mirror of
https://github.com/ZDoom/gzdoom.git
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38b0230253
the font untranslated. - Fixed: Heretic's monsters were missing the MF2_MCROSS flag. SVN r232 (trunk)
727 lines
22 KiB
C++
727 lines
22 KiB
C++
#include "actor.h"
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#include "info.h"
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#include "a_hereticglobal.h"
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#include "p_local.h"
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#include "p_enemy.h"
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#include "a_action.h"
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#include "s_sound.h"
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#include "m_random.h"
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#include "a_sharedglobal.h"
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#include "gstrings.h"
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static FRandom pr_s2fx1 ("S2FX1");
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static FRandom pr_scrc1atk ("Srcr1Attack");
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static FRandom pr_dst ("D'SparilTele");
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static FRandom pr_s2d ("Srcr2Decide");
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static FRandom pr_s2a ("Srcr2Attack");
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static FRandom pr_bluespark ("BlueSpark");
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void A_Sor1Chase (AActor *);
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void A_Sor1Pain (AActor *);
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void A_Srcr1Attack (AActor *);
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void A_SorZap (AActor *);
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void A_SorcererRise (AActor *);
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void A_SorRise (AActor *);
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void A_SorSightSnd (AActor *);
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void A_Srcr2Decide (AActor *);
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void A_Srcr2Attack (AActor *);
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void A_Sor2DthInit (AActor *);
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void A_SorDSph (AActor *);
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void A_Sor2DthLoop (AActor *);
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void A_SorDExp (AActor *);
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void A_SorDBon (AActor *);
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void A_BlueSpark (AActor *);
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void A_GenWizard (AActor *);
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// Boss spot ----------------------------------------------------------------
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class ABossSpot : public AActor
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{
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DECLARE_STATELESS_ACTOR (ABossSpot, AActor)
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public:
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ABossSpot *NextSpot;
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void Serialize (FArchive &arc);
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void BeginPlay ();
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};
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void ABossSpot::Serialize (FArchive &arc)
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{
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Super::Serialize (arc);
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arc << NextSpot;
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}
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IMPLEMENT_STATELESS_ACTOR (ABossSpot, Heretic, 56, 141)
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PROP_RenderFlags (RF_INVISIBLE)
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END_DEFAULTS
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void ABossSpot::BeginPlay ()
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{
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Super::BeginPlay ();
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NextSpot = NULL;
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}
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// Sorcerer (D'Sparil on his serpent) ---------------------------------------
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class ASorcerer1 : public AActor
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{
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DECLARE_ACTOR (ASorcerer1, AActor)
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};
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FState ASorcerer1::States[] =
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{
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#define S_SRCR1_LOOK 0
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S_NORMAL (SRCR, 'A', 10, A_Look , &States[S_SRCR1_LOOK+1]),
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S_NORMAL (SRCR, 'B', 10, A_Look , &States[S_SRCR1_LOOK+0]),
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#define S_SRCR1_WALK (S_SRCR1_LOOK+2)
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S_NORMAL (SRCR, 'A', 5, A_Sor1Chase , &States[S_SRCR1_WALK+1]),
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S_NORMAL (SRCR, 'B', 5, A_Sor1Chase , &States[S_SRCR1_WALK+2]),
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S_NORMAL (SRCR, 'C', 5, A_Sor1Chase , &States[S_SRCR1_WALK+3]),
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S_NORMAL (SRCR, 'D', 5, A_Sor1Chase , &States[S_SRCR1_WALK+0]),
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#define S_SRCR1_PAIN (S_SRCR1_WALK+4)
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S_NORMAL (SRCR, 'Q', 6, A_Sor1Pain , &States[S_SRCR1_WALK+0]),
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#define S_SRCR1_ATK (S_SRCR1_PAIN+1)
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S_NORMAL (SRCR, 'Q', 7, A_FaceTarget , &States[S_SRCR1_ATK+1]),
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S_NORMAL (SRCR, 'R', 6, A_FaceTarget , &States[S_SRCR1_ATK+2]),
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S_NORMAL (SRCR, 'S', 10, A_Srcr1Attack , &States[S_SRCR1_WALK+0]),
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S_NORMAL (SRCR, 'S', 10, A_FaceTarget , &States[S_SRCR1_ATK+4]),
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S_NORMAL (SRCR, 'Q', 7, A_FaceTarget , &States[S_SRCR1_ATK+5]),
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S_NORMAL (SRCR, 'R', 6, A_FaceTarget , &States[S_SRCR1_ATK+6]),
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S_NORMAL (SRCR, 'S', 10, A_Srcr1Attack , &States[S_SRCR1_WALK+0]),
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#define S_SRCR1_DIE (S_SRCR1_ATK+7)
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S_NORMAL (SRCR, 'E', 7, NULL , &States[S_SRCR1_DIE+1]),
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S_NORMAL (SRCR, 'F', 7, A_Scream , &States[S_SRCR1_DIE+2]),
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S_NORMAL (SRCR, 'G', 7, NULL , &States[S_SRCR1_DIE+3]),
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S_NORMAL (SRCR, 'H', 6, NULL , &States[S_SRCR1_DIE+4]),
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S_NORMAL (SRCR, 'I', 6, NULL , &States[S_SRCR1_DIE+5]),
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S_NORMAL (SRCR, 'J', 6, NULL , &States[S_SRCR1_DIE+6]),
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S_NORMAL (SRCR, 'K', 6, NULL , &States[S_SRCR1_DIE+7]),
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S_NORMAL (SRCR, 'L', 25, A_SorZap , &States[S_SRCR1_DIE+8]),
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S_NORMAL (SRCR, 'M', 5, NULL , &States[S_SRCR1_DIE+9]),
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S_NORMAL (SRCR, 'N', 5, NULL , &States[S_SRCR1_DIE+10]),
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S_NORMAL (SRCR, 'O', 4, NULL , &States[S_SRCR1_DIE+11]),
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S_NORMAL (SRCR, 'L', 20, A_SorZap , &States[S_SRCR1_DIE+12]),
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S_NORMAL (SRCR, 'M', 5, NULL , &States[S_SRCR1_DIE+13]),
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S_NORMAL (SRCR, 'N', 5, NULL , &States[S_SRCR1_DIE+14]),
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S_NORMAL (SRCR, 'O', 4, NULL , &States[S_SRCR1_DIE+15]),
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S_NORMAL (SRCR, 'L', 12, NULL , &States[S_SRCR1_DIE+16]),
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S_NORMAL (SRCR, 'P', -1, A_SorcererRise , NULL)
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};
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IMPLEMENT_ACTOR (ASorcerer1, Heretic, 7, 142)
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PROP_SpawnHealth (2000)
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PROP_RadiusFixed (28)
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PROP_HeightFixed (100)
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PROP_Mass (800)
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PROP_SpeedFixed (16)
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PROP_PainChance (56)
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PROP_Flags (MF_SOLID|MF_SHOOTABLE|MF_COUNTKILL)
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PROP_Flags2 (MF2_MCROSS|MF2_FLOORCLIP|MF2_PASSMOBJ|MF2_PUSHWALL|MF2_BOSS)
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PROP_Flags3 (MF3_DONTMORPH|MF3_NORADIUSDMG|MF3_NOTARGET)
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PROP_Flags4 (MF4_NOICEDEATH)
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PROP_SpawnState (S_SRCR1_LOOK)
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PROP_SeeState (S_SRCR1_WALK)
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PROP_PainState (S_SRCR1_PAIN)
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PROP_MissileState (S_SRCR1_ATK)
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PROP_DeathState (S_SRCR1_DIE)
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PROP_SeeSound ("dsparilserpent/sight")
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PROP_AttackSound ("dsparilserpent/attack")
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PROP_PainSound ("dsparilserpent/pain")
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PROP_DeathSound ("dsparilserpent/death")
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PROP_ActiveSound ("dsparilserpent/active")
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PROP_Obituary("$OB_DSPARIL1")
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PROP_HitObituary("$OB_DSPARIL1HIT")
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END_DEFAULTS
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// Sorcerer FX 1 ------------------------------------------------------------
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class ASorcererFX1 : public AActor
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{
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DECLARE_ACTOR (ASorcererFX1, AActor)
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};
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FState ASorcererFX1::States[] =
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{
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#define S_SRCRFX1 0
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S_BRIGHT (FX14, 'A', 6, NULL , &States[S_SRCRFX1+1]),
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S_BRIGHT (FX14, 'B', 6, NULL , &States[S_SRCRFX1+2]),
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S_BRIGHT (FX14, 'C', 6, NULL , &States[S_SRCRFX1+0]),
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#define S_SRCRFXI1 (S_SRCRFX1+3)
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S_BRIGHT (FX14, 'D', 5, NULL , &States[S_SRCRFXI1+1]),
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S_BRIGHT (FX14, 'E', 5, NULL , &States[S_SRCRFXI1+2]),
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S_BRIGHT (FX14, 'F', 5, NULL , &States[S_SRCRFXI1+3]),
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S_BRIGHT (FX14, 'G', 5, NULL , &States[S_SRCRFXI1+4]),
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S_BRIGHT (FX14, 'H', 5, NULL , NULL)
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};
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IMPLEMENT_ACTOR (ASorcererFX1, Heretic, -1, 144)
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PROP_RadiusFixed (10)
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PROP_HeightFixed (10)
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PROP_SpeedFixed (20)
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PROP_Damage (10)
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PROP_DamageType (MOD_FIRE)
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PROP_Flags (MF_NOBLOCKMAP|MF_MISSILE|MF_DROPOFF|MF_NOGRAVITY)
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PROP_Flags2 (MF2_NOTELEPORT)
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PROP_RenderStyle (STYLE_Add)
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PROP_SpawnState (S_SRCRFX1)
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PROP_DeathState (S_SRCRFXI1)
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END_DEFAULTS
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AT_SPEED_SET (SorcererFX1, speed)
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{
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SimpleSpeedSetter (ASorcererFX1, 20*FRACUNIT, 28*FRACUNIT, speed);
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}
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// Sorcerer 2 (D'Sparil without his serpent) --------------------------------
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FState ASorcerer2::States[] =
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{
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#define S_SOR2_LOOK 0
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S_NORMAL (SOR2, 'M', 10, A_Look , &States[S_SOR2_LOOK+1]),
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S_NORMAL (SOR2, 'N', 10, A_Look , &States[S_SOR2_LOOK+0]),
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#define S_SOR2_WALK (S_SOR2_LOOK+2)
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S_NORMAL (SOR2, 'M', 4, A_Chase , &States[S_SOR2_WALK+1]),
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S_NORMAL (SOR2, 'N', 4, A_Chase , &States[S_SOR2_WALK+2]),
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S_NORMAL (SOR2, 'O', 4, A_Chase , &States[S_SOR2_WALK+3]),
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S_NORMAL (SOR2, 'P', 4, A_Chase , &States[S_SOR2_WALK+0]),
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#define S_SOR2_RISE (S_SOR2_WALK+4)
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S_NORMAL (SOR2, 'A', 4, NULL , &States[S_SOR2_RISE+1]),
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S_NORMAL (SOR2, 'B', 4, NULL , &States[S_SOR2_RISE+2]),
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S_NORMAL (SOR2, 'C', 4, A_SorRise , &States[S_SOR2_RISE+3]),
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S_NORMAL (SOR2, 'D', 4, NULL , &States[S_SOR2_RISE+4]),
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S_NORMAL (SOR2, 'E', 4, NULL , &States[S_SOR2_RISE+5]),
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S_NORMAL (SOR2, 'F', 4, NULL , &States[S_SOR2_RISE+6]),
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S_NORMAL (SOR2, 'G', 12, A_SorSightSnd , &States[S_SOR2_WALK+0]),
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#define S_SOR2_PAIN (S_SOR2_RISE+7)
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S_NORMAL (SOR2, 'Q', 3, NULL , &States[S_SOR2_PAIN+1]),
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S_NORMAL (SOR2, 'Q', 6, A_Pain , &States[S_SOR2_WALK+0]),
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#define S_SOR2_ATK (S_SOR2_PAIN+2)
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S_NORMAL (SOR2, 'R', 9, A_Srcr2Decide , &States[S_SOR2_ATK+1]),
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S_NORMAL (SOR2, 'S', 9, A_FaceTarget , &States[S_SOR2_ATK+2]),
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S_NORMAL (SOR2, 'T', 20, A_Srcr2Attack , &States[S_SOR2_WALK+0]),
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#define S_SOR2_TELE (S_SOR2_ATK+3)
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S_NORMAL (SOR2, 'L', 6, NULL , &States[S_SOR2_TELE+1]),
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S_NORMAL (SOR2, 'K', 6, NULL , &States[S_SOR2_TELE+2]),
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S_NORMAL (SOR2, 'J', 6, NULL , &States[S_SOR2_TELE+3]),
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S_NORMAL (SOR2, 'I', 6, NULL , &States[S_SOR2_TELE+4]),
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S_NORMAL (SOR2, 'H', 6, NULL , &States[S_SOR2_TELE+5]),
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S_NORMAL (SOR2, 'G', 6, NULL , &States[S_SOR2_WALK+0]),
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#define S_SOR2_DIE (S_SOR2_TELE+6)
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S_NORMAL (SDTH, 'A', 8, A_Sor2DthInit , &States[S_SOR2_DIE+1]),
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S_NORMAL (SDTH, 'B', 8, NULL , &States[S_SOR2_DIE+2]),
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S_NORMAL (SDTH, 'C', 8, A_SorDSph , &States[S_SOR2_DIE+3]),
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S_NORMAL (SDTH, 'D', 7, NULL , &States[S_SOR2_DIE+4]),
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S_NORMAL (SDTH, 'E', 7, NULL , &States[S_SOR2_DIE+5]),
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S_NORMAL (SDTH, 'F', 7, A_Sor2DthLoop , &States[S_SOR2_DIE+6]),
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S_NORMAL (SDTH, 'G', 6, A_SorDExp , &States[S_SOR2_DIE+7]),
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S_NORMAL (SDTH, 'H', 6, NULL , &States[S_SOR2_DIE+8]),
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S_NORMAL (SDTH, 'I', 18, NULL , &States[S_SOR2_DIE+9]),
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S_NORMAL (SDTH, 'J', 6, A_NoBlocking , &States[S_SOR2_DIE+10]),
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S_NORMAL (SDTH, 'K', 6, A_SorDBon , &States[S_SOR2_DIE+11]),
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S_NORMAL (SDTH, 'L', 6, NULL , &States[S_SOR2_DIE+12]),
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S_NORMAL (SDTH, 'M', 6, NULL , &States[S_SOR2_DIE+13]),
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S_NORMAL (SDTH, 'N', 6, NULL , &States[S_SOR2_DIE+14]),
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S_NORMAL (SDTH, 'O', -1, A_BossDeath , NULL)
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};
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IMPLEMENT_ACTOR (ASorcerer2, Heretic, -1, 143)
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PROP_SpawnHealth (3500)
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PROP_RadiusFixed (16)
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PROP_HeightFixed (70)
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PROP_Mass (300)
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PROP_SpeedFixed (14)
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PROP_PainChance (32)
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PROP_Flags (MF_SOLID|MF_SHOOTABLE|MF_COUNTKILL|MF_DROPOFF)
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PROP_Flags2 (MF2_MCROSS|MF2_FLOORCLIP|MF2_PASSMOBJ|MF2_PUSHWALL|MF2_BOSS)
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PROP_Flags3 (MF3_DONTMORPH|MF3_FULLVOLACTIVE|MF3_NORADIUSDMG|MF3_NOTARGET)
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PROP_Flags4 (MF4_NOICEDEATH)
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PROP_SpawnState (S_SOR2_LOOK)
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PROP_SeeState (S_SOR2_WALK)
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PROP_PainState (S_SOR2_PAIN)
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PROP_MissileState (S_SOR2_ATK)
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PROP_DeathState (S_SOR2_DIE)
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PROP_SeeSound ("dsparil/sight")
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PROP_AttackSound ("dsparil/attack")
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PROP_PainSound ("dsparil/pain")
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PROP_ActiveSound ("dsparil/active")
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PROP_Obituary("$OB_DSPARIL2")
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PROP_HitObituary("$OB_DSPARIL2HIT")
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END_DEFAULTS
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void ASorcerer2::Serialize (FArchive &arc)
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{
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Super::Serialize (arc);
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arc << NumBossSpots << FirstBossSpot;
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}
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void ASorcerer2::BeginPlay ()
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{
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TThinkerIterator<ABossSpot> iterator;
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ABossSpot *spot;
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Super::BeginPlay ();
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NumBossSpots = 0;
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spot = iterator.Next ();
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FirstBossSpot = static_cast<ABossSpot *> (spot);
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while (spot)
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{
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NumBossSpots++;
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spot->NextSpot = iterator.Next ();
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spot = spot->NextSpot;
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}
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}
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// Sorcerer 2 FX 1 ----------------------------------------------------------
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class ASorcerer2FX1 : public AActor
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{
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DECLARE_ACTOR (ASorcerer2FX1, AActor)
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public:
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void GetExplodeParms (int &damage, int &distance, bool &hurtSource);
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};
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FState ASorcerer2FX1::States[] =
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{
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#define S_SOR2FX1 0
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S_BRIGHT (FX16, 'A', 3, A_BlueSpark , &States[S_SOR2FX1+1]),
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S_BRIGHT (FX16, 'B', 3, A_BlueSpark , &States[S_SOR2FX1+2]),
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S_BRIGHT (FX16, 'C', 3, A_BlueSpark , &States[S_SOR2FX1+0]),
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#define S_SOR2FXI1 (S_SOR2FX1+3)
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S_BRIGHT (FX16, 'G', 5, A_Explode , &States[S_SOR2FXI1+1]),
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S_BRIGHT (FX16, 'H', 5, NULL , &States[S_SOR2FXI1+2]),
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S_BRIGHT (FX16, 'I', 5, NULL , &States[S_SOR2FXI1+3]),
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S_BRIGHT (FX16, 'J', 5, NULL , &States[S_SOR2FXI1+4]),
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S_BRIGHT (FX16, 'K', 5, NULL , &States[S_SOR2FXI1+5]),
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S_BRIGHT (FX16, 'L', 5, NULL , NULL)
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};
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IMPLEMENT_ACTOR (ASorcerer2FX1, Heretic, -1, 145)
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PROP_RadiusFixed (10)
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PROP_HeightFixed (6)
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PROP_SpeedFixed (20)
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PROP_Damage (1)
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PROP_Flags (MF_NOBLOCKMAP|MF_MISSILE|MF_DROPOFF|MF_NOGRAVITY)
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PROP_Flags2 (MF2_NOTELEPORT)
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PROP_RenderStyle (STYLE_Add)
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PROP_SpawnState (S_SOR2FX1)
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PROP_DeathState (S_SOR2FXI1)
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END_DEFAULTS
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AT_SPEED_SET (Sorcerer2FX1, speed)
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{
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SimpleSpeedSetter (ASorcerer2FX1, 20*FRACUNIT, 28*FRACUNIT, speed);
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}
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void ASorcerer2FX1::GetExplodeParms (int &damage, int &distance, bool &hurtSource)
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{
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damage = 80 + (pr_s2fx1() & 31);
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}
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// Sorcerer 2 FX Spark ------------------------------------------------------
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class ASorcerer2FXSpark : public AActor
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{
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DECLARE_ACTOR (ASorcerer2FXSpark, AActor)
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};
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FState ASorcerer2FXSpark::States[] =
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{
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#define S_SOR2FXSPARK 0
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S_BRIGHT (FX16, 'D', 12, NULL , &States[S_SOR2FXSPARK+1]),
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S_BRIGHT (FX16, 'E', 12, NULL , &States[S_SOR2FXSPARK+2]),
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S_BRIGHT (FX16, 'F', 12, NULL , NULL)
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};
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IMPLEMENT_ACTOR (ASorcerer2FXSpark, Heretic, -1, 0)
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PROP_RadiusFixed (20)
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PROP_HeightFixed (16)
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PROP_Flags (MF_NOBLOCKMAP|MF_NOGRAVITY)
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PROP_Flags2 (MF2_NOTELEPORT|MF2_CANNOTPUSH)
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PROP_RenderStyle (STYLE_Add)
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PROP_SpawnState (S_SOR2FXSPARK)
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END_DEFAULTS
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// Sorcerer 2 FX 2 ----------------------------------------------------------
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class ASorcerer2FX2 : public AActor
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{
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DECLARE_ACTOR (ASorcerer2FX2, AActor)
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};
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FState ASorcerer2FX2::States[] =
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{
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#define S_SOR2FX2 0
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S_BRIGHT (FX11, 'A', 35, NULL , &States[S_SOR2FX2+1]),
|
|
S_BRIGHT (FX11, 'A', 5, A_GenWizard , &States[S_SOR2FX2+2]),
|
|
S_BRIGHT (FX11, 'B', 5, NULL , &States[S_SOR2FX2+1]),
|
|
|
|
#define S_SOR2FXI2 (S_SOR2FX2+3)
|
|
S_BRIGHT (FX11, 'C', 5, NULL , &States[S_SOR2FXI2+1]),
|
|
S_BRIGHT (FX11, 'D', 5, NULL , &States[S_SOR2FXI2+2]),
|
|
S_BRIGHT (FX11, 'E', 5, NULL , &States[S_SOR2FXI2+3]),
|
|
S_BRIGHT (FX11, 'F', 5, NULL , &States[S_SOR2FXI2+4]),
|
|
S_BRIGHT (FX11, 'G', 5, NULL , NULL)
|
|
};
|
|
|
|
IMPLEMENT_ACTOR (ASorcerer2FX2, Heretic, -1, 146)
|
|
PROP_RadiusFixed (10)
|
|
PROP_HeightFixed (6)
|
|
PROP_SpeedFixed (6)
|
|
PROP_Damage (10)
|
|
PROP_Flags (MF_NOBLOCKMAP|MF_MISSILE|MF_DROPOFF|MF_NOGRAVITY)
|
|
PROP_Flags2 (MF2_NOTELEPORT)
|
|
PROP_RenderStyle (STYLE_Add)
|
|
|
|
PROP_SpawnState (S_SOR2FX2)
|
|
PROP_DeathState (S_SOR2FXI2)
|
|
END_DEFAULTS
|
|
|
|
// Sorcerer 2 Telefade ------------------------------------------------------
|
|
|
|
class ASorcerer2Telefade : public AActor
|
|
{
|
|
DECLARE_ACTOR (ASorcerer2Telefade, AActor)
|
|
};
|
|
|
|
FState ASorcerer2Telefade::States[] =
|
|
{
|
|
#define S_SOR2TELEFADE 0
|
|
S_NORMAL (SOR2, 'G', 8, NULL , &States[S_SOR2TELEFADE+1]),
|
|
S_NORMAL (SOR2, 'H', 6, NULL , &States[S_SOR2TELEFADE+2]),
|
|
S_NORMAL (SOR2, 'I', 6, NULL , &States[S_SOR2TELEFADE+3]),
|
|
S_NORMAL (SOR2, 'J', 6, NULL , &States[S_SOR2TELEFADE+4]),
|
|
S_NORMAL (SOR2, 'K', 6, NULL , &States[S_SOR2TELEFADE+5]),
|
|
S_NORMAL (SOR2, 'L', 6, NULL , NULL)
|
|
};
|
|
|
|
IMPLEMENT_ACTOR (ASorcerer2Telefade, Heretic, -1, 0)
|
|
PROP_Flags (MF_NOBLOCKMAP)
|
|
PROP_SpawnState (S_SOR2TELEFADE)
|
|
END_DEFAULTS
|
|
|
|
//----------------------------------------------------------------------------
|
|
//
|
|
// PROC A_Sor1Pain
|
|
//
|
|
//----------------------------------------------------------------------------
|
|
|
|
void A_Sor1Pain (AActor *actor)
|
|
{
|
|
actor->special1 = 20; // Number of steps to walk fast
|
|
A_Pain (actor);
|
|
}
|
|
|
|
//----------------------------------------------------------------------------
|
|
//
|
|
// PROC A_Sor1Chase
|
|
//
|
|
//----------------------------------------------------------------------------
|
|
|
|
void A_Sor1Chase (AActor *actor)
|
|
{
|
|
if (actor->special1)
|
|
{
|
|
actor->special1--;
|
|
actor->tics -= 3;
|
|
}
|
|
A_Chase(actor);
|
|
}
|
|
|
|
//----------------------------------------------------------------------------
|
|
//
|
|
// PROC A_Srcr1Attack
|
|
//
|
|
// Sorcerer demon attack.
|
|
//
|
|
//----------------------------------------------------------------------------
|
|
|
|
void A_Srcr1Attack (AActor *actor)
|
|
{
|
|
AActor *mo;
|
|
fixed_t momz;
|
|
angle_t angle;
|
|
|
|
if (!actor->target)
|
|
{
|
|
return;
|
|
}
|
|
S_SoundID (actor, CHAN_BODY, actor->AttackSound, 1, ATTN_NORM);
|
|
if (actor->CheckMeleeRange ())
|
|
{
|
|
int damage = pr_scrc1atk.HitDice (8);
|
|
P_DamageMobj (actor->target, actor, actor, damage, MOD_HIT);
|
|
P_TraceBleed (damage, actor->target, actor);
|
|
return;
|
|
}
|
|
if (actor->health > (actor->GetDefault()->health/3)*2)
|
|
{ // Spit one fireball
|
|
P_SpawnMissileZ (actor, actor->z + 48*FRACUNIT, actor->target, RUNTIME_CLASS(ASorcererFX1));
|
|
}
|
|
else
|
|
{ // Spit three fireballs
|
|
mo = P_SpawnMissileZ (actor, actor->z + 48*FRACUNIT, actor->target, RUNTIME_CLASS(ASorcererFX1));
|
|
if (mo != NULL)
|
|
{
|
|
momz = mo->momz;
|
|
angle = mo->angle;
|
|
P_SpawnMissileAngleZ (actor, actor->z + 48*FRACUNIT, RUNTIME_CLASS(ASorcererFX1), angle-ANGLE_1*3, momz);
|
|
P_SpawnMissileAngleZ (actor, actor->z + 48*FRACUNIT, RUNTIME_CLASS(ASorcererFX1), angle+ANGLE_1*3, momz);
|
|
}
|
|
if (actor->health < actor->GetDefault()->health/3)
|
|
{ // Maybe attack again
|
|
if (actor->special1)
|
|
{ // Just attacked, so don't attack again
|
|
actor->special1 = 0;
|
|
}
|
|
else
|
|
{ // Set state to attack again
|
|
actor->special1 = 1;
|
|
actor->SetState (&ASorcerer1::States[S_SRCR1_ATK+3]);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
//----------------------------------------------------------------------------
|
|
//
|
|
// PROC A_SorcererRise
|
|
//
|
|
//----------------------------------------------------------------------------
|
|
|
|
void A_SorcererRise (AActor *actor)
|
|
{
|
|
AActor *mo;
|
|
|
|
actor->flags &= ~MF_SOLID;
|
|
mo = Spawn<ASorcerer2> (actor->x, actor->y, actor->z);
|
|
mo->SetState (&ASorcerer2::States[S_SOR2_RISE]);
|
|
mo->angle = actor->angle;
|
|
mo->CopyFriendliness (actor, true);
|
|
}
|
|
|
|
//----------------------------------------------------------------------------
|
|
//
|
|
// PROC P_DSparilTeleport
|
|
//
|
|
//----------------------------------------------------------------------------
|
|
|
|
void P_DSparilTeleport (AActor *actor)
|
|
{
|
|
int i;
|
|
fixed_t prevX;
|
|
fixed_t prevY;
|
|
fixed_t prevZ;
|
|
AActor *mo;
|
|
ASorcerer2 *self = static_cast<ASorcerer2 *> (actor);
|
|
ABossSpot *spot;
|
|
ABossSpot *initial;
|
|
|
|
if (!self->NumBossSpots)
|
|
{ // No spots
|
|
return;
|
|
}
|
|
i = pr_dst () % self->NumBossSpots;
|
|
spot = static_cast<ABossSpot *> (self->FirstBossSpot);
|
|
while (i-- > 0)
|
|
{
|
|
spot = spot->NextSpot;
|
|
}
|
|
initial = spot;
|
|
while (P_AproxDistance (actor->x - spot->x, actor->y - spot->y) < 128*FRACUNIT)
|
|
{
|
|
spot = spot->NextSpot;
|
|
if (spot == NULL)
|
|
{
|
|
spot = static_cast<ABossSpot *> (self->FirstBossSpot);
|
|
}
|
|
if (spot == initial)
|
|
{
|
|
// [RH] Don't inifinite loop if no spots further than 128*FRACUNIT
|
|
return;
|
|
}
|
|
}
|
|
prevX = actor->x;
|
|
prevY = actor->y;
|
|
prevZ = actor->z;
|
|
if (P_TeleportMove (actor, spot->x, spot->y, spot->z, false))
|
|
{
|
|
mo = Spawn<ASorcerer2Telefade> (prevX, prevY, prevZ);
|
|
S_Sound (mo, CHAN_BODY, "misc/teleport", 1, ATTN_NORM);
|
|
actor->SetState (&ASorcerer2::States[S_SOR2_TELE]);
|
|
S_Sound (actor, CHAN_BODY, "misc/teleport", 1, ATTN_NORM);
|
|
actor->z = actor->floorz;
|
|
actor->angle = spot->angle;
|
|
actor->momx = actor->momy = actor->momz = 0;
|
|
}
|
|
}
|
|
|
|
//----------------------------------------------------------------------------
|
|
//
|
|
// PROC A_Srcr2Decide
|
|
//
|
|
//----------------------------------------------------------------------------
|
|
|
|
void A_Srcr2Decide (AActor *actor)
|
|
{
|
|
|
|
static const int chance[] =
|
|
{
|
|
192, 120, 120, 120, 64, 64, 32, 16, 0
|
|
};
|
|
|
|
unsigned int chanceindex = actor->health / (actor->GetDefault()->health/8);
|
|
if (chanceindex >= countof(chance))
|
|
{
|
|
chanceindex = countof(chance) - 1;
|
|
}
|
|
|
|
if (pr_s2d() < chance[chanceindex])
|
|
{
|
|
P_DSparilTeleport (actor);
|
|
}
|
|
}
|
|
|
|
//----------------------------------------------------------------------------
|
|
//
|
|
// PROC A_Srcr2Attack
|
|
//
|
|
//----------------------------------------------------------------------------
|
|
|
|
void A_Srcr2Attack (AActor *actor)
|
|
{
|
|
int chance;
|
|
|
|
if (!actor->target)
|
|
{
|
|
return;
|
|
}
|
|
S_SoundID (actor, CHAN_BODY, actor->AttackSound, 1, ATTN_NONE);
|
|
if (actor->CheckMeleeRange())
|
|
{
|
|
int damage = pr_s2a.HitDice (20);
|
|
P_DamageMobj (actor->target, actor, actor, damage, MOD_HIT);
|
|
P_TraceBleed (damage, actor->target, actor);
|
|
return;
|
|
}
|
|
chance = actor->health < actor->GetDefault()->health/2 ? 96 : 48;
|
|
if (pr_s2a() < chance)
|
|
{ // Wizard spawners
|
|
P_SpawnMissileAngle (actor, RUNTIME_CLASS(ASorcerer2FX2),
|
|
actor->angle-ANG45, FRACUNIT/2);
|
|
P_SpawnMissileAngle (actor, RUNTIME_CLASS(ASorcerer2FX2),
|
|
actor->angle+ANG45, FRACUNIT/2);
|
|
}
|
|
else
|
|
{ // Blue bolt
|
|
P_SpawnMissile (actor, actor->target, RUNTIME_CLASS(ASorcerer2FX1));
|
|
}
|
|
}
|
|
|
|
//----------------------------------------------------------------------------
|
|
//
|
|
// PROC A_BlueSpark
|
|
//
|
|
//----------------------------------------------------------------------------
|
|
|
|
void A_BlueSpark (AActor *actor)
|
|
{
|
|
int i;
|
|
AActor *mo;
|
|
|
|
for (i = 0; i < 2; i++)
|
|
{
|
|
mo = Spawn<ASorcerer2FXSpark> (actor->x, actor->y, actor->z);
|
|
mo->momx = pr_bluespark.Random2() << 9;
|
|
mo->momy = pr_bluespark.Random2() << 9;
|
|
mo->momz = FRACUNIT + (pr_bluespark()<<8);
|
|
}
|
|
}
|
|
|
|
//----------------------------------------------------------------------------
|
|
//
|
|
// PROC A_GenWizard
|
|
//
|
|
//----------------------------------------------------------------------------
|
|
|
|
void A_GenWizard (AActor *actor)
|
|
{
|
|
AActor *mo;
|
|
|
|
mo = Spawn<AWizard> (actor->x, actor->y, actor->z - GetDefault<AWizard>()->height/2);
|
|
if (mo != NULL)
|
|
{
|
|
if (!P_TestMobjLocation (mo))
|
|
{ // Didn't fit
|
|
mo->Destroy ();
|
|
level.total_monsters--;
|
|
}
|
|
else
|
|
{ // [RH] Make the new wizards inherit D'Sparil's target
|
|
mo->CopyFriendliness (actor->target, true);
|
|
|
|
actor->momx = actor->momy = actor->momz = 0;
|
|
actor->SetState (actor->DeathState);
|
|
actor->flags &= ~MF_MISSILE;
|
|
mo->master = actor->target;
|
|
// Heretic did not offset it by TELEFOGHEIGHT, so I won't either.
|
|
Spawn<ATeleportFog> (actor->x, actor->y, actor->z);
|
|
}
|
|
}
|
|
}
|
|
|
|
//----------------------------------------------------------------------------
|
|
//
|
|
// PROC A_Sor2DthInit
|
|
//
|
|
//----------------------------------------------------------------------------
|
|
|
|
void A_Sor2DthInit (AActor *actor)
|
|
{
|
|
actor->special1 = 7; // Animation loop counter
|
|
P_Massacre (); // Kill monsters early
|
|
}
|
|
|
|
//----------------------------------------------------------------------------
|
|
//
|
|
// PROC A_Sor2DthLoop
|
|
//
|
|
//----------------------------------------------------------------------------
|
|
|
|
void A_Sor2DthLoop (AActor *actor)
|
|
{
|
|
if (--actor->special1)
|
|
{ // Need to loop
|
|
actor->SetState (&ASorcerer2::States[S_SOR2_DIE+3]);
|
|
}
|
|
}
|
|
|
|
//----------------------------------------------------------------------------
|
|
//
|
|
// D'Sparil Sound Routines
|
|
//
|
|
//----------------------------------------------------------------------------
|
|
|
|
void A_SorZap (AActor *actor) {S_Sound (actor, CHAN_BODY, "dsparil/zap", 1, ATTN_NONE);}
|
|
void A_SorRise (AActor *actor) {S_Sound (actor, CHAN_BODY, "dsparil/rise", 1, ATTN_NONE);}
|
|
void A_SorDSph (AActor *actor) {S_Sound (actor, CHAN_BODY, "dsparil/scream", 1, ATTN_NONE);}
|
|
void A_SorDExp (AActor *actor) {S_Sound (actor, CHAN_BODY, "dsparil/explode", 1, ATTN_NONE);}
|
|
void A_SorDBon (AActor *actor) {S_Sound (actor, CHAN_BODY, "dsparil/bones", 1, ATTN_NONE);}
|
|
void A_SorSightSnd (AActor *actor) {S_Sound (actor, CHAN_BODY, "dsparil/sight", 1, ATTN_NONE);}
|