mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-11-27 06:12:19 +00:00
d4c0ee9e43
This function calculated everything correctly but ultimately set the vertical velocity wrong. Most importantly this meant that the actual velocity vector and actor pitch - if CMF_SAVEPITCH was used - did not match. Since this bug has been present since the pitch parameter was added, this deprecates A_CustomMissile and replaces it with a properly implemented A_SpawnProjectile function and handling the compatibility case with a new flag and a scripted wrapper function. All internal uses of A_CustomMissile have been replaced as well.
443 lines
7.8 KiB
Text
443 lines
7.8 KiB
Text
|
|
// Wraith -------------------------------------------------------------------
|
|
|
|
class Wraith : Actor
|
|
{
|
|
Default
|
|
{
|
|
Health 150;
|
|
PainChance 25;
|
|
Speed 11;
|
|
Height 55;
|
|
Mass 75;
|
|
Damage 10;
|
|
Monster;
|
|
+NOGRAVITY +DROPOFF +FLOAT
|
|
+FLOORCLIP +TELESTOMP
|
|
SeeSound "WraithSight";
|
|
AttackSound "WraithAttack";
|
|
PainSound "WraithPain";
|
|
DeathSound "WraithDeath";
|
|
ActiveSound "WraithActive";
|
|
HitObituary "$OB_WRAITHHIT";
|
|
Obituary "$OB_WRAITH";
|
|
}
|
|
|
|
States
|
|
{
|
|
Spawn:
|
|
WRTH A 10;
|
|
WRTH B 5 A_WraithInit;
|
|
Goto Look;
|
|
Look:
|
|
WRTH AB 15 A_Look;
|
|
Loop;
|
|
See:
|
|
WRTH ABCD 4 A_WraithChase;
|
|
Loop;
|
|
Pain:
|
|
WRTH A 2;
|
|
WRTH H 6 A_Pain;
|
|
Goto See;
|
|
Melee:
|
|
WRTH E 6 A_FaceTarget;
|
|
WRTH F 6 A_WraithFX3;
|
|
WRTH G 6 A_WraithMelee;
|
|
Goto See;
|
|
Missile:
|
|
WRTH E 6 A_FaceTarget;
|
|
WRTH F 6;
|
|
WRTH G 6 A_SpawnProjectile("WraithFX1");
|
|
Goto See;
|
|
Death:
|
|
WRTH I 4;
|
|
WRTH J 4 A_Scream;
|
|
WRTH KL 4;
|
|
WRTH M 4 A_NoBlocking;
|
|
WRTH N 4 A_QueueCorpse;
|
|
WRTH O 4;
|
|
WRTH PQ 5;
|
|
WRTH R -1;
|
|
Stop;
|
|
XDeath:
|
|
WRT2 A 5;
|
|
WRT2 B 5 A_Scream;
|
|
WRT2 CD 5;
|
|
WRT2 E 5 A_NoBlocking;
|
|
WRT2 F 5 A_QueueCorpse;
|
|
WRT2 G 5;
|
|
WRT2 H -1;
|
|
Stop;
|
|
Ice:
|
|
WRT2 I 5 A_FreezeDeath;
|
|
WRT2 I 1 A_FreezeDeathChunks;
|
|
Wait;
|
|
}
|
|
|
|
//============================================================================
|
|
//
|
|
// A_WraithInit
|
|
//
|
|
//============================================================================
|
|
|
|
void A_WraithInit()
|
|
{
|
|
AddZ(48);
|
|
|
|
// [RH] Make sure the wraith didn't go into the ceiling
|
|
if (pos.z + height > ceilingz)
|
|
{
|
|
SetZ(ceilingz - Height);
|
|
}
|
|
|
|
WeaveIndexZ = 0; // index into floatbob
|
|
}
|
|
|
|
|
|
//============================================================================
|
|
//
|
|
// A_WraithChase
|
|
//
|
|
//============================================================================
|
|
|
|
void A_WraithChase()
|
|
{
|
|
int weaveindex = WeaveIndexZ;
|
|
AddZ(BobSin(weaveindex));
|
|
WeaveIndexZ = (weaveindex + 2) & 63;
|
|
A_Chase ();
|
|
A_WraithFX4 ();
|
|
}
|
|
|
|
//============================================================================
|
|
//
|
|
// A_WraithFX3
|
|
//
|
|
// Spawn an FX3 around the wraith during attacks
|
|
//
|
|
//============================================================================
|
|
|
|
void A_WraithFX3()
|
|
{
|
|
int numdropped = random[WraithFX3](0,14);
|
|
|
|
while (numdropped-- > 0)
|
|
{
|
|
double xo = (random[WraithFX3]() - 128) / 32.;
|
|
double yo = (random[WraithFX3]() - 128) / 32.;
|
|
double zo = random[WraithFX3]() / 64.;
|
|
|
|
Actor mo = Spawn("WraithFX3", Vec3Offset(xo, yo, zo), ALLOW_REPLACE);
|
|
if (mo)
|
|
{
|
|
mo.floorz = floorz;
|
|
mo.ceilingz = ceilingz;
|
|
mo.target = self;
|
|
}
|
|
}
|
|
}
|
|
|
|
//============================================================================
|
|
//
|
|
// A_WraithFX4
|
|
//
|
|
// Spawn an FX4 during movement
|
|
//
|
|
//============================================================================
|
|
|
|
void A_WraithFX4 ()
|
|
{
|
|
int chance = random[WraithFX4]();
|
|
bool spawn4, spawn5;
|
|
|
|
if (chance < 10)
|
|
{
|
|
spawn4 = true;
|
|
spawn5 = false;
|
|
}
|
|
else if (chance < 20)
|
|
{
|
|
spawn4 = false;
|
|
spawn5 = true;
|
|
}
|
|
else if (chance < 25)
|
|
{
|
|
spawn4 = true;
|
|
spawn5 = true;
|
|
}
|
|
else
|
|
{
|
|
spawn4 = false;
|
|
spawn5 = false;
|
|
}
|
|
|
|
if (spawn4)
|
|
{
|
|
double xo = (random[WraithFX4]() - 128) / 16.;
|
|
double yo = (random[WraithFX4]() - 128) / 16.;
|
|
double zo = (random[WraithFX4]() / 64.);
|
|
|
|
Actor mo = Spawn ("WraithFX4", Vec3Offset(xo, yo, zo), ALLOW_REPLACE);
|
|
if (mo)
|
|
{
|
|
mo.floorz = floorz;
|
|
mo.ceilingz = ceilingz;
|
|
mo.target = self;
|
|
}
|
|
}
|
|
if (spawn5)
|
|
{
|
|
double xo = (random[WraithFX4]() - 128) / 32.;
|
|
double yo = (random[WraithFX4]() - 128) / 32.;
|
|
double zo = (random[WraithFX4]() / 64.);
|
|
|
|
Actor mo = Spawn ("WraithFX5", Vec3Offset(xo, yo, zo), ALLOW_REPLACE);
|
|
if (mo)
|
|
{
|
|
mo.floorz = floorz;
|
|
mo.ceilingz = ceilingz;
|
|
mo.target = self;
|
|
}
|
|
}
|
|
}
|
|
|
|
//============================================================================
|
|
//
|
|
// A_WraithMelee
|
|
//
|
|
//============================================================================
|
|
|
|
void A_WraithMelee()
|
|
{
|
|
// Steal health from target and give to self
|
|
if (CheckMeleeRange() && (random[StealHealth]()<220))
|
|
{
|
|
int amount = random[StealHealth](1, 8) * 2;
|
|
target.DamageMobj (self, self, amount, 'Melee');
|
|
health += amount;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Buried wraith ------------------------------------------------------------
|
|
|
|
class WraithBuried : Wraith
|
|
{
|
|
Default
|
|
{
|
|
Height 68;
|
|
-SHOOTABLE
|
|
-SOLID
|
|
+DONTMORPH
|
|
+DONTBLAST
|
|
+SPECIALFLOORCLIP
|
|
+STAYMORPHED
|
|
+INVISIBLE
|
|
PainChance 0;
|
|
}
|
|
|
|
|
|
States
|
|
{
|
|
Spawn:
|
|
Goto Super::Look;
|
|
See:
|
|
WRTH A 2 A_WraithRaiseInit;
|
|
WRTH A 2 A_WraithRaise;
|
|
WRTH A 2 A_FaceTarget;
|
|
WRTH BB 2 A_WraithRaise;
|
|
Goto See + 1;
|
|
Chase:
|
|
Goto Super::See;
|
|
}
|
|
|
|
//============================================================================
|
|
//
|
|
// A_WraithRaiseInit
|
|
//
|
|
//============================================================================
|
|
|
|
void A_WraithRaiseInit()
|
|
{
|
|
bInvisible = false;
|
|
bNonShootable = false;
|
|
bDontBlast = false;
|
|
bShootable = true;
|
|
bSolid = true;
|
|
Floorclip = Height;
|
|
}
|
|
|
|
//============================================================================
|
|
//
|
|
// A_WraithRaise
|
|
//
|
|
//============================================================================
|
|
|
|
void A_WraithRaise()
|
|
{
|
|
if (RaiseMobj (2))
|
|
{
|
|
// Reached it's target height
|
|
// [RH] Once a buried wraith is fully raised, it should be
|
|
// morphable, right?
|
|
bDontMorph = false;
|
|
bSpecialFloorClip = false;
|
|
SetStateLabel ("Chase");
|
|
// [RH] Reset PainChance to a normal wraith's.
|
|
PainChance = GetDefaultByType("Wraith").PainChance;
|
|
}
|
|
|
|
SpawnDirt (radius);
|
|
}
|
|
|
|
|
|
}
|
|
|
|
// Wraith FX 1 --------------------------------------------------------------
|
|
|
|
class WraithFX1 : Actor
|
|
{
|
|
Default
|
|
{
|
|
Speed 14;
|
|
Radius 10;
|
|
Height 6;
|
|
Mass 5;
|
|
Damage 5;
|
|
DamageType "Fire";
|
|
Projectile;
|
|
+FLOORCLIP
|
|
SeeSound "WraithMissileFire";
|
|
DeathSound "WraithMissileExplode";
|
|
}
|
|
|
|
|
|
States
|
|
{
|
|
Spawn:
|
|
WRBL A 3 Bright;
|
|
WRBL B 3 Bright A_WraithFX2;
|
|
WRBL C 3 Bright;
|
|
Loop;
|
|
Death:
|
|
WRBL D 4 Bright;
|
|
WRBL E 4 Bright A_WraithFX2;
|
|
WRBL F 4 Bright;
|
|
WRBL GH 3 Bright A_WraithFX2;
|
|
WRBL I 3 Bright;
|
|
Stop;
|
|
}
|
|
|
|
//============================================================================
|
|
//
|
|
// A_WraithFX2 - spawns sparkle tail of missile
|
|
//
|
|
//============================================================================
|
|
|
|
void A_WraithFX2()
|
|
{
|
|
for (int i = 2; i; --i)
|
|
{
|
|
Actor mo = Spawn ("WraithFX2", Pos, ALLOW_REPLACE);
|
|
if(mo)
|
|
{
|
|
double newangle = random[WraithFX2]() * (360 / 1024.f);
|
|
if (random[WraithFX2]() >= 128)
|
|
{
|
|
newangle = -newangle;
|
|
}
|
|
newangle += angle;
|
|
mo.Vel.X = ((random[WraithFX2]() / 512.) + 1) * cos(newangle);
|
|
mo.Vel.Y = ((random[WraithFX2]() / 512.) + 1) * sin(newangle);
|
|
mo.Vel.Z = 0;
|
|
mo.target = self;
|
|
mo.Floorclip = 10;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
}
|
|
|
|
// Wraith FX 2 --------------------------------------------------------------
|
|
|
|
class WraithFX2 : Actor
|
|
{
|
|
Default
|
|
{
|
|
Radius 2;
|
|
Height 5;
|
|
Mass 5;
|
|
+NOBLOCKMAP +DROPOFF
|
|
+FLOORCLIP +NOTELEPORT
|
|
}
|
|
States
|
|
{
|
|
Spawn:
|
|
WRBL JKLMNOP 4 Bright;
|
|
Stop;
|
|
}
|
|
}
|
|
|
|
// Wraith FX 3 --------------------------------------------------------------
|
|
|
|
class WraithFX3 : Actor
|
|
{
|
|
Default
|
|
{
|
|
Radius 2;
|
|
Height 5;
|
|
Mass 5;
|
|
+NOBLOCKMAP +DROPOFF +MISSILE
|
|
+FLOORCLIP +NOTELEPORT
|
|
DeathSound "Drip";
|
|
}
|
|
States
|
|
{
|
|
Spawn:
|
|
WRBL QRS 4 Bright;
|
|
Loop;
|
|
Death:
|
|
WRBL S 4 Bright;
|
|
Stop;
|
|
}
|
|
}
|
|
|
|
// Wraith FX 4 --------------------------------------------------------------
|
|
|
|
class WraithFX4 : Actor
|
|
{
|
|
Default
|
|
{
|
|
Radius 2;
|
|
Height 5;
|
|
Mass 5;
|
|
+NOBLOCKMAP +DROPOFF +MISSILE
|
|
+NOTELEPORT
|
|
DeathSound "Drip";
|
|
}
|
|
States
|
|
{
|
|
Spawn:
|
|
WRBL TUVW 4;
|
|
Loop;
|
|
Death:
|
|
WRBL W 10;
|
|
Stop;
|
|
}
|
|
}
|
|
|
|
// Wraith FX 5 --------------------------------------------------------------
|
|
|
|
class WraithFX5 : WraithFX4
|
|
{
|
|
States
|
|
{
|
|
Spawn:
|
|
WRBL XYZ 7;
|
|
Loop;
|
|
Death:
|
|
WRBL Z 35;
|
|
Stop;
|
|
}
|
|
}
|