- scriptified a_spidermaster.cpp.

- fixed bad assert in XOR_RK instruction.
This commit is contained in:
Christoph Oelckers 2016-10-26 17:21:25 +02:00
parent c961e653a5
commit d32d52c0b9
6 changed files with 32 additions and 46 deletions

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@ -844,7 +844,6 @@ set( NOT_COMPILED_SOURCE_FILES
g_doom/a_painelemental.cpp
g_doom/a_revenant.cpp
g_doom/a_scriptedmarine.cpp
g_doom/a_spidermaster.cpp
g_heretic/a_chicken.cpp
g_heretic/a_dsparil.cpp
g_heretic/a_hereticartifacts.cpp

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@ -30,7 +30,6 @@
#include "a_lostsoul.cpp"
#include "a_painelemental.cpp"
#include "a_revenant.cpp"
#include "a_spidermaster.cpp"
#include "a_scriptedmarine.cpp"
// The barrel of green goop ------------------------------------------------

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@ -1,41 +0,0 @@
/*
#include "templates.h"
#include "actor.h"
#include "m_random.h"
#include "s_sound.h"
#include "p_local.h"
#include "p_enemy.h"
#include "a_action.h"
#include "vm.h"
*/
static FRandom pr_spidrefire ("SpidRefire");
DEFINE_ACTION_FUNCTION(AActor, A_SpidRefire)
{
PARAM_SELF_PROLOGUE(AActor);
// keep firing unless target got out of sight
A_FaceTarget (self);
if (pr_spidrefire() < 10)
return 0;
if (!self->target
|| P_HitFriend (self)
|| self->target->health <= 0
|| !P_CheckSight (self, self->target, SF_SEEPASTBLOCKEVERYTHING|SF_SEEPASTSHOOTABLELINES))
{
self->SetState (self->SeeState);
}
return 0;
}
DEFINE_ACTION_FUNCTION(AActor, A_Metal)
{
PARAM_SELF_PROLOGUE(AActor);
S_Sound (self, CHAN_BODY, "spider/walk", 1, ATTN_IDLE);
A_Chase (stack, self);
return 0;
}

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@ -924,7 +924,7 @@ begin:
reg.d[a] = reg.d[B] ^ reg.d[C];
NEXTOP;
OP(XOR_RK):
ASSERTD(a); ASSERTD(B); ASSERTD(C);
ASSERTD(a); ASSERTD(B); ASSERTKD(C);
reg.d[a] = reg.d[B] ^ konstd[C];
NEXTOP;

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@ -113,8 +113,6 @@ class Actor : Thinker native
native void A_BossDeath();
native void A_SkullAttack(float speed = 20);
native void A_BetaSkullAttack();
native void A_Metal();
native void A_SpidRefire();
native void A_PainAttack(class<Actor> spawntype = "LostSoul", float angle = 0, int flags = 0, int limit = -1);
native void A_DualPainAttack(class<Actor> spawntype = "LostSoul");
native void A_PainDie(class<Actor> spawntype = "LostSoul");

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@ -60,3 +60,34 @@ class SpiderMastermind : Actor
Stop;
}
}
//===========================================================================
//
// Code (must be attached to Actor)
//
//===========================================================================
extend class Actor
{
void A_SpidRefire()
{
// keep firing unless target got out of sight
A_FaceTarget();
if (Random[CPosRefire](0, 255) >= 10)
{
if (!target
|| HitFriend()
|| target.health <= 0
|| !CheckSight(target, SF_SEEPASTBLOCKEVERYTHING|SF_SEEPASTSHOOTABLELINES))
{
SetState(SeeState);
}
}
}
void A_Metal()
{
A_PlaySound("spider/walk", CHAN_BODY, 1, false, ATTN_IDLE);
A_Chase();
}
}