monsters--;
|
||||
mo->Destroy();
|
||||
if (pStateCall != NULL) pStateCall->Result=false; // for an inventory iten's use state
|
||||
if (pStateCall != NULL) pStateCall->Result=false; // for an inventory item's use state
|
||||
return;
|
||||
}
|
||||
else if (originator)
|
||||
|
@ -1402,7 +1403,7 @@ void A_SpawnItem(AActor * self)
|
|||
self->y + FixedMul(distance, finesine[self->angle>>ANGLETOFINESHIFT]),
|
||||
self->z - self->floorclip + zheight, ALLOW_REPLACE);
|
||||
|
||||
InitSpawnedItem(self, mo, transfer_translation, useammo);
|
||||
InitSpawnedItem(self, mo, transfer_translation, useammo, false);
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
|
@ -1418,7 +1419,8 @@ enum SIX_Flags
|
|||
SIXF_ABSOLUTEPOSITION=2,
|
||||
SIXF_ABSOLUTEANGLE=4,
|
||||
SIXF_ABSOLUTEMOMENTUM=8,
|
||||
SIXF_SETMASTER=16
|
||||
SIXF_SETMASTER=16,
|
||||
SIXF_NOCHECKPOSITION=32
|
||||
};
|
||||
|
||||
void A_SpawnItemEx(AActor * self)
|
||||
|
@ -1480,7 +1482,7 @@ void A_SpawnItemEx(AActor * self)
|
|||
}
|
||||
|
||||
AActor * mo = Spawn( missile, x, y, self->z + self->floorclip + zofs, ALLOW_REPLACE);
|
||||
InitSpawnedItem(self, mo, (flags & SIXF_TRANSFERTRANSLATION), (flags&SIXF_SETMASTER));
|
||||
InitSpawnedItem(self, mo, (flags & SIXF_TRANSFERTRANSLATION), (flags&SIXF_SETMASTER), (flags&SIXF_NOCHECKPOSITION));
|
||||
if (mo)
|
||||
{
|
||||
mo->momx=xmom;
|
||||
|
@ -1712,14 +1714,20 @@ void A_SpawnDebris(AActor * self)
|
|||
AActor * mo;
|
||||
const PClass * debris;
|
||||
|
||||
int index=CheckIndex(2, NULL);
|
||||
int index=CheckIndex(4, NULL);
|
||||
if (index<0) return;
|
||||
|
||||
INTBOOL transfer_translation = EvalExpressionI (StateParameters[index+1], self);
|
||||
|
||||
debris = PClass::FindClass((ENamedName)StateParameters[index]);
|
||||
if (debris == NULL) return;
|
||||
|
||||
INTBOOL transfer_translation = EvalExpressionI (StateParameters[index+1], self);
|
||||
fixed_t mult_h = fixed_t(EvalExpressionF (StateParameters[index], self) * FRACUNIT);
|
||||
fixed_t mult_v = fixed_t(EvalExpressionF (StateParameters[index], self) * FRACUNIT);
|
||||
|
||||
// only positive values make sense here
|
||||
if (mult_v<=0) mult_v=FRACUNIT;
|
||||
if (mult_h<=0) mult_h=FRACUNIT;
|
||||
|
||||
for (i = 0; i < GetDefaultByType(debris)->health; i++)
|
||||
{
|
||||
mo = Spawn(debris, self->x+((pr_spawndebris()-128)<<12),
|
||||
|
@ -1732,9 +1740,9 @@ void A_SpawnDebris(AActor * self)
|
|||
if (mo && i < mo->GetClass()->ActorInfo->NumOwnedStates)
|
||||
{
|
||||
mo->SetState (mo->GetClass()->ActorInfo->OwnedStates + i);
|
||||
mo->momz = ((pr_spawndebris()&7)+5)*FRACUNIT;
|
||||
mo->momx = pr_spawndebris.Random2()<<(FRACBITS-6);
|
||||
mo->momy = pr_spawndebris.Random2()<<(FRACBITS-6);
|
||||
mo->momz = FixedMul(mult_v, ((pr_spawndebris()&7)+5)*FRACUNIT);
|
||||
mo->momx = FixedMul(mult_h, pr_spawndebris.Random2()<<(FRACBITS-6));
|
||||
mo->momy = FixedMul(mult_h, pr_spawndebris.Random2()<<(FRACBITS-6));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -1748,6 +1756,8 @@ void A_SpawnDebris(AActor * self)
|
|||
//===========================================================================
|
||||
void A_CheckSight(AActor * self)
|
||||
{
|
||||
if (pStateCall != NULL) pStateCall->Result=false; // Jumps should never set the result for inventory state chains!
|
||||
|
||||
for (int i=0;i<MAXPLAYERS;i++)
|
||||
{
|
||||
if (playeringame[i] && P_CheckSight(players[i].camera,self,true)) return;
|
||||
|
@ -1758,7 +1768,6 @@ void A_CheckSight(AActor * self)
|
|||
|
||||
if (index>=0) DoJump(self, CallingState, StateParameters[index]);
|
||||
|
||||
if (pStateCall != NULL) pStateCall->Result=false; // Jumps should never set the result for inventory state chains!
|
||||
}
|
||||
|
||||
|
||||
|
@ -1839,11 +1848,11 @@ void A_JumpIf(AActor * self)
|
|||
FState * CallingState;
|
||||
int index=CheckIndex(2, &CallingState);
|
||||
if (index<0) return;
|
||||
int expression = EvalExpressionI (StateParameters[index], self);
|
||||
|
||||
if (index>=0 && expression) DoJump(self, CallingState, StateParameters[index+1]);
|
||||
INTBOOL expression = EvalExpressionI (StateParameters[index], self);
|
||||
|
||||
if (pStateCall != NULL) pStateCall->Result=false; // Jumps should never set the result for inventory state chains!
|
||||
if (expression) DoJump(self, CallingState, StateParameters[index+1]);
|
||||
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
|
@ -1971,12 +1980,12 @@ void A_CheckFloor (AActor *self)
|
|||
FState *CallingState;
|
||||
int index = CheckIndex (1, &CallingState);
|
||||
|
||||
if (pStateCall != NULL) pStateCall->Result=false; // Jumps should never set the result for inventory state chains!
|
||||
if (self->z <= self->floorz && index >= 0)
|
||||
{
|
||||
DoJump (self, CallingState, StateParameters[index]);
|
||||
}
|
||||
|
||||
if (pStateCall != NULL) pStateCall->Result=false; // Jumps should never set the result for inventory state chains!
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
|
@ -2039,6 +2048,7 @@ void A_Respawn (AActor *actor)
|
|||
|
||||
void A_PlayerSkinCheck (AActor *actor)
|
||||
{
|
||||
if (pStateCall != NULL) pStateCall->Result=false; // Jumps should never set the result for inventory state chains!
|
||||
if (actor->player != NULL &&
|
||||
skins[actor->player->userinfo.skin].othergame)
|
||||
{
|
||||
|
|
|
@ -223,6 +223,30 @@ ExpVal GetZ (AActor *actor, int id)
|
|||
return val;
|
||||
}
|
||||
|
||||
ExpVal GetMomX (AActor *actor, int id)
|
||||
{
|
||||
ExpVal val;
|
||||
val.Type = VAL_Float;
|
||||
val.Float = FIXED2FLOAT (actor->momx);
|
||||
return val;
|
||||
}
|
||||
|
||||
ExpVal GetMomY (AActor *actor, int id)
|
||||
{
|
||||
ExpVal val;
|
||||
val.Type = VAL_Float;
|
||||
val.Float = FIXED2FLOAT (actor->momy);
|
||||
return val;
|
||||
}
|
||||
|
||||
ExpVal GetMomZ (AActor *actor, int id)
|
||||
{
|
||||
ExpVal val;
|
||||
val.Type = VAL_Float;
|
||||
val.Float = FIXED2FLOAT (actor->momz);
|
||||
return val;
|
||||
}
|
||||
|
||||
static struct FExpVar
|
||||
{
|
||||
ENamedName name; // identifier
|
||||
|
@ -243,6 +267,9 @@ static struct FExpVar
|
|||
{ NAME_X, 0, GetX },
|
||||
{ NAME_Y, 0, GetY },
|
||||
{ NAME_Z, 0, GetZ },
|
||||
{ NAME_MomX, 0, GetMomX },
|
||||
{ NAME_MomY, 0, GetMomY },
|
||||
{ NAME_MomZ, 0, GetMomZ },
|
||||
};
|
||||
|
||||
struct ExpData;
|
||||
|
|
|
@ -1,7 +1,7 @@
|
|||
<?xml version="1.0" encoding="Windows-1252"?>
|
||||
<VisualStudioProject
|
||||
ProjectType="Visual C++"
|
||||
Version="8.00"
|
||||
Version="8,00"
|
||||
Name="updaterevision"
|
||||
ProjectGUID="{6077B7D6-349F-4077-B552-3BC302EF5859}"
|
||||
RootNamespace="updaterevision"
|
||||
|
|
|
@ -11,4 +11,5 @@ const int SXF_ABSOLUTEPOSITION=2;
|
|||
const int SXF_ABSOLUTEANGLE=4;
|
||||
const int SXF_ABSOLUTEMOMENTUM=8;
|
||||
const int SXF_SETMASTER=16;
|
||||
const int SXF_NOCHECKPOSITION = 32;
|
||||
|
||||
|
|
|
@ -71,6 +71,7 @@
|
|||
#include "actors/strife/beggars.txt"
|
||||
#include "actors/strife/merchants.txt"
|
||||
#include "actors/strife/peasants.txt"
|
||||
#include "actors/strife/strifebishop.txt"
|
||||
#include "actors/strife/questitems.txt"
|
||||
#include "actors/strife/ratbuddy.txt"
|
||||
#include "actors/strife/strifeammo.txt"
|
||||
|
|
|
@ -19,6 +19,7 @@ ACTOR Centaur 107
|
|||
DeathSound "CentaurDeath"
|
||||
ActiveSound "CentaurActive"
|
||||
HowlSound "PuppyBeat"
|
||||
Obituary "$OB_CENTAUR"
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
|
@ -83,6 +84,8 @@ ACTOR CentaurLeader : Centaur 115
|
|||
Health 250
|
||||
PainChance 96
|
||||
Speed 10
|
||||
Obituary "$OB_SLAUGHTAUR"
|
||||
HitObituary "$OB_SLAUGHTAURHIT"
|
||||
States
|
||||
{
|
||||
Missile:
|
||||
|
|
|
@ -19,6 +19,7 @@ ACTOR Demon1 31
|
|||
PainSound "DemonPain"
|
||||
DeathSound "DemonDeath"
|
||||
ActiveSound "DemonActive"
|
||||
Obituary "$OB_DEMON1"
|
||||
const int ChunkFlags = SXF_TRANSFERTRANSLATION|SXF_ABSOLUTEMOMENTUM;
|
||||
States
|
||||
{
|
||||
|
@ -214,6 +215,7 @@ ACTOR Demon1FX1
|
|||
ACTOR Demon2 : Demon1 8080
|
||||
{
|
||||
Game Hexen
|
||||
Obituary "$OB_DEMON2"
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
|
|
|
@ -21,6 +21,7 @@ ACTOR Ettin 10030
|
|||
DeathSound "EttinDeath"
|
||||
ActiveSound "EttinActive"
|
||||
HowlSound "PuppyBeat"
|
||||
Obituary "$OB_ETTIN"
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
|
|
|
@ -138,7 +138,7 @@ class Actor extends Thinker
|
|||
action native A_SetTranslucent(eval float alpha, optional eval int style);
|
||||
action native A_FadeIn(optional eval float reduce);
|
||||
action native A_FadeOut(optional eval float reduce);
|
||||
action native A_SpawnDebris(class<Actor> spawntype, optional eval bool transfer_translation);
|
||||
action native A_SpawnDebris(class<Actor> spawntype, optional eval bool transfer_translation, optional eval float mult_h, optional eval float mult_v);
|
||||
action native A_CheckSight(state label);
|
||||
action native A_ExtChase(eval bool usemelee, eval bool usemissile, optional evalnot bool playactive, optional eval bool nightmarefast);
|
||||
action native A_DropInventory(class<Inventory> itemtype);
|
||||
|
@ -150,6 +150,7 @@ class Actor extends Thinker
|
|||
action native A_CheckFloor(state label);
|
||||
action native A_PlayerSkinCheck(state label);
|
||||
action native A_BasicAttack(int meleedamage, sound meleesound, class<actor> missiletype, float missileheight);
|
||||
action native A_ThrowGrenade(class<Actor> itemtype, optional eval float zheight, optional eval float xymom, optional eval float zmom, optional evalnot bool useammo);
|
||||
|
||||
action native A_Recoil(eval float xymom);
|
||||
action native A_JumpIfInTargetInventory(class<Inventory> itemtype, eval int amount, state label);
|
||||
|
@ -201,5 +202,4 @@ class Inventory extends Actor
|
|||
action native A_CheckReload();
|
||||
action native A_GunFlash();
|
||||
action native A_Saw(optional coerce sound fullsound, optional coerce sound hitsound, optional eval int damage, optional class<Actor> pufftype);
|
||||
action native A_ThrowGrenade(class<Actor> itemtype, optional eval float zheight, optional eval float xymom, optional eval float zmom, optional evalnot bool useammo);
|
||||
}
|
||||
|
|
|
@ -16,6 +16,7 @@ ACTOR Beggar : StrifeHumanoid
|
|||
Tag "Beggar"
|
||||
MaxStepHeight 16
|
||||
MaxDropoffHeight 32
|
||||
HitObituary "$OB_BEGGAR"
|
||||
|
||||
AttackSound "beggar/attack"
|
||||
PainSound "beggar/pain"
|
||||
|
|
|
@ -19,6 +19,7 @@ ACTOR Peasant : StrifeHumanoid
|
|||
AttackSound "peasant/attack"
|
||||
PainSound "peasant/pain"
|
||||
DeathSound "peasant/death"
|
||||
HitObituary "$OB_PEASANT"
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
|
|
100
wadsrc/decorate/strife/strifebishop.txt
Normal file
100
wadsrc/decorate/strife/strifebishop.txt
Normal file
|
@ -0,0 +1,100 @@
|
|||
|
||||
// Bishop -------------------------------------------------------------------
|
||||
|
||||
ACTOR StrifeBishop 187
|
||||
{
|
||||
Game Strife
|
||||
ConversationID 64,-1,-1
|
||||
Health 500
|
||||
Painchance 128
|
||||
Speed 8
|
||||
Radius 40
|
||||
Height 56
|
||||
Mass 500
|
||||
Monster
|
||||
+NOBLOOD
|
||||
+NOTDMATCH
|
||||
+FLOORCLIP
|
||||
+INCOMBAT
|
||||
+FIRERESIST
|
||||
+NOICEDEATH
|
||||
MinMissileChance 150
|
||||
MaxDropoffHeight 32
|
||||
SeeSound "bishop/sight"
|
||||
PainSound "bishop/pain"
|
||||
DeathSound "bishop/death"
|
||||
ActiveSound "bishop/active"
|
||||
DropItem "CrateOfMissiles", 256, 20
|
||||
Obituary "$OB_STFBISHOP"
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
MLDR A 10 A_Look
|
||||
Loop
|
||||
See:
|
||||
MLDR AABBCCDD 3 A_Chase
|
||||
Loop
|
||||
Missile:
|
||||
MLDR E 3 A_FaceTarget
|
||||
MLDR F 2 Bright A_CustomMissile("BishopMissile", 64, 0, 0, CMF_AIMOFFSET)
|
||||
Goto See
|
||||
Pain:
|
||||
MLDR D 1 A_Pain
|
||||
Goto See
|
||||
Death:
|
||||
MLDR G 3 Bright
|
||||
MLDR H 5 Bright A_Scream
|
||||
MLDR I 4 Bright A_TossGib
|
||||
MLDR J 0 Bright A_AlertMonsters
|
||||
MLDR J 4 Bright A_Explode(64,64)
|
||||
MLDR KL 3 Bright
|
||||
MLDR M 4 Bright A_NoBlocking
|
||||
MLDR N 4 Bright
|
||||
MLDR O 4 Bright A_TossGib
|
||||
MLDR P 4 Bright
|
||||
MLDR Q 4 Bright A_TossGib
|
||||
MLDR R 4 Bright
|
||||
MLDR S 4 Bright A_TossGib
|
||||
MLDR T 4 Bright
|
||||
MLDR U 4 Bright A_TossGib
|
||||
MLDR V 4 Bright A_SpawnItemEx("AlienSpectre2", 0, 0, 0, 0, 0, random[spectrespawn](0,255)*0.0078125, 0, SXF_NOCHECKPOSITION)
|
||||
Stop
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
// The Bishop's missile -----------------------------------------------------
|
||||
|
||||
ACTOR BishopMissile
|
||||
{
|
||||
Speed 20
|
||||
Radius 10
|
||||
Height 14
|
||||
Damage 10
|
||||
Projectile
|
||||
+SEEKERMISSILE
|
||||
+STRIFEDAMAGE
|
||||
MaxStepHeight 4
|
||||
SeeSound "bishop/misl"
|
||||
DeathSound "bishop/mislx"
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
MISS A 4 Bright
|
||||
MISS B 3 Bright A_Tracer2
|
||||
MISS A 0 Bright A_PlaySoundEx("misc/missileinflight", "Voice")
|
||||
MISS A 0 Bright A_SpawnItemEx("MiniMissilePuff", 0,0, random2[BishopMissile]()*0.015625)
|
||||
MISS A 4 Bright A_SpawnItemEx("RocketTrail", -momx,-momy,0, 0,0,1)
|
||||
Goto Spawn+1
|
||||
Death:
|
||||
SMIS A 0 Bright A_SetTranslucent(1,1)
|
||||
SMIS A 0 Bright A_StopSoundEx("Voice")
|
||||
SMIS A 0 Bright A_AlertMonsters
|
||||
SMIS A 5 Bright A_Explode(64,64)
|
||||
SMIS B 5 Bright
|
||||
SMIS C 4 Bright
|
||||
SMIS DEFG 2 Bright
|
||||
Stop
|
||||
}
|
||||
}
|
||||
|
|
@ -630,6 +630,48 @@ OB_SNAKE = "%o was rattled by an ophidian.";
|
|||
OB_WIZARD = "%o was cursed by a wizard.";
|
||||
OB_WIZARDHIT = "%o was palpated by a wizard.";
|
||||
|
||||
OB_FIREDEMON = "%o tasted an Afrit's fire.";
|
||||
OB_DEMON1 = "%o was scalded by a Serpent.";
|
||||
OB_DEMON2 = "%o was poisoned by a Serpent.";
|
||||
OB_ETTIN = "%o was mashed by an Ettin.";
|
||||
OB_CENTAUR = "%o was cut up by a Centaur.";
|
||||
OB_SLAUGHTAURHIT = "%o was cut up by a Slaughtaur.";
|
||||
OB_SLAUGHTAUR = "%o was struck down by a Slaughtaur's fireball.";
|
||||
OB_BISHOP = "%o succumbed to a Bishop's dark power.";
|
||||
OB_ICEGUY = "%o was frozen solid by a Wendigo.";
|
||||
OB_SERPENTHIT = "%o was mauled by a Stalker.";
|
||||
OB_SERPENT = "%o was melted by a Stalker.";
|
||||
OB_WRAITH = "%o was charred by a Reiver.";
|
||||
OB_WRAITHHIT = "%o had his life stolen by a Reiver.";
|
||||
OB_DRAGON = "%o was incinerated by the Death Wyvern.";
|
||||
OB_KORAX = "%o was swept from the board by Korax.";
|
||||
OB_FBOSS = "%o was slain by Zedek.";
|
||||
OB_MBOSS = "%o couldn't absorb Menelkir's Mana.";
|
||||
OB_CBOSS = "%o was baptized by Traductus.";
|
||||
OB_HERESIARCH = "%o had his bones rolled by the Heresiarch."
|
||||
|
||||
OB_ACOLYTE = "%o was zealously shot down by an Acolyte.";
|
||||
OB_MACIL = "%o should have never rebelled against Macil.";
|
||||
OB_REBEL = "%o was gunned down by a Rebel.";
|
||||
OB_BEGGAR = "%o was beaten to death by the poor.";
|
||||
OB_PEASANT = "%o should have never picked fights with civilians."
|
||||
OB_ALIENSPECTE = "%o struck down by the Spectre";
|
||||
OB_ENTITY = "%o felt the wrath of The One God.";
|
||||
OB_LOREMASTER = "%o couldn't escape from the Lore Master's grasp.";
|
||||
OB_PROGRAMMER = "%o was deleted by the Programmer.";
|
||||
OB_STFBISHOP = "%o was blown away by the Bishop.";
|
||||
OB_SENTINEL = "%o was shot down by a Sentinel.";
|
||||
OB_CRUSADER = "%o was swept away by a Crusader.";
|
||||
OB_INQUISITOR = "%o was sentenced by an Inquisitor.";
|
||||
OB_STALKER = "%o was bugged by a Stalker.";
|
||||
OB_TURRET = "%o triggered the automatic defenses.";
|
||||
OB_TEMPLARHIT = "%o was clawed by a Templar.";
|
||||
OB_TEMPLAR = "%o was vaporized by a Templar.";
|
||||
OB_REAVERHIT = "%o was sliced open by a Reaver.";
|
||||
OB_REAVER = "%o was shot down by a Reaver.";
|
||||
|
||||
|
||||
|
||||
OB_MPFIST = "%o chewed on %k's fist.";
|
||||
OB_MPCHAINSAW = "%o was mowed over by %k's chainsaw.";
|
||||
OB_MPPISTOL = "%o was tickled by %k's pea shooter.";
|
||||
|
|
|
@ -313,6 +313,7 @@ actors/hexen/demons.txt decorate/hexen/demons.txt
|
|||
actors/strife/beggars.txt decorate/strife/beggars.txt
|
||||
actors/strife/merchants.txt decorate/strife/merchants.txt
|
||||
actors/strife/peasants.txt decorate/strife/peasants.txt
|
||||
actors/strife/strifebishop.txt decorate/strife/strifebishop.txt
|
||||
actors/strife/questitems.txt decorate/strife/questitems.txt
|
||||
actors/strife/ratbuddy.txt decorate/strife/ratbuddy.txt
|
||||
actors/strife/strifeammo.txt decorate/strife/strifeammo.txt
|
||||
|
|
|
@ -8592,10 +8592,6 @@
|
|||
RelativePath=".\src\g_strife\a_stalker.cpp"
|
||||
>
|
||||
</File>
|
||||
<File
|
||||
RelativePath=".\src\g_strife\a_strifebishop.cpp"
|
||||
>
|
||||
</File>
|
||||
<File
|
||||
RelativePath=".\src\g_strife\a_strifeglobal.h"
|
||||
>
|
||||
|
|
Loading…
Reference in a new issue