mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-12-11 13:11:48 +00:00
9b1870f71f
Mainly done so that searching for 'level.' returns less noise.
250 lines
4.4 KiB
Text
250 lines
4.4 KiB
Text
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// Teleport Other Artifact --------------------------------------------------
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class ArtiTeleportOther : Inventory
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{
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Default
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{
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+COUNTITEM
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+FLOATBOB
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+INVENTORY.INVBAR
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+INVENTORY.FANCYPICKUPSOUND
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Inventory.PickupFlash "PickupFlash";
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Inventory.DefMaxAmount;
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Inventory.Icon "ARTITELO";
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Inventory.PickupSound "misc/p_pkup";
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Inventory.PickupMessage "$TXT_ARTITELEPORTOTHER";
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Tag "$TAG_ARTITELEPORTOTHER";
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}
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States
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{
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Spawn:
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TELO ABCD 5;
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Loop;
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}
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//===========================================================================
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//
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// Activate Teleport Other
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//
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//===========================================================================
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override bool Use (bool pickup)
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{
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Owner.SpawnPlayerMissile ("TelOtherFX1");
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return true;
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}
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}
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// Teleport Other FX --------------------------------------------------------
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class TelOtherFX1 : Actor
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{
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const TELEPORT_LIFE = 1;
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Default
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{
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Damage 10001;
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Projectile;
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-ACTIVATEIMPACT
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-ACTIVATEPCROSS
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+BLOODLESSIMPACT
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Radius 16;
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Height 16;
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Speed 20;
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}
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States
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{
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Spawn:
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TRNG E 5 Bright;
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TRNG D 4 Bright;
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TRNG C 3 Bright A_TeloSpawnC;
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TRNG B 3 Bright A_TeloSpawnB;
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TRNG A 3 Bright A_TeloSpawnA;
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TRNG B 3 Bright A_TeloSpawnB;
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TRNG C 3 Bright A_TeloSpawnC;
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TRNG D 3 Bright A_TeloSpawnD;
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Goto Spawn+2;
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Death:
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TRNG E 3 Bright;
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Stop;
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}
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private void TeloSpawn (class<Actor> type)
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{
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Actor fx = Spawn (type, pos, ALLOW_REPLACE);
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if (fx)
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{
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fx.special1 = TELEPORT_LIFE; // Lifetime countdown
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fx.angle = angle;
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fx.target = target;
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fx.Vel = Vel / 2;
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}
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}
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void A_TeloSpawnA()
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{
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TeloSpawn ("TelOtherFX2");
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}
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void A_TeloSpawnB()
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{
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TeloSpawn ("TelOtherFX3");
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}
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void A_TeloSpawnC()
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{
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TeloSpawn ("TelOtherFX4");
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}
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void A_TeloSpawnD()
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{
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TeloSpawn ("TelOtherFX5");
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}
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void A_CheckTeleRing ()
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{
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if (self.special1-- <= 0)
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{
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self.SetStateLabel("Death");
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}
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}
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//===========================================================================
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//
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// Perform Teleport Other
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//
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//===========================================================================
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override int DoSpecialDamage (Actor target, int damage, Name damagetype)
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{
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if ((target.bIsMonster || target.player != NULL) &&
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!target.bBoss && !target.bNoTeleOther)
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{
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if (target.player)
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{
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if (deathmatch)
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P_TeleportToDeathmatchStarts (target);
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else
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P_TeleportToPlayerStarts (target);
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}
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else
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{
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// If death action, run it upon teleport
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if (target.bIsMonster && target.special)
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{
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target.RemoveFromHash ();
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Actor caller = Level.ActOwnSpecial? target : self.target;
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caller.A_CallSpecial(target.special, target.args[0], target.args[1], target.args[2], target.args[3], target.args[4]);
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target.special = 0;
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}
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// Send all monsters to deathmatch spots
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P_TeleportToDeathmatchStarts (target);
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}
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}
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return -1;
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}
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//===========================================================================
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//
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// P_TeleportToPlayerStarts
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//
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//===========================================================================
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private static void P_TeleportToPlayerStarts (Actor victim)
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{
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Vector3 dest;
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double destAngle;
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[dest, destAngle] = G_PickPlayerStart(0, PPS_FORCERANDOM | PPS_NOBLOCKINGCHECK);
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dest.Z = ONFLOORZ;
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victim.Teleport ((dest.xy, ONFLOORZ), destangle, TELF_SOURCEFOG | TELF_DESTFOG);
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}
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//===========================================================================
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//
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// P_TeleportToDeathmatchStarts
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//
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//===========================================================================
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private void P_TeleportToDeathmatchStarts (Actor victim)
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{
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Vector3 dest;
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double destAngle;
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[dest, destAngle] = G_PickDeathmatchStart();
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if (destAngle < 65536) victim.Teleport((dest.xy, ONFLOORZ), destangle, TELF_SOURCEFOG | TELF_DESTFOG);
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else P_TeleportToPlayerStarts(victim);
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}
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}
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class TelOtherFX2 : TelOtherFX1
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{
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Default
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{
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Speed 16;
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}
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States
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{
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Spawn:
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TRNG BCDCB 4 Bright;
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TRNG A 4 Bright A_CheckTeleRing;
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Loop;
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}
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}
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class TelOtherFX3 : TelOtherFX1
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{
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Default
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{
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Speed 16;
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}
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States
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{
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Spawn:
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TRNG CDCBA 4 Bright;
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TRNG B 4 Bright A_CheckTeleRing;
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Loop;
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}
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}
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class TelOtherFX4 : TelOtherFX1
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{
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Default
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{
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Speed 16;
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}
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States
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{
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Spawn:
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TRNG DCBAB 4 Bright;
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TRNG C 4 Bright A_CheckTeleRing;
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Loop;
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}
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}
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class TelOtherFX5 : TelOtherFX1
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{
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Default
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{
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Speed 16;
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}
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States
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{
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Spawn:
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TRNG CBABC 4 Bright;
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TRNG D 4 Bright A_CheckTeleRing;
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Loop;
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}
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}
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