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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.
173 lines
3 KiB
Text
173 lines
3 KiB
Text
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// Knight -------------------------------------------------------------------
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class Knight : Actor
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{
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Default
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{
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Health 200;
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Radius 24;
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Height 78;
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Mass 150;
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Speed 12;
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Painchance 100;
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Monster;
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+FLOORCLIP
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SeeSound "hknight/sight";
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AttackSound "hknight/attack";
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PainSound "hknight/pain";
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DeathSound "hknight/death";
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ActiveSound "hknight/active";
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Obituary "$OB_BONEKNIGHT";
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HitObituary "$OB_BONEKNIGHTHIT";
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DropItem "CrossbowAmmo", 84, 5;
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}
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States
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{
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Spawn:
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KNIG AB 10 A_Look;
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Loop;
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See:
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KNIG ABCD 4 A_Chase;
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Loop;
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Melee:
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Missile:
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KNIG E 10 A_FaceTarget;
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KNIG F 8 A_FaceTarget;
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KNIG G 8 A_KnightAttack;
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KNIG E 10 A_FaceTarget;
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KNIG F 8 A_FaceTarget;
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KNIG G 8 A_KnightAttack;
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Goto See;
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Pain:
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KNIG H 3;
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KNIG H 3 A_Pain;
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Goto See;
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Death:
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KNIG I 6;
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KNIG J 6 A_Scream;
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KNIG K 6;
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KNIG L 6 A_NoBlocking;
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KNIG MN 6;
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KNIG O -1;
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Stop;
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}
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//----------------------------------------------------------------------------
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//
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// PROC A_KnightAttack
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//
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//----------------------------------------------------------------------------
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void A_KnightAttack ()
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{
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if (!target) return;
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if (CheckMeleeRange ())
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{
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int damage = random[KnightAttack](1, 8) * 3;
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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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A_PlaySound ("hknight/melee", CHAN_BODY);
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return;
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}
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// Throw axe
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A_PlaySound (AttackSound, CHAN_BODY);
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if (self.bShadow || random[KnightAttack]() < 40)
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{ // Red axe
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SpawnMissileZ (pos.Z + 36, target, "RedAxe");
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}
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else
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{ // Green axe
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SpawnMissileZ (pos.Z + 36, target, "KnightAxe");
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}
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}
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}
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// Knight ghost -------------------------------------------------------------
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class KnightGhost : Knight
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{
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Default
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{
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+SHADOW
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+GHOST
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RenderStyle "Translucent";
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Alpha 0.4;
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}
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}
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// Knight axe ---------------------------------------------------------------
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class KnightAxe : Actor
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{
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Default
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{
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Radius 10;
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Height 8;
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Speed 9;
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FastSpeed 18;
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Damage 2;
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Projectile;
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-NOBLOCKMAP
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-ACTIVATEIMPACT
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-ACTIVATEPCROSS
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+WINDTHRUST
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+THRUGHOST
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DeathSound "hknight/hit";
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}
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States
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{
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Spawn:
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SPAX A 3 BRIGHT A_PlaySound("hknight/axewhoosh");
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SPAX BC 3 BRIGHT;
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Loop;
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Death:
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SPAX DEF 6 BRIGHT;
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Stop;
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}
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}
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// Red axe ------------------------------------------------------------------
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class RedAxe : KnightAxe
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{
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Default
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{
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+NOBLOCKMAP
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-WINDTHRUST
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Damage 7;
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}
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States
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{
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Spawn:
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RAXE AB 5 BRIGHT A_DripBlood;
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Loop;
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Death:
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RAXE CDE 6 BRIGHT;
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Stop;
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}
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//----------------------------------------------------------------------------
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//
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// PROC A_DripBlood
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//
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//----------------------------------------------------------------------------
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void A_DripBlood ()
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{
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double xo = random2[DripBlood]() / 32.0;
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double yo = random2[DripBlood]() / 32.0;
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Actor mo = Spawn ("Blood", Vec3Offset(xo, yo, 0.), ALLOW_REPLACE);
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if (mo != null)
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{
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mo.Vel.X = random2[DripBlood]() / 64.0;
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mo.Vel.Y = random2[DripBlood]() / 64.0;
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mo.Gravity = 1./8;
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}
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}
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}
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