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7385cd70c0
Interesting tidbit: The damage calculation in P_MinotaurSlam had been incorrect for the Heretic version since the friendly Hexen Dark Servant was added, but nobody ever noticed in 14 years...
133 lines
2.5 KiB
Text
133 lines
2.5 KiB
Text
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// Dark Servant Artifact ----------------------------------------------------
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class ArtiDarkServant : Inventory
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{
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Default
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{
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+COUNTITEM
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+FLOATBOB
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Inventory.RespawnTics 4230;
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Inventory.DefMaxAmount;
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Inventory.PickupFlash "PickupFlash";
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+INVENTORY.INVBAR
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+INVENTORY.FANCYPICKUPSOUND
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Inventory.Icon "ARTISUMN";
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Inventory.PickupSound "misc/p_pkup";
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Inventory.PickupMessage "$TXT_ARTISUMMON";
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Tag "$TAG_ARTISUMMON";
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}
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States
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{
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Spawn:
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SUMN A 350;
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Loop;
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}
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//============================================================================
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//
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// Activate the summoning artifact
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//
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//============================================================================
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override bool Use (bool pickup)
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{
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Actor mo = Owner.SpawnPlayerMissile ("SummoningDoll");
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if (mo)
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{
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mo.target = Owner;
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mo.tracer = Owner;
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mo.Vel.Z = 5;
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}
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return true;
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}
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}
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// Summoning Doll -----------------------------------------------------------
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class SummoningDoll : Actor
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{
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Default
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{
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Speed 20;
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+NOBLOCKMAP +DROPOFF +MISSILE
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+NOTELEPORT
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}
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States
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{
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Spawn:
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SUMN A 4;
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Loop;
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Death:
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SUMN AA 4;
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SUMN A 4 A_Summon;
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Stop;
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}
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//============================================================================
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//
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// A_Summon
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//
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//============================================================================
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void A_Summon()
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{
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Actor mo = Spawn("MinotaurFriend", pos, ALLOW_REPLACE);
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if (mo)
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{
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if (mo.TestMobjLocation() == false || !tracer)
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{ // Didn't fit - change back to artifact
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mo.Destroy();
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Actor arti = Spawn("ArtiDarkServant", Pos, ALLOW_REPLACE);
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if (arti) arti.bDropped = true;
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return;
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}
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// Careful! The Minotaur might have been replaced
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// so only set the time if we got a genuine one.
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MinotaurFriend m = MinotaurFriend(mo);
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if (m) m.StartTime = level.maptime;
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if (tracer.bCorpse)
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{ // Master dead
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mo.tracer = null; // No master
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}
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else
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{
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mo.tracer = tracer; // Pointer to master
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Inventory power = Inventory(Spawn("PowerMinotaur"));
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power.CallTryPickup(tracer);
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mo.SetFriendPlayer(tracer.player);
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}
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// Make smoke puff
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Spawn("MinotaurSmoke", Pos, ALLOW_REPLACE);
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A_PlaySound(mo.ActiveSound, CHAN_VOICE);
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}
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}
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}
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// Minotaur Smoke -----------------------------------------------------------
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class MinotaurSmoke : Actor
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{
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Default
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{
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+NOBLOCKMAP +NOGRAVITY
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+NOTELEPORT
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RenderStyle "Translucent";
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Alpha 0.6;
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}
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States
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{
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Spawn:
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MNSM ABCDEFGHIJKLMNOPQ 3;
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Stop;
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}
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}
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