gzdoom/wadsrc/static/zscript/strife/rebels.txt
Christoph Oelckers 06900ff8be - reviewd script code for spawn calls that did not check their results.
Nothing should ever assume that spawning an actor is unconditionally successful. There can always be some edge cases where this is not the case.
2016-12-31 10:27:12 -05:00

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