gzdoom/wadsrc/static/zscript/heretic/snake.txt
Christoph Oelckers d4c0ee9e43 - address bad use of pitch in A_CustomMissile.
This function calculated everything correctly but ultimately set the vertical velocity wrong. Most importantly this meant that the actual velocity vector and actor pitch - if CMF_SAVEPITCH was used - did not match.
Since this bug has been present since the pitch parameter was added, this deprecates A_CustomMissile and replaces it with a properly implemented A_SpawnProjectile function and handling the compatibility case with a new flag and a scripted wrapper function.
All internal uses of A_CustomMissile have been replaced as well.
2016-12-24 14:46:34 +01:00

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Text

class Snake : Actor
{
Default
{
Health 280;
Radius 22;
Height 70;
Speed 10;
Painchance 48;
Monster;
+FLOORCLIP
AttackSound "snake/attack";
SeeSound "snake/sight";
PainSound "snake/pain";
DeathSound "snake/death";
ActiveSound "snake/active";
Obituary "$OB_SNAKE";
DropItem "PhoenixRodAmmo", 84, 5;
}
States
{
Spawn:
SNKE AB 10 A_Look;
Loop;
See:
SNKE ABCD 4 A_Chase;
Loop;
Missile:
SNKE FF 5 A_FaceTarget;
SNKE FFF 4 A_SpawnProjectile("SnakeProjA", 32, 0, 0, CMF_CHECKTARGETDEAD);
SNKE FFF 5 A_FaceTarget;
SNKE F 4 A_SpawnProjectile("SnakeProjB", 32, 0, 0, CMF_CHECKTARGETDEAD);
Goto See;
Pain:
SNKE E 3;
SNKE E 3 A_Pain;
Goto See;
Death:
SNKE G 5;
SNKE H 5 A_Scream;
SNKE IJKL 5;
SNKE M 5 A_NoBlocking;
SNKE NO 5;
SNKE P -1;
Stop;
}
}
// Snake projectile A -------------------------------------------------------
class SnakeProjA : Actor
{
Default
{
Radius 12;
Height 8;
Speed 14;
FastSpeed 20;
Damage 1;
Projectile;
-NOBLOCKMAP
-ACTIVATEIMPACT
-ACTIVATEPCROSS
+WINDTHRUST
+SPAWNSOUNDSOURCE
RenderStyle "Add";
SeeSound "snake/attack";
}
States
{
Spawn:
SNFX ABCD 5 Bright;
Loop;
Death:
SNFX EF 5 Bright;
SNFX G 4 Bright;
SNFX HI 3 Bright;
Stop;
}
}
// Snake projectile B -------------------------------------------------------
class SnakeProjB : SnakeProjA
{
Default
{
Damage 3;
+NOBLOCKMAP
-WINDTHRUST
}
States
{
Spawn:
SNFX JK 6 Bright;
Loop;
Death:
SNFX LM 5 Bright;
SNFX N 4 Bright;
SNFX O 3 Bright;
Stop;
}
}