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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.
211 lines
No EOL
3.9 KiB
Text
211 lines
No EOL
3.9 KiB
Text
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// Base class for the rebels ------------------------------------------------
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class Rebel : StrifeHumanoid
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{
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Default
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{
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Health 60;
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Painchance 250;
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Speed 8;
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Radius 20;
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Height 56;
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Monster;
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+FRIENDLY
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-COUNTKILL
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+NOSPLASHALERT
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MinMissileChance 150;
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Tag "$TAG_REBEL";
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SeeSound "rebel/sight";
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PainSound "rebel/pain";
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DeathSound "rebel/death";
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ActiveSound "rebel/active";
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Obituary "$OB_REBEL";
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}
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States
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{
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Spawn:
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HMN1 P 5 A_Look2;
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Loop;
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HMN1 Q 8;
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Loop;
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HMN1 R 8;
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Loop;
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HMN1 ABCDABCD 6 A_Wander;
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Loop;
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See:
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HMN1 AABBCCDD 3 A_Chase;
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Loop;
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Missile:
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HMN1 E 10 A_FaceTarget;
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HMN1 F 10 BRIGHT A_ShootGun;
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HMN1 E 10 A_ShootGun;
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Goto See;
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Pain:
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HMN1 O 3;
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HMN1 O 3 A_Pain;
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Goto See;
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Death:
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HMN1 G 5;
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HMN1 H 5 A_Scream;
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HMN1 I 3 A_NoBlocking;
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HMN1 J 4;
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HMN1 KLM 3;
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HMN1 N -1;
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Stop;
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XDeath:
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RGIB A 4 A_TossGib;
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RGIB B 4 A_XScream;
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RGIB C 3 A_NoBlocking;
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RGIB DEF 3 A_TossGib;
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RGIB G 3;
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RGIB H 1400;
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Stop;
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}
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}
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// Rebel 1 ------------------------------------------------------------------
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class Rebel1 : Rebel
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{
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Default
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{
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DropItem "ClipOfBullets";
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}
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}
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// Rebel 2 ------------------------------------------------------------------
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class Rebel2 : Rebel
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{
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}
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// Rebel 3 ------------------------------------------------------------------
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class Rebel3 : Rebel
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{
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}
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// Rebel 4 ------------------------------------------------------------------
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class Rebel4 : Rebel
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{
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}
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// Rebel 5 ------------------------------------------------------------------
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class Rebel5 : Rebel
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{
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}
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// Rebel 6 ------------------------------------------------------------------
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class Rebel6 : Rebel
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{
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}
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// Teleporter Beacon --------------------------------------------------------
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class TeleporterBeacon : Inventory
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{
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Default
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{
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Health 5;
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Radius 16;
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Height 16;
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Inventory.MaxAmount 3;
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+DROPPED
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+INVENTORY.INVBAR
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Inventory.Icon "I_BEAC";
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Tag "$TAG_TELEPORTERBEACON";
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Inventory.PickupMessage "$TXT_BEACON";
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}
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States
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{
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Spawn:
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BEAC A -1;
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Stop;
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Drop:
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BEAC A 30;
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BEAC A 160 A_Beacon;
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Wait;
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Death:
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BEAC A 1 A_FadeOut(0.015);
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Loop;
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}
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// Teleporter Beacon --------------------------------------------------------
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override bool Use (bool pickup)
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{
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// Increase the amount by one so that when DropInventory decrements it,
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// the actor will have the same number of beacons that he started with.
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// When we return to UseInventory, it will take care of decrementing
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// Amount again and disposing of self item if there are no more.
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Amount++;
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Inventory drop = Owner.DropInventory (self);
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if (drop == null)
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{
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Amount--;
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return false;
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}
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else
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{
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drop.SetStateLabel("Drop");
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drop.target = Owner;
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return true;
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}
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}
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void A_Beacon()
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{
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Actor owner = target;
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Actor rebel = Spawn("Rebel1", (pos.xy, floorz), ALLOW_REPLACE);
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if (rebel == null)
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{
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return;
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}
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if (!rebel.TryMove (rebel.Pos.xy, true))
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{
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rebel.Destroy ();
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return;
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}
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// Once the rebels start teleporting in, you can't pick up the beacon anymore.
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bSpecial = false;
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Inventory(self).DropTime = 0;
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// Set up the new rebel.
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rebel.threshold = rebel.DefThreshold;
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rebel.target = null;
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rebel.bInCombat = true;
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rebel.LastHeard = owner; // Make sure the rebels look for targets
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if (deathmatch)
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{
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rebel.health *= 2;
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}
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if (owner != null)
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{
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// Rebels are the same color as their owner (but only in multiplayer)
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if (multiplayer)
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{
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rebel.Translation = owner.Translation;
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}
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rebel.SetFriendPlayer(owner.player);
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// Set the rebel's target to whatever last hurt the player, so long as it's not
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// one of the player's other rebels.
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if (owner.target != null && !rebel.IsFriend (owner.target))
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{
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rebel.target = owner.target;
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}
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}
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rebel.SetState (rebel.SeeState);
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rebel.Angle = Angle;
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rebel.SpawnTeleportFog(rebel.Vec3Angle(20., Angle, 0), false, true);
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if (--health < 0)
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{
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SetStateLabel("Death");
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}
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}
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} |