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a638cfbd6e
As a consequence it must return null in the failure case instead of asserting and all calls to this function must check for the failure case.
214 lines
3.7 KiB
Text
214 lines
3.7 KiB
Text
// Gauntlets ----------------------------------------------------------------
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class Gauntlets : Weapon
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{
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Default
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{
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+BLOODSPLATTER
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Weapon.SelectionOrder 2300;
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+WEAPON.WIMPY_WEAPON
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+WEAPON.MELEEWEAPON
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Weapon.Kickback 0;
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Weapon.YAdjust 15;
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Weapon.UpSound "weapons/gauntletsactivate";
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Weapon.SisterWeapon "GauntletsPowered";
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Inventory.PickupMessage "$TXT_WPNGAUNTLETS";
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Tag "$TAG_GAUNTLETS";
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Obituary "$OB_MPGAUNTLETS";
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}
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States
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{
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Spawn:
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WGNT A -1;
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Stop;
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Ready:
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GAUN A 1 A_WeaponReady;
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Loop;
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Deselect:
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GAUN A 1 A_Lower;
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Loop;
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Select:
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GAUN A 1 A_Raise;
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Loop;
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Fire:
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GAUN B 4 A_StartSound("weapons/gauntletsuse", CHAN_WEAPON);
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GAUN C 4;
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Hold:
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GAUN DEF 4 BRIGHT A_GauntletAttack(0);
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GAUN C 4 A_ReFire;
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GAUN B 4 A_Light0;
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Goto Ready;
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}
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//---------------------------------------------------------------------------
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//
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// PROC A_GauntletAttack
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//
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//---------------------------------------------------------------------------
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action void A_GauntletAttack (int power)
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{
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int damage;
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double dist;
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Class<Actor> pufftype;
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FTranslatedLineTarget t;
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int actualdamage = 0;
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Actor puff;
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if (player == null)
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{
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return;
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}
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Weapon weapon = player.ReadyWeapon;
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if (weapon != null)
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{
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if (!weapon.DepleteAmmo (weapon.bAltFire))
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return;
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let psp = player.GetPSprite(PSP_WEAPON);
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if (psp)
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{
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psp.x = ((random[GauntletAtk](0, 3)) - 2);
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psp.y = WEAPONTOP + (random[GauntletAtk](0, 3));
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}
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}
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double ang = angle;
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if (power)
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{
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damage = random[GauntletAtk](1, 8) * 2;
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dist = 4*DEFMELEERANGE;
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ang += random2[GauntletAtk]() * (2.8125 / 256);
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pufftype = "GauntletPuff2";
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}
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else
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{
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damage = random[GauntletAtk](1, 8) * 2;
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dist = SAWRANGE;
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ang += random2[GauntletAtk]() * (5.625 / 256);
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pufftype = "GauntletPuff1";
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}
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double slope = AimLineAttack (ang, dist);
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[puff, actualdamage] = LineAttack (ang, dist, slope, damage, 'Melee', pufftype, false, t);
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if (!t.linetarget)
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{
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if (random[GauntletAtk]() > 64)
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{
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player.extralight = !player.extralight;
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}
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A_StartSound ("weapons/gauntletson", CHAN_AUTO);
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return;
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}
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int randVal = random[GauntletAtk]();
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if (randVal < 64)
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{
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player.extralight = 0;
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}
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else if (randVal < 160)
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{
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player.extralight = 1;
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}
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else
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{
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player.extralight = 2;
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}
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if (power)
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{
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if (!t.linetarget.bDontDrain) GiveBody (actualdamage >> 1);
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A_StartSound ("weapons/gauntletspowhit", CHAN_AUTO);
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}
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else
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{
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A_StartSound ("weapons/gauntletshit", CHAN_AUTO);
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}
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// turn to face target
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ang = t.angleFromSource;
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double anglediff = deltaangle(angle, ang);
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if (anglediff < 0.0)
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{
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if (anglediff < -4.5)
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angle = ang + 90.0 / 21;
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else
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angle -= 4.5;
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}
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else
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{
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if (anglediff > 4.5)
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angle = ang - 90.0 / 21;
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else
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angle += 4.5;
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}
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bJustAttacked = true;
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}
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}
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class GauntletsPowered : Gauntlets
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{
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Default
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{
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+WEAPON.POWERED_UP
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Tag "$TAG_GAUNTLETSP";
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Obituary "$OB_MPPGAUNTLETS";
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Weapon.SisterWeapon "Gauntlets";
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}
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States
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{
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Ready:
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GAUN GHI 4 A_WeaponReady;
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Loop;
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Deselect:
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GAUN G 1 A_Lower;
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Loop;
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Select:
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GAUN G 1 A_Raise;
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Loop;
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Fire:
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GAUN J 4 A_StartSound("weapons/gauntletsuse", CHAN_WEAPON);
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GAUN K 4;
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Hold:
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GAUN LMN 4 BRIGHT A_GauntletAttack(1);
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GAUN K 4 A_ReFire;
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GAUN J 4 A_Light0;
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Goto Ready;
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}
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}
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// Gauntlet puff 1 ----------------------------------------------------------
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class GauntletPuff1 : Actor
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{
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Default
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{
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+NOBLOCKMAP
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+NOGRAVITY
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+PUFFONACTORS
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RenderStyle "Translucent";
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Alpha 0.4;
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VSpeed 0.8;
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}
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States
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{
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Spawn:
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PUF1 ABCD 4 BRIGHT;
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Stop;
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}
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}
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// Gauntlet puff 2 ---------------------------------------------------------
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class GauntletPuff2 : GauntletPuff1
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{
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States
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{
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Spawn:
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PUF1 EFGH 4 BRIGHT;
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Stop;
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}
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}
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