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https://github.com/ZDoom/gzdoom.git
synced 2024-11-11 07:12:02 +00:00
- scriptified the Revenant's code.
This commit is contained in:
parent
75c20ebaa6
commit
cf9cdeb480
6 changed files with 182 additions and 159 deletions
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@ -851,7 +851,6 @@ set( NOT_COMPILED_SOURCE_FILES
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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_revenant.cpp
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g_doom/a_scriptedmarine.cpp
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g_heretic/a_chicken.cpp
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g_heretic/a_dsparil.cpp
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@ -25,6 +25,5 @@
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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_revenant.cpp"
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#include "a_scriptedmarine.cpp"
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@ -1,152 +0,0 @@
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/*
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#include "templates.h"
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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 "s_sound.h"
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#include "p_local.h"
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#include "p_enemy.h"
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#include "gstrings.h"
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#include "a_action.h"
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#include "vm.h"
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#include "g_level.h"
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*/
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static FRandom pr_tracer ("Tracer");
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static FRandom pr_skelfist ("SkelFist");
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//
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// A_SkelMissile
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//
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DEFINE_ACTION_FUNCTION(AActor, A_SkelMissile)
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{
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PARAM_SELF_PROLOGUE(AActor);
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AActor *missile;
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if (!self->target)
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return 0;
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A_FaceTarget (self);
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self->AddZ(16.);
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missile = P_SpawnMissile(self, self->target, PClass::FindActor("RevenantTracer"));
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self->AddZ(-16.);
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if (missile != NULL)
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{
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missile->SetOrigin(missile->Vec3Offset(missile->Vel.X, missile->Vel.Y, 0.), false);
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missile->tracer = self->target;
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}
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return 0;
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}
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#define TRACEANGLE (16.875)
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DEFINE_ACTION_FUNCTION(AActor, A_Tracer)
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{
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PARAM_SELF_PROLOGUE(AActor);
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double dist;
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double slope;
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AActor *dest;
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AActor *smoke;
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// killough 1/18/98: this is why some missiles do not have smoke
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// and some do. Also, internal demos start at random gametics, thus
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// the bug in which revenants cause internal demos to go out of sync.
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//
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// killough 3/6/98: fix revenant internal demo bug by subtracting
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// levelstarttic from gametic:
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//
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// [RH] level.time is always 0-based, so nothing special to do here.
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if (level.time & 3)
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return 0;
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// spawn a puff of smoke behind the rocket
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P_SpawnPuff (self, PClass::FindActor(NAME_BulletPuff), self->Pos(), self->Angles.Yaw, self->Angles.Yaw, 3);
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smoke = Spawn ("RevenantTracerSmoke", self->Vec3Offset(-self->Vel.X, -self->Vel.Y, 0.), ALLOW_REPLACE);
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smoke->Vel.Z = 1.;
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smoke->tics -= pr_tracer()&3;
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if (smoke->tics < 1)
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smoke->tics = 1;
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// adjust direction
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dest = self->tracer;
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if (!dest || dest->health <= 0 || self->Speed == 0 || !self->CanSeek(dest))
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return 0;
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// change angle
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DAngle exact = self->AngleTo(dest);
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DAngle diff = deltaangle(self->Angles.Yaw, exact);
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if (diff < 0)
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{
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self->Angles.Yaw -= TRACEANGLE;
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if (deltaangle(self->Angles.Yaw, exact) > 0)
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self->Angles.Yaw = exact;
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}
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else if (diff > 0)
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{
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self->Angles.Yaw += TRACEANGLE;
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if (deltaangle(self->Angles.Yaw, exact) < 0.)
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self->Angles.Yaw = exact;
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}
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self->VelFromAngle();
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if (!(self->flags3 & (MF3_FLOORHUGGER|MF3_CEILINGHUGGER)))
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{
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// change slope
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dist = self->DistanceBySpeed(dest, self->Speed);
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if (dest->Height >= 56.)
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{
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slope = (dest->Z() + 40. - self->Z()) / dist;
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}
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else
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{
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slope = (dest->Z() + self->Height*(2./3) - self->Z()) / dist;
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}
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if (slope < self->Vel.Z)
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self->Vel.Z -= 1. / 8;
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else
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self->Vel.Z += 1. / 8;
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}
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return 0;
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}
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DEFINE_ACTION_FUNCTION(AActor, A_SkelWhoosh)
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{
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PARAM_SELF_PROLOGUE(AActor);
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if (!self->target)
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return 0;
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A_FaceTarget (self);
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S_Sound (self, CHAN_WEAPON, "skeleton/swing", 1, ATTN_NORM);
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return 0;
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}
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DEFINE_ACTION_FUNCTION(AActor, A_SkelFist)
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{
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PARAM_SELF_PROLOGUE(AActor);
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if (!self->target)
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return 0;
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A_FaceTarget (self);
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if (self->CheckMeleeRange ())
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{
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int damage = ((pr_skelfist()%10)+1)*6;
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S_Sound (self, CHAN_WEAPON, "skeleton/melee", 1, ATTN_NORM);
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int newdam = P_DamageMobj (self->target, self, self, damage, NAME_Melee);
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P_TraceBleed (newdam > 0 ? newdam : damage, self->target, self);
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}
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return 0;
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}
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@ -1871,6 +1871,13 @@ bool AActor::CanSeek(AActor *target) const
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return true;
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}
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DEFINE_ACTION_FUNCTION(AActor, CanSeek)
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{
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PARAM_SELF_PROLOGUE(AActor);
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PARAM_OBJECT(target, AActor);
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ACTION_RETURN_BOOL(self->CanSeek(target));
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}
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//----------------------------------------------------------------------------
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//
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// FUNC P_SeekerMissile
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@ -5424,7 +5431,20 @@ AActor *P_SpawnPuff (AActor *source, PClassActor *pufftype, const DVector3 &pos1
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return puff;
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}
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DEFINE_ACTION_FUNCTION(AActor, SpawnPuff)
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{
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PARAM_SELF_PROLOGUE(AActor);
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PARAM_CLASS(pufftype, AActor);
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PARAM_FLOAT(x);
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PARAM_FLOAT(y);
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PARAM_FLOAT(z);
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PARAM_ANGLE(hitdir);
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PARAM_ANGLE(particledir);
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PARAM_INT(updown);
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PARAM_INT_DEF(flags);
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PARAM_OBJECT_DEF(victim, AActor);
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ACTION_RETURN_OBJECT(P_SpawnPuff(self, pufftype, DVector3(x, y, z), hitdir, particledir, updown, flags, victim));
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}
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//---------------------------------------------------------------------------
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//
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@ -6817,6 +6837,22 @@ void AActor::SetTranslation(const char *trname)
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// silently ignore if the name does not exist, this would create some insane message spam otherwise.
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}
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DEFINE_ACTION_FUNCTION(AActor, deltaangle) // should this be global?
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{
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PARAM_PROLOGUE;
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PARAM_FLOAT(a1);
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PARAM_FLOAT(a2);
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ACTION_RETURN_FLOAT(deltaangle(DAngle(a1), DAngle(a2)).Degrees);
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}
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DEFINE_ACTION_FUNCTION(AActor, AddZ)
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{
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PARAM_SELF_PROLOGUE(AActor);
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PARAM_FLOAT(addz);
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self->AddZ(addz);
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return 0;
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}
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DEFINE_ACTION_FUNCTION(AActor, SetDamage)
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{
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PARAM_SELF_PROLOGUE(AActor);
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return 0;
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}
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DEFINE_ACTION_FUNCTION(AActor, AngleTo)
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{
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PARAM_SELF_PROLOGUE(AActor);
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PARAM_OBJECT(targ, AActor);
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PARAM_BOOL_DEF(absolute);
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ACTION_RETURN_FLOAT(self->AngleTo(targ, absolute).Degrees);
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}
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DEFINE_ACTION_FUNCTION(AActor, DistanceBySpeed)
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{
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PARAM_SELF_PROLOGUE(AActor);
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ACTION_RETURN_VEC3(self->Vec2OffsetZ(x, y, z, absolute));
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}
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DEFINE_ACTION_FUNCTION(AActor, Vec3Offset)
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{
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PARAM_SELF_PROLOGUE(AActor);
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PARAM_FLOAT(x);
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PARAM_FLOAT(y);
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PARAM_FLOAT(z);
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PARAM_BOOL_DEF(absolute);
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ACTION_RETURN_VEC3(self->Vec3Offset(x, y, z, absolute));
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}
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//----------------------------------------------------------------------------
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//
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// DropItem handling
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@ -54,6 +54,7 @@ class Actor : Thinker native
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}
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native static readonly<Actor> GetDefaultByType(class<Actor> cls);
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native static float deltaangle(float ang1, float ang2);
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native void SetDamage(int dmg);
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native static bool isDehState(state st);
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native void SetOrigin(vector3 newpos, bool moving);
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@ -62,6 +63,8 @@ class Actor : Thinker native
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native static Actor Spawn(class<Actor> type, vector3 pos = (0,0,0), int replace = NO_REPLACE);
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native Actor SpawnMissile(Actor dest, class<Actor> type, Actor owner = null);
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native Actor OldSpawnMissile(Actor dest, class<Actor> type, Actor owner = null);
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native Actor SpawnPuff(class<Actor> pufftype, vector3 pos, float hitdir, float particledir, int updown, int flags = 0, Actor vict = null);
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native void TraceBleed(int damage, Actor missile);
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native bool CheckMeleeRange();
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native int DamageMobj(Actor inflictor, Actor source, int damage, Name mod, int flags = 0, double angle = 0);
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native bool SetState(state st, bool nofunction = false);
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native void LinkToWorld();
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native void UnlinkFromWorld();
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native bool CanSeek(Actor target);
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native double AngleTo(Actor target, bool absolute = false);
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native void AddZ(float zadd);
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native vector3 Vec3Offset(float x, float y, float z, bool absolute = false);
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native vector3 Vec3Angle(float length, float angle, float z = 0, bool absolute = false);
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native vector3 Vec2OffsetZ(float x, float y, float atz, bool absolute = false);
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native void VelFromAngle(float speed = 0, float angle = 0);
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native void A_Chase(state melee = null, state missile = null, int flags = 0);
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native void A_Scream();
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native void A_VileChase();
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native void A_Tracer();
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native void A_SkelWhoosh();
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native void A_SkelFist();
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native void A_SkelMissile();
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native void A_BossDeath();
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native void A_Detonate();
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native bool A_CallSpecial(int special, int arg1=0, int arg2=0, int arg3=0, int arg4=0, int arg5=0);
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@ -120,3 +120,123 @@ class RevenantTracerSmoke : Actor
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Stop;
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}
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}
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//===========================================================================
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//
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// Code (must be attached to Actor)
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//
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//===========================================================================
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extend class Actor
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{
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const TRACEANGLE = (16.875);
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void A_SkelMissile()
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{
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if (target == null) return;
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A_FaceTarget();
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AddZ(16);
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Actor missile = SpawnMissile(target, "RevenantTracer");
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AddZ(-16);
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if (missile != null)
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{
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missile.SetOrigin(missile.Vec3Offset(missile.Vel.X, missile.Vel.Y, 0.), false);
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missile.tracer = target;
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}
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}
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void A_SkelWhoosh()
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{
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if (target == null) return;
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A_FaceTarget();
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A_PlaySound("skeleton/swing", CHAN_WEAPON);
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}
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void A_SkelFist()
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{
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if (target == null) return;
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A_FaceTarget();
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if (CheckMeleeRange ())
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{
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int damage = random[SkelFist](1, 10) * 6;
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A_PlaySound("skeleton/melee", CHAN_WEAPON);
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int newdam = target.DamageMobj (self, self, damage, 'Melee');
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target.TraceBleed (newdam > 0 ? newdam : damage, self);
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}
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}
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void A_Tracer()
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{
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double dist;
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double slope;
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Actor dest;
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Actor smoke;
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// killough 1/18/98: this is why some missiles do not have smoke
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// and some do. Also, internal demos start at random gametics, thus
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// the bug in which revenants cause internal demos to go out of sync.
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//
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// killough 3/6/98: fix revenant internal demo bug by subtracting
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// levelstarttic from gametic:
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//
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// [RH] level.time is always 0-based, so nothing special to do here.
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if (level.time & 3) return;
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// spawn a puff of smoke behind the rocket
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SpawnPuff ("BulletPuff", pos, angle, angle, 3);
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smoke = Spawn ("RevenantTracerSmoke", Vec3Offset(-Vel.X, -Vel.Y, 0.), ALLOW_REPLACE);
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smoke.Vel.Z = 1.;
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smoke.tics -= random[Tracer](0, 3);
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if (smoke.tics < 1)
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smoke.tics = 1;
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// adjust direction
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dest = tracer;
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if (!dest || dest.health <= 0 || Speed == 0 || !CanSeek(dest))
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return;
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// change angle
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double exact = AngleTo(dest);
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double diff = deltaangle(angle, exact);
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if (diff < 0)
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{
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angle -= TRACEANGLE;
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if (deltaangle(angle, exact) > 0)
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angle = exact;
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}
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else if (diff > 0)
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{
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angle += TRACEANGLE;
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if (deltaangle(angle, exact) < 0.)
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angle = exact;
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}
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VelFromAngle();
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if (!bFloorHugger && !bCeilingHugger)
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{
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// change slope
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dist = DistanceBySpeed(dest, Speed);
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if (dest.Height >= 56.)
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{
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slope = (dest.pos.z + 40. - pos.z) / dist;
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}
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else
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{
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slope = (dest.pos.z + Height*(2./3) - pos.z) / dist;
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}
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if (slope < Vel.Z)
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Vel.Z -= 1. / 8;
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else
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Vel.Z += 1. / 8;
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}
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}
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}
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