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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.
356 lines
6.2 KiB
Text
356 lines
6.2 KiB
Text
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// Ironlich -----------------------------------------------------------------
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class Ironlich : Actor
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{
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Default
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{
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Health 700;
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Radius 40;
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Height 72;
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Mass 325;
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Speed 6;
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Painchance 32;
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Monster;
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+NOBLOOD
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+DONTMORPH
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+DONTSQUASH
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+BOSSDEATH
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SeeSound "ironlich/sight";
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AttackSound "ironlich/attack";
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PainSound "ironlich/pain";
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DeathSound "ironlich/death";
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ActiveSound "ironlich/active";
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Obituary "$OB_IRONLICH";
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HitObituary "$OB_IRONLICHHIT";
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DropItem "BlasterAmmo", 84, 10;
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DropItem "ArtiEgg", 51, 0;
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}
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States
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{
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Spawn:
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LICH A 10 A_Look;
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Loop;
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See:
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LICH A 4 A_Chase;
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Loop;
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Missile:
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LICH A 5 A_FaceTarget;
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LICH B 20 A_LichAttack;
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Goto See;
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Pain:
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LICH A 4;
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LICH A 4 A_Pain;
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Goto See;
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Death:
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LICH C 7;
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LICH D 7 A_Scream;
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LICH EF 7;
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LICH G 7 A_NoBlocking;
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LICH H 7;
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LICH I -1 A_BossDeath;
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Stop;
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}
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//----------------------------------------------------------------------------
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//
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// PROC A_LichAttack
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//
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//----------------------------------------------------------------------------
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void A_LichAttack ()
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{
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static const int atkResolve1[] = { 50, 150 };
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static const int atkResolve2[] = { 150, 200 };
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// Ice ball (close 20% : far 60%)
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// Fire column (close 40% : far 20%)
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// Whirlwind (close 40% : far 20%)
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// Distance threshold = 8 cells
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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_FaceTarget ();
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if (CheckMeleeRange ())
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{
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int damage = random[LichAttack](1, 8) * 6;
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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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int dist = Distance2D(target) > 8 * 64;
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int randAttack = random[LichAttack]();
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if (randAttack < atkResolve1[dist])
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{ // Ice ball
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SpawnMissile (target, "HeadFX1");
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A_PlaySound ("ironlich/attack2", CHAN_BODY);
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}
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else if (randAttack < atkResolve2[dist])
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{ // Fire column
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Actor baseFire = SpawnMissile (target, "HeadFX3");
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if (baseFire != null)
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{
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baseFire.SetStateLabel("NoGrow");
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for (int i = 0; i < 5; i++)
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{
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Actor fire = Spawn("HeadFX3", baseFire.Pos, ALLOW_REPLACE);
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if (i == 0)
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{
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A_PlaySound ("ironlich/attack1", CHAN_BODY);
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}
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if (fire != null)
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{
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fire.target = baseFire.target;
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fire.angle = baseFire.angle;
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fire.Vel = baseFire.Vel;
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fire.SetDamage(0);
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fire.health = (i+1) * 2;
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fire.CheckMissileSpawn (radius);
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}
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}
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}
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}
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else
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{ // Whirlwind
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Actor mo = SpawnMissile (target, "Whirlwind");
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if (mo != null)
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{
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mo.AddZ(-32);
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mo.tracer = target;
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mo.health = 20*TICRATE; // Duration
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A_PlaySound ("ironlich/attack3", CHAN_BODY);
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}
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}
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}
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}
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// Head FX 1 ----------------------------------------------------------------
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class HeadFX1 : Actor
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{
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Default
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{
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Radius 12;
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Height 6;
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Speed 13;
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FastSpeed 20;
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Damage 1;
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Projectile;
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-ACTIVATEIMPACT
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-ACTIVATEPCROSS
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+THRUGHOST
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RenderStyle "Add";
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}
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States
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{
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Spawn:
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FX05 ABC 6 BRIGHT;
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Loop;
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Death:
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FX05 D 5 BRIGHT A_LichIceImpact;
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FX05 EFG 5 BRIGHT;
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Stop;
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}
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//----------------------------------------------------------------------------
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//
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// PROC A_LichIceImpact
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//
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//----------------------------------------------------------------------------
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void A_LichIceImpact()
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{
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for (int i = 0; i < 8; i++)
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{
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Actor shard = Spawn("HeadFX2", Pos, ALLOW_REPLACE);
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if (shard != null)
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{
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shard.target = target;
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shard.angle = i*45.;
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shard.VelFromAngle();
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shard.Vel.Z = -.6;
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shard.CheckMissileSpawn (radius);
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}
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}
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}
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}
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// Head FX 2 ----------------------------------------------------------------
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class HeadFX2 : Actor
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{
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Default
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{
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Radius 12;
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Height 6;
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Speed 8;
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Damage 3;
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Projectile;
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-ACTIVATEIMPACT
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-ACTIVATEPCROSS
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RenderStyle "Add";
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}
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States
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{
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Spawn:
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FX05 HIJ 6 BRIGHT;
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Loop;
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Death:
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FX05 DEFG 5 BRIGHT;
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Stop;
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}
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}
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// Head FX 3 ----------------------------------------------------------------
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class HeadFX3 : Actor
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{
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Default
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{
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Radius 14;
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Height 12;
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Speed 10;
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FastSpeed 18;
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Damage 5;
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Projectile;
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+WINDTHRUST
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-ACTIVATEIMPACT
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-ACTIVATEPCROSS
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-NOBLOCKMAP
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RenderStyle "Add";
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}
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States
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{
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Spawn:
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FX06 ABC 4 BRIGHT A_LichFireGrow;
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Loop;
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NoGrow:
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FX06 ABC 5 BRIGHT;
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Loop;
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Death:
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FX06 DEFG 5 BRIGHT;
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Stop;
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}
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//----------------------------------------------------------------------------
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//
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// PROC A_LichFireGrow
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//
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//----------------------------------------------------------------------------
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void A_LichFireGrow ()
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{
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health--;
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AddZ(9.);
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if (health == 0)
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{
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RestoreDamage();
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SetStateLabel("NoGrow");
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}
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}
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}
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// Whirlwind ----------------------------------------------------------------
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class Whirlwind : Actor
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{
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Default
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{
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Radius 16;
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Height 74;
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Speed 10;
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Damage 1;
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Projectile;
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-ACTIVATEIMPACT
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-ACTIVATEMCROSS
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+SEEKERMISSILE
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+EXPLOCOUNT
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+StepMissile
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RenderStyle "Translucent";
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DefThreshold 60;
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Threshold 50;
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Alpha 0.4;
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}
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States
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{
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Spawn:
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FX07 DEFG 3;
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FX07 ABC 3 A_WhirlwindSeek;
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Goto Spawn+4;
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Death:
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FX07 GFED 4;
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Stop;
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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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int randVal;
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if (!target.bDontThrust)
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{
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target.angle += Random2[WhirlwindDamage]() * (360 / 4096.);
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target.Vel.X += Random2[WhirlwindDamage]() / 64.;
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target.Vel.Y += Random2[WhirlwindDamage]() / 64.;
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}
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if ((level.time & 16) && !target.bBoss && !target.bDontThrust)
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{
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randVal = min(160, random[WhirlwindSeek]());
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target.Vel.Z += randVal / 32.;
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if (target.Vel.Z > 12)
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{
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target.Vel.Z = 12;
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}
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}
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if (!(level.time & 7))
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{
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target.DamageMobj (null, target, 3, 'Melee');
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}
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return -1;
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}
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//----------------------------------------------------------------------------
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//
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// PROC A_WhirlwindSeek
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//
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//----------------------------------------------------------------------------
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void A_WhirlwindSeek()
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{
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health -= 3;
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if (health < 0)
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{
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Vel = (0,0,0);
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SetStateLabel("Death");
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bMissile = false;
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return;
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}
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if ((threshold -= 3) < 0)
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{
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threshold = 58 + (random[WhirlwindSeek]() & 31);
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A_PlaySound("ironlich/attack3", CHAN_BODY);
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}
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if (tracer && tracer.bShadow)
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{
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return;
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}
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A_SeekerMissile(10, 30);
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}
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}
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