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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.
809 lines
No EOL
16 KiB
Text
809 lines
No EOL
16 KiB
Text
class Minotaur : Actor
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{
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const MAULATORTICS = 25 * TICRATE;
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const MNTR_CHARGE_SPEED =13.;
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const MINOTAUR_LOOK_DIST = 16*54.;
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Default
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{
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Health 3000;
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Radius 28;
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Height 100;
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Mass 800;
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Speed 16;
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Damage 7;
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Painchance 25;
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Monster;
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+DROPOFF
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+FLOORCLIP
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+BOSS
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+NORADIUSDMG
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+DONTMORPH
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+NOTARGET
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+BOSSDEATH
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SeeSound "minotaur/sight";
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AttackSound "minotaur/attack1";
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PainSound "minotaur/pain";
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DeathSound "minotaur/death";
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ActiveSound "minotaur/active";
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DropItem "ArtiSuperHealth", 51;
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DropItem "PhoenixRodAmmo", 84, 10;
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}
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States
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{
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Spawn:
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MNTR AB 10 A_MinotaurLook;
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Loop;
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Roam:
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MNTR ABCD 5 A_MinotaurRoam;
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Loop;
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See:
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MNTR ABCD 5 A_MinotaurChase;
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Loop;
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Melee:
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MNTR V 10 A_FaceTarget;
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MNTR W 7 A_FaceTarget;
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MNTR X 12 A_MinotaurAtk1;
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Goto See;
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Missile:
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MNTR V 10 A_MinotaurDecide;
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MNTR Y 4 A_FaceTarget;
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MNTR Z 9 A_MinotaurAtk2;
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Goto See;
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Hammer:
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MNTR V 10 A_FaceTarget;
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MNTR W 7 A_FaceTarget;
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MNTR X 12 A_MinotaurAtk3;
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Goto See;
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HammerLoop:
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MNTR X 12;
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Goto Hammer;
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Charge:
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MNTR U 2 A_MinotaurCharge;
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Loop;
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Pain:
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MNTR E 3;
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MNTR E 6 A_Pain;
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Goto See;
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Death:
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MNTR F 6 A_MinotaurDeath;
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MNTR G 5;
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MNTR H 6 A_Scream;
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MNTR I 5;
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MNTR J 6;
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MNTR K 5;
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MNTR L 6;
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MNTR M 5 A_NoBlocking;
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MNTR N 6;
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MNTR O 5;
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MNTR P 6;
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MNTR Q 5;
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MNTR R 6;
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MNTR S 5;
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MNTR T -1 A_BossDeath;
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Stop;
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FadeOut:
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MNTR E 6;
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MNTR E 2 A_Scream;
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MNTR E 5 A_SpawnItemEx("MinotaurSmokeExit");
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MNTR E 5;
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MNTR E 5 A_NoBlocking;
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MNTR E 5;
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MNTR E 5 A_SetTranslucent(0.66, 0);
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MNTR E 5 A_SetTranslucent(0.33, 0);
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MNTR E 10 A_BossDeath;
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Stop;
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}
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//---------------------------------------------------------------------------
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//
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// FUNC P_MinotaurSlam
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//
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//---------------------------------------------------------------------------
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void MinotaurSlam (Actor target)
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{
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double ang = AngleTo(target);
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double thrust = 16 + random[MinotaurSlam]() / 64.;
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target.VelFromAngle(ang, thrust);
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int damage = random[MinotaurSlam](1, 8) * (bSummonedMonster? 4 : 6);
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int newdam = target.DamageMobj (null, null, damage, 'Melee');
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target.TraceBleedAngle (newdam > 0 ? newdam : damage, ang, 0.);
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if (target.player)
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{
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target.reactiontime = random[MinotaurSlam](14, 21);
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}
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}
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//----------------------------------------------------------------------------
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//
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//
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//
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//----------------------------------------------------------------------------
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override void Tick ()
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{
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Super.Tick ();
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// The unfriendly Minotaur (Heretic's) is invulnerable while charging
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if (!bSummonedMonster)
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{
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bInvulnerable = bSkullFly;
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}
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}
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override bool Slam (Actor thing)
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{
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// Slamming minotaurs shouldn't move non-creatures
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if (!thing.bIsMonster && !thing.player)
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{
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return false;
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}
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return Super.Slam (thing);
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}
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override int DoSpecialDamage (Actor target, int damage, Name damagetype)
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{
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damage = Super.DoSpecialDamage (target, damage, damagetype);
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if (damage != -1 && bSkullFly)
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{ // Slam only when in charge mode
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MinotaurSlam (target);
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return -1;
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}
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return damage;
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}
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//----------------------------------------------------------------------------
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//
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// PROC A_MinotaurAtk1
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//
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// Melee attack.
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//
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//----------------------------------------------------------------------------
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void A_MinotaurAtk1()
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{
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if (!target)
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{
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return;
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}
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A_PlaySound ("minotaur/melee", CHAN_WEAPON);
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if (CheckMeleeRange())
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{
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int damage = random[MinotaurAtk1](1, 8) * 4;
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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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PlayerInfo player = target.player;
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if (player != null && player.mo == target)
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{ // Squish the player
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player.deltaviewheight = -16;
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}
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}
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}
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//----------------------------------------------------------------------------
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//
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// PROC A_MinotaurDecide
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//
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// Choose a missile attack.
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//
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//----------------------------------------------------------------------------
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void A_MinotaurDecide()
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{
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bool friendly = bSummonedMonster;
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if (!target)
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{
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return;
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}
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if (!friendly)
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{
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A_PlaySound ("minotaur/sight", CHAN_WEAPON);
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}
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double dist = Distance2D(target);
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if (target.pos.z + target.height > pos.z
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&& target.pos.z + target.height < pos.z + height
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&& dist < (friendly ? 16*64. : 8*64.)
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&& dist > 1*64.
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&& random[MinotaurDecide]() < 150)
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{ // Charge attack
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// Don't call the state function right away
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SetStateLabel("Charge", true);
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bSkullFly = true;
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if (!friendly)
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{ // Heretic's Minotaur is invulnerable during charge attack
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bInvulnerable = true;
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}
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A_FaceTarget ();
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VelFromAngle(MNTR_CHARGE_SPEED);
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special1 = TICRATE/2; // Charge duration
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}
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else if (target.pos.z == target.floorz
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&& dist < 9*64.
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&& random[MinotaurDecide]() < (friendly ? 100 : 220))
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{ // Floor fire attack
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SetStateLabel("Hammer");
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special2 = 0;
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}
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else
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{ // Swing attack
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A_FaceTarget ();
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// Don't need to call P_SetMobjState because the current state
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// falls through to the swing attack
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}
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}
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//----------------------------------------------------------------------------
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//
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// PROC A_MinotaurCharge
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//
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//----------------------------------------------------------------------------
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void A_MinotaurCharge()
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{
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if (target == null)
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{
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return;
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}
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if (special1 > 0)
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{
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Class<Actor> type;
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//if (gameinfo.gametype == GAME_Heretic)
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if (gametype() == GAME_Heretic)
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{
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type = "PhoenixPuff";
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}
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else
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{
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type = "PunchPuff";
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}
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Actor puff = Spawn (type, Pos, ALLOW_REPLACE);
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if (puff != null) puff.Vel.Z = 2;
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special1--;
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}
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else
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{
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bSkullFly = false;
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bInvulnerable = false;
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SetState (SeeState);
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}
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}
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//----------------------------------------------------------------------------
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//
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// PROC A_MinotaurAtk2
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//
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// Swing attack.
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//
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//----------------------------------------------------------------------------
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void A_MinotaurAtk2()
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{
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bool friendly = bSummonedMonster;
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if (target == null)
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{
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return;
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}
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A_PlaySound ("minotaur/attack2", CHAN_WEAPON);
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if (CheckMeleeRange())
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{
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int damage = random[MinotaurAtk2](1, 8) * (friendly ? 3 : 5);
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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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return;
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}
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double z = pos.z + 40;
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Class<Actor> fx = "MinotaurFX1";
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Actor mo = SpawnMissileZ (z, target, fx);
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if (mo != null)
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{
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// S_Sound (mo, CHAN_WEAPON, "minotaur/attack2", 1, ATTN_NORM);
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double vz = mo.Vel.Z;
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double ang = mo.angle;
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SpawnMissileAngleZ (z, fx, ang-(45./8), vz);
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SpawnMissileAngleZ (z, fx, ang+(45./8), vz);
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SpawnMissileAngleZ (z, fx, ang-(45./16), vz);
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SpawnMissileAngleZ (z, fx, ang+(45./16), vz);
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}
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}
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//----------------------------------------------------------------------------
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//
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// PROC A_MinotaurAtk3
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//
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// Floor fire attack.
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//
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//----------------------------------------------------------------------------
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void A_MinotaurAtk3()
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{
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bool friendly = bSummonedMonster;
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if (!target)
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{
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return;
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}
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A_PlaySound ("minotaur/attack3", CHAN_VOICE);
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if (CheckMeleeRange())
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{
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int damage = random[MinotaurAtk3](1, 8) * (friendly ? 3 : 5);
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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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PlayerInfo player = target.player;
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if (player != null && player.mo == target)
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{ // Squish the player
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player.deltaviewheight = -16;
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}
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}
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else
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{
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if (Floorclip > 0 && compat_minotaur)
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{
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// only play the sound.
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A_PlaySound ("minotaur/fx2hit", CHAN_WEAPON);
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}
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else
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{
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Actor mo = SpawnMissile (target, "MinotaurFX2");
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if (mo != null)
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{
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mo.A_PlaySound ("minotaur/attack1", CHAN_WEAPON);
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}
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}
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}
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if (random[MinotaurAtk3]() < 192 && special2 == 0)
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{
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SetStateLabel ("HammerLoop");
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special2 = 1;
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}
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}
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//----------------------------------------------------------------------------
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//
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// PROC A_MinotaurDeath
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//
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//----------------------------------------------------------------------------
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void A_MinotaurDeath()
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{
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if (Wads.CheckNumForName ("MNTRF1", Wads.ns_sprites) < 0 &&
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Wads.CheckNumForName ("MNTRF0", Wads.ns_sprites) < 0)
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SetStateLabel("FadeOut");
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}
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//----------------------------------------------------------------------------
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//
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// A_MinotaurRoam
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//
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//----------------------------------------------------------------------------
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void A_MinotaurRoam()
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{
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// In case pain caused him to skip his fade in.
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A_SetRenderStyle(1, STYLE_Normal);
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let mf = MinotaurFriend(self);
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if (mf)
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{
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if (mf.StartTime >= 0 && (level.maptime - mf.StartTime) >= MAULATORTICS)
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{
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DamageMobj (null, null, TELEFRAG_DAMAGE, 'None');
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return;
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}
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}
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if (random[MinotaurRoam]() < 30)
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A_MinotaurLook(); // adjust to closest target
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if (random[MinotaurRoam]() < 6)
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{
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//Choose new direction
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movedir = random[MinotaurRoam]() % 8;
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FaceMovementDirection ();
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}
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if (!MonsterMove())
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{
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// Turn
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if (random[MinotaurRoam]() & 1)
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movedir = (movedir + 1) % 8;
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else
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movedir = (movedir + 7) % 8;
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FaceMovementDirection ();
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}
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}
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//----------------------------------------------------------------------------
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//
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// PROC A_MinotaurLook
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//
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// Look for enemy of player
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//----------------------------------------------------------------------------
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void A_MinotaurLook()
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{
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if (!(self is "MinotaurFriend"))
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{
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A_Look();
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return;
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}
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Actor mo = null;
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PlayerInfo player;
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double dist;
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Actor master = tracer;
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target = null;
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if (deathmatch) // Quick search for players
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{
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for (int i = 0; i < MAXPLAYERS; i++)
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{
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if (!playeringame[i]) continue;
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player = players[i];
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mo = player.mo;
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if (mo == master) continue;
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if (mo.health <= 0) continue;
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dist = Distance2D(mo);
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if (dist > MINOTAUR_LOOK_DIST) continue;
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target = mo;
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break;
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}
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}
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if (!target) // Near player monster search
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{
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if (master && (master.health > 0) && (master.player))
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mo = master.RoughMonsterSearch(20);
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else
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mo = RoughMonsterSearch(20);
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target = mo;
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}
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if (!target) // Normal monster search
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{
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ThinkerIterator it = ThinkerIterator.Create("Actor");
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while ((mo = Actor(it.Next())) != null)
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{
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if (!mo.bIsMonster) continue;
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if (mo.health <= 0) continue;
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if (!mo.bShootable) continue;
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dist = Distance2D(mo);
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if (dist > MINOTAUR_LOOK_DIST) continue;
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if (mo == master || mo == self) continue;
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if (mo.bSummonedMonster && mo.tracer == master) continue;
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target = mo;
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break; // Found actor to attack
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}
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}
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if (target)
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{
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SetState (SeeState, true);
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}
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else
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{
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SetStateLabel ("Roam", true);
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}
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}
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//----------------------------------------------------------------------------
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//
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// PROC A_MinotaurChase
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//
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//----------------------------------------------------------------------------
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void A_MinotaurChase()
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{
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let mf = MinotaurFriend(self);
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if (!mf)
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{
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A_Chase();
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return;
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}
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// In case pain caused him to skip his fade in.
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A_SetRenderStyle(1, STYLE_Normal);
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if (mf.StartTime >= 0 && (level.maptime - mf.StartTime) >= MAULATORTICS)
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{
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DamageMobj (null, null, TELEFRAG_DAMAGE, 'None');
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return;
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}
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if (random[MinotaurChase]() < 30)
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A_MinotaurLook(); // adjust to closest target
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if (!target || (target.health <= 0) || !target.bShootable)
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{ // look for a new target
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SetIdle();
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return;
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}
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FaceMovementDirection ();
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reactiontime = 0;
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// Melee attack
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if (MeleeState && CheckMeleeRange ())
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{
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if (AttackSound)
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{
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A_PlaySound (AttackSound, CHAN_WEAPON);
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}
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SetState (MeleeState);
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return;
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}
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// Missile attack
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if (MissileState && CheckMissileRange())
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{
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SetState (MissileState);
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return;
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}
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// chase towards target
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if (!MonsterMove ())
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{
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NewChaseDir ();
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FaceMovementDirection ();
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}
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// Active sound
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if (random[MinotaurChase]() < 6)
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{
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PlayActiveSound ();
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}
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}
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}
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class MinotaurFriend : Minotaur
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{
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int StartTime;
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Default
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{
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Health 2500;
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-DROPOFF
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-BOSS
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-DONTMORPH
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+FRIENDLY
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+NOTARGETSWITCH
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+STAYMORPHED
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+TELESTOMP
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+SUMMONEDMONSTER
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RenderStyle "Translucent";
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Alpha 0.3333;
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DropItem "None";
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}
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States
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{
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Spawn:
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MNTR A 15;
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MNTR A 15 A_SetTranslucent(0.66, 0);
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MNTR A 3 A_SetTranslucent(1, 0);
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Goto Super::Spawn;
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Idle:
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Goto Super::Spawn;
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Death:
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Goto FadeOut;
|
|
}
|
|
|
|
//----------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//----------------------------------------------------------------------------
|
|
|
|
override void BeginPlay ()
|
|
{
|
|
Super.BeginPlay ();
|
|
StartTime = -1;
|
|
}
|
|
|
|
override void Die (Actor source, Actor inflictor, int dmgflags)
|
|
{
|
|
Super.Die (source, inflictor, dmgflags);
|
|
|
|
if (tracer && tracer.health > 0 && tracer.player)
|
|
{
|
|
// Search thinker list for minotaur
|
|
ThinkerIterator it = ThinkerIterator.Create("MinotaurFriend");
|
|
MinotaurFriend mo;
|
|
|
|
while ((mo = MinotaurFriend(it.Next())) != null)
|
|
{
|
|
if (mo.health <= 0) continue;
|
|
// [RH] Minotaurs can't be morphed, so this isn't needed
|
|
//if (!(mo.flags&MF_COUNTKILL)) continue; // for morphed minotaurs
|
|
if (mo.bCorpse) continue;
|
|
if (mo.StartTime >= 0 && (level.maptime - StartTime) >= MAULATORTICS) continue;
|
|
if (mo.tracer != null && mo.tracer.player == tracer.player) break;
|
|
}
|
|
|
|
if (mo == null)
|
|
{
|
|
Inventory power = tracer.FindInventory("PowerMinotaur");
|
|
if (power != null)
|
|
{
|
|
power.Destroy ();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
}
|
|
|
|
// Minotaur FX 1 ------------------------------------------------------------
|
|
|
|
class MinotaurFX1 : Actor
|
|
{
|
|
Default
|
|
{
|
|
Radius 10;
|
|
Height 6;
|
|
Speed 20;
|
|
FastSpeed 26;
|
|
Damage 3;
|
|
DamageType "Fire";
|
|
Projectile;
|
|
-ACTIVATEIMPACT
|
|
-ACTIVATEPCROSS
|
|
RenderStyle "Add";
|
|
}
|
|
States
|
|
{
|
|
Spawn:
|
|
FX12 AB 6 Bright;
|
|
Loop;
|
|
Death:
|
|
FX12 CDEFGH 5 Bright;
|
|
Stop;
|
|
}
|
|
}
|
|
|
|
|
|
// Minotaur FX 2 ------------------------------------------------------------
|
|
|
|
class MinotaurFX2 : MinotaurFX1
|
|
{
|
|
Default
|
|
{
|
|
Radius 5;
|
|
Height 12;
|
|
Speed 14;
|
|
FastSpeed 20;
|
|
Damage 4;
|
|
+FLOORHUGGER
|
|
ExplosionDamage 24;
|
|
DeathSound "minotaur/fx2hit";
|
|
}
|
|
|
|
states
|
|
{
|
|
Spawn:
|
|
FX13 A 2 Bright A_MntrFloorFire;
|
|
Loop;
|
|
Death:
|
|
FX13 I 4 Bright A_Explode;
|
|
FX13 JKLM 4 Bright;
|
|
Stop;
|
|
}
|
|
|
|
//----------------------------------------------------------------------------
|
|
//
|
|
// PROC A_MntrFloorFire
|
|
//
|
|
//----------------------------------------------------------------------------
|
|
|
|
void A_MntrFloorFire()
|
|
{
|
|
SetZ(floorz);
|
|
double x = Random2[MntrFloorFire]() / 64.;
|
|
double y = Random2[MntrFloorFire]() / 64.;
|
|
|
|
Actor mo = Spawn("MinotaurFX3", Vec2OffsetZ(x, y, floorz), ALLOW_REPLACE);
|
|
if (mo != null)
|
|
{
|
|
mo.target = target;
|
|
mo.Vel.X = MinVel; // Force block checking
|
|
mo.CheckMissileSpawn (radius);
|
|
}
|
|
}
|
|
}
|
|
|
|
// Minotaur FX 3 ------------------------------------------------------------
|
|
|
|
class MinotaurFX3 : MinotaurFX2
|
|
{
|
|
Default
|
|
{
|
|
Radius 8;
|
|
Height 16;
|
|
Speed 0;
|
|
DeathSound "minotaur/fx3hit";
|
|
ExplosionDamage 128;
|
|
}
|
|
States
|
|
{
|
|
Spawn:
|
|
FX13 DC 4 Bright;
|
|
FX13 BCDE 5 Bright;
|
|
FX13 FGH 4 Bright;
|
|
Stop;
|
|
}
|
|
}
|
|
|
|
// Minotaur Smoke Exit ------------------------------------------------------
|
|
|
|
class MinotaurSmokeExit : Actor
|
|
{
|
|
Default
|
|
{
|
|
+NOBLOCKMAP
|
|
+NOTELEPORT
|
|
RenderStyle "Translucent";
|
|
Alpha 0.4;
|
|
}
|
|
States
|
|
{
|
|
Spawn:
|
|
MNSM ABCDEFGHIJIHGFEDCBA 3;
|
|
Stop;
|
|
}
|
|
}
|
|
|
|
extend class Actor
|
|
{
|
|
enum dirtype_t
|
|
{
|
|
DI_EAST,
|
|
DI_NORTHEAST,
|
|
DI_NORTH,
|
|
DI_NORTHWEST,
|
|
DI_WEST,
|
|
DI_SOUTHWEST,
|
|
DI_SOUTH,
|
|
DI_SOUTHEAST,
|
|
DI_NODIR,
|
|
NUMDIRS
|
|
};
|
|
|
|
void FaceMovementDirection()
|
|
{
|
|
switch (movedir)
|
|
{
|
|
case DI_EAST:
|
|
angle = 0.;
|
|
break;
|
|
case DI_NORTHEAST:
|
|
angle = 45.;
|
|
break;
|
|
case DI_NORTH:
|
|
angle = 90.;
|
|
break;
|
|
case DI_NORTHWEST:
|
|
angle = 135.;
|
|
break;
|
|
case DI_WEST:
|
|
angle = 180.;
|
|
break;
|
|
case DI_SOUTHWEST:
|
|
angle = 225.;
|
|
break;
|
|
case DI_SOUTH:
|
|
angle = 270.;
|
|
break;
|
|
case DI_SOUTHEAST:
|
|
angle = 315.;
|
|
break;
|
|
}
|
|
}
|
|
} |