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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
4.1 KiB
Text
173 lines
4.1 KiB
Text
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class ArtiBlastRadius : CustomInventory
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{
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Default
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{
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+FLOATBOB
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Inventory.DefMaxAmount;
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Inventory.PickupFlash "PickupFlash";
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+INVENTORY.INVBAR +INVENTORY.FANCYPICKUPSOUND
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Inventory.Icon "ARTIBLST";
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Inventory.PickupSound "misc/p_pkup";
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Inventory.PickupMessage "$TXT_ARTIBLASTRADIUS";
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Tag "$TAG_ARTIBLASTRADIUS";
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}
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States
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{
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Spawn:
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BLST ABCDEFGH 4 Bright;
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Loop;
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Use:
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TNT1 A 0 A_Blast;
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}
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}
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//==========================================================================
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//
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// A_Blast is public 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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/* For reference, the default values:
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#define BLAST_RADIUS_DIST 255.0
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#define BLAST_SPEED 20.0
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#define BLAST_FULLSTRENGTH 255
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*/
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//==========================================================================
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//
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// AArtiBlastRadius :: BlastActor
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//
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//==========================================================================
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private void BlastActor (Actor victim, double strength, double speed, Class<Actor> blasteffect, bool dontdamage)
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{
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if (!victim.SpecialBlastHandling (self, strength))
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{
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return;
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}
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double ang = AngleTo(victim);
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Vector2 move = AngleToVector(ang, speed);
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victim.Vel.XY = move;
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// Spawn blast puff
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ang -= 180.;
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Vector3 spawnpos = victim.Vec3Offset(
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(victim.radius + 1) * cos(ang),
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(victim.radius + 1) * sin(ang),
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(victim.Height / 2) - victim.Floorclip);
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Actor mo = Spawn (blasteffect, spawnpos, ALLOW_REPLACE);
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if (mo)
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{
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mo.Vel.XY = victim.Vel.XY;
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}
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if (victim.bMissile)
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{
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// [RH] Floor and ceiling huggers should not be blasted vertically.
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if (!victim.bFloorHugger && !victim.bCeilingHugger)
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{
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victim.Vel.Z = 8;
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if (mo != null) mo.Vel.Z = 8;
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}
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}
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else
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{
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victim.Vel.Z = 1000. / victim.Mass;
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}
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if (victim.player)
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{
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// Players handled automatically
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}
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else if (!dontdamage)
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{
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victim.bBlasted = true;
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}
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if (victim.bTouchy)
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{ // Touchy objects die when blasted
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victim.bArmed = false; // Disarm
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victim.DamageMobj(self, self, victim.health, 'Melee', DMG_FORCED);
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}
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}
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//==========================================================================
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//
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// AArtiBlastRadius :: Activate
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//
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// Blast all actors away
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//
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//==========================================================================
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action void A_Blast(int blastflags = 0, double strength = 255, double radius = 255, double speed = 20, class<Actor> blasteffect = "BlastEffect", sound blastsound = "BlastRadius")
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{
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if (player && (blastflags & BF_USEAMMO) && invoker == player.ReadyWeapon && stateinfo != null && stateinfo.mStateType == STATE_Psprite)
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{
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Weapon weapon = player.ReadyWeapon;
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if (weapon != null && !weapon.DepleteAmmo(weapon.bAltFire))
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{
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return;
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}
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}
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A_PlaySound (blastsound, CHAN_AUTO);
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if (!(blastflags & BF_DONTWARN))
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{
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SoundAlert (self);
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}
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ThinkerIterator it = ThinkerIterator.Create("Actor");
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Actor mo;
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while ( (mo = Actor(it.Next ())) )
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{
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if (mo == self || (mo.bBoss && !(blastflags & BF_AFFECTBOSSES)) || mo.bDormant || mo.bDontBlast)
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{ // Not a valid monster: originator, boss, dormant, or otherwise protected
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continue;
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}
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if (mo.bIceCorpse || mo.bCanBlast)
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{
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// Let these special cases go
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}
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else if (mo.bIsMonster && mo.health <= 0)
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{
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continue;
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}
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else if (!mo.player && !mo.bMissile && !mo.bIsMonster && !mo.bCanBlast && !mo.bTouchy && !mo.bVulnerable)
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{ // Must be monster, player, missile, touchy or vulnerable
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continue;
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}
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if (Distance2D(mo) > radius)
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{ // Out of range
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continue;
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}
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if (mo.CurSector.PortalGroup != CurSector.PortalGroup && !CheckSight(mo))
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{
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// in another region and cannot be seen.
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continue;
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}
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BlastActor (mo, strength, speed, blasteffect, !!(blastflags & BF_NOIMPACTDAMAGE));
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}
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}
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}
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// Blast Effect -------------------------------------------------------------
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class BlastEffect : Actor
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{
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Default
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{
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+NOBLOCKMAP +NOGRAVITY +NOCLIP
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+NOTELEPORT
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RenderStyle "Translucent";
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Alpha 0.666;
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}
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States
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{
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Spawn:
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RADE ABCDEFGHI 4;
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Stop;
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}
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}
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