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3d61d2c1f4
Nothing should ever assume that spawning an actor is unconditionally successful. There can always be some edge cases where this is not the case.
248 lines
4.7 KiB
Text
248 lines
4.7 KiB
Text
//===========================================================================
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//
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// Revenant
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//
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//===========================================================================
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class Revenant : Actor
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{
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Default
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{
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Health 300;
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Radius 20;
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Height 56;
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Mass 500;
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Speed 10;
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PainChance 100;
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Monster;
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MeleeThreshold 196;
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+MISSILEMORE
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+FLOORCLIP
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SeeSound "skeleton/sight";
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PainSound "skeleton/pain";
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DeathSound "skeleton/death";
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ActiveSound "skeleton/active";
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MeleeSound "skeleton/melee";
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HitObituary "$OB_UNDEADHIT";
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Obituary "$OB_UNDEAD";
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}
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States
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{
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Spawn:
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SKEL AB 10 A_Look;
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Loop;
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See:
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SKEL AABBCCDDEEFF 2 A_Chase;
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Loop;
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Melee:
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SKEL G 0 A_FaceTarget;
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SKEL G 6 A_SkelWhoosh;
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SKEL H 6 A_FaceTarget;
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SKEL I 6 A_SkelFist;
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Goto See;
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Missile:
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SKEL J 0 BRIGHT A_FaceTarget;
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SKEL J 10 BRIGHT A_FaceTarget;
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SKEL K 10 A_SkelMissile;
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SKEL K 10 A_FaceTarget;
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Goto See;
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Pain:
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SKEL L 5;
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SKEL L 5 A_Pain;
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Goto See;
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Death:
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SKEL LM 7;
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SKEL N 7 A_Scream;
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SKEL O 7 A_NoBlocking;
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SKEL P 7;
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SKEL Q -1;
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Stop;
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Raise:
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SKEL Q 5;
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SKEL PONML 5;
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Goto See;
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}
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}
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//===========================================================================
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//
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// Revenant Tracer
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//
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//===========================================================================
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class RevenantTracer : Actor
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{
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Default
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{
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Radius 11;
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Height 8;
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Speed 10;
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Damage 10;
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Projectile;
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+SEEKERMISSILE
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+RANDOMIZE
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SeeSound "skeleton/attack";
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DeathSound "skeleton/tracex";
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RenderStyle "Add";
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}
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States
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{
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Spawn:
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FATB AB 2 BRIGHT A_Tracer;
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Loop;
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Death:
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FBXP A 8 BRIGHT;
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FBXP B 6 BRIGHT;
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FBXP C 4 BRIGHT;
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Stop;
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}
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}
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//===========================================================================
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//
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// Revenant Tracer Smoke
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//
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//===========================================================================
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class RevenantTracerSmoke : 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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+NOTELEPORT
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RenderStyle "Translucent";
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Alpha 0.5;
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}
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States
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{
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Spawn:
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PUFF ABABC 4;
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Stop;
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}
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}
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//===========================================================================
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//
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// Code (must be attached to Actor)
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//
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//===========================================================================
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extend class Actor
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{
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void A_SkelMissile()
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{
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if (target == null) return;
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A_FaceTarget();
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AddZ(16);
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Actor missile = SpawnMissile(target, "RevenantTracer");
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AddZ(-16);
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if (missile != null)
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{
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missile.SetOrigin(missile.Vec3Offset(missile.Vel.X, missile.Vel.Y, 0.), false);
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missile.tracer = target;
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}
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}
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void A_SkelWhoosh()
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{
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if (target == null) return;
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A_FaceTarget();
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A_PlaySound("skeleton/swing", CHAN_WEAPON);
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}
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void A_SkelFist()
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{
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if (target == null) return;
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A_FaceTarget();
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if (CheckMeleeRange ())
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{
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int damage = random[SkelFist](1, 10) * 6;
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A_PlaySound("skeleton/melee", CHAN_WEAPON);
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int newdam = target.DamageMobj (self, self, damage, 'Melee');
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target.TraceBleed (newdam > 0 ? newdam : damage, self);
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}
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}
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void A_Tracer2(double traceang = 19.6875)
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{
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double dist;
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double slope;
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Actor dest;
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// adjust direction
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dest = tracer;
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if (!dest || dest.health <= 0 || Speed == 0 || !CanSeek(dest))
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return;
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// change angle
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double exact = AngleTo(dest);
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double diff = deltaangle(angle, exact);
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if (diff < 0)
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{
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angle -= traceang;
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if (deltaangle(angle, exact) > 0)
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angle = exact;
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}
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else if (diff > 0)
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{
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angle += traceang;
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if (deltaangle(angle, exact) < 0.)
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angle = exact;
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}
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VelFromAngle();
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if (!bFloorHugger && !bCeilingHugger)
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{
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// change slope
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dist = DistanceBySpeed(dest, Speed);
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if (dest.Height >= 56.)
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{
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slope = (dest.pos.z + 40. - pos.z) / dist;
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}
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else
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{
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slope = (dest.pos.z + Height*(2./3) - pos.z) / dist;
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}
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if (slope < Vel.Z)
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Vel.Z -= 1. / 8;
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else
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Vel.Z += 1. / 8;
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}
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}
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void A_Tracer()
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{
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// killough 1/18/98: this is why some missiles do not have smoke
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// and some do. Also, internal demos start at random gametics, thus
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// the bug in which revenants cause internal demos to go out of sync.
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//
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// killough 3/6/98: fix revenant internal demo bug by subtracting
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// levelstarttic from gametic:
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//
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// [RH] level.time is always 0-based, so nothing special to do here.
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if (level.time & 3) return;
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// spawn a puff of smoke behind the rocket
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SpawnPuff ("BulletPuff", pos, angle, angle, 3);
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Actor smoke = Spawn ("RevenantTracerSmoke", Vec3Offset(-Vel.X, -Vel.Y, 0.), ALLOW_REPLACE);
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if (smoke != null)
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{
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smoke.Vel.Z = 1.;
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smoke.tics -= random[Tracer](0, 3);
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if (smoke.tics < 1)
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smoke.tics = 1;
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}
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// The rest of this function was identical with Strife's version, except for the angle being used.
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A_Tracer2(16.875);
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}
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}
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