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https://github.com/ZDoom/gzdoom.git
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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.
156 lines
2.6 KiB
Text
156 lines
2.6 KiB
Text
// Super map ----------------------------------------------------------------
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Class SuperMap : MapRevealer
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{
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Default
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{
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+COUNTITEM
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+INVENTORY.ALWAYSPICKUP
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+FLOATBOB
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Inventory.MaxAmount 0;
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Inventory.PickupMessage "$TXT_ITEMSUPERMAP";
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}
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States
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{
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Spawn:
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SPMP A -1;
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Stop;
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}
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}
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// Invisibility -------------------------------------------------------------
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Class ArtiInvisibility : PowerupGiver
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{
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Default
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{
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+COUNTITEM
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+FLOATBOB
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Inventory.PickupFlash "PickupFlash";
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RenderStyle "Translucent";
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Alpha 0.4;
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Inventory.RespawnTics 4230;
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Inventory.Icon "ARTIINVS";
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Powerup.Type "PowerGhost";
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Inventory.PickupMessage "$TXT_ARTIINVISIBILITY";
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Tag "$TAG_ARTIINVISIBILITY";
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}
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States
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{
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Spawn:
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INVS A 350 Bright;
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Loop;
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}
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}
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// Tome of power ------------------------------------------------------------
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Class ArtiTomeOfPower : PowerupGiver
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{
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Default
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{
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+COUNTITEM
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+FLOATBOB
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Inventory.PickupFlash "PickupFlash";
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Inventory.Icon "ARTIPWBK";
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Powerup.Type "PowerWeaponlevel2";
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Inventory.PickupMessage "$TXT_ARTITOMEOFPOWER";
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Tag "$TAG_ARTITOMEOFPOWER";
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}
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States
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{
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Spawn:
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PWBK A 350;
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Loop;
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}
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bool Use (bool pickup)
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{
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Playerinfo p = Owner.player;
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if (p && p.morphTics && (p.MorphStyle & MRF_UNDOBYTOMEOFPOWER))
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{ // Attempt to undo chicken
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if (!p.UndoPlayerMorph (p, MRF_UNDOBYTOMEOFPOWER))
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{ // Failed
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if (!(p.MorphStyle & MRF_FAILNOTELEFRAG))
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{
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Owner.DamageMobj (null, null, TELEFRAG_DAMAGE, 'Telefrag');
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}
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}
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else
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{ // Succeeded
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Owner.A_PlaySound ("*evillaugh", CHAN_VOICE);
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}
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return true;
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}
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else
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{
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return Super.Use (pickup);
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}
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}
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}
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// Time bomb ----------------------------------------------------------------
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Class ActivatedTimeBomb : Actor
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{
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Default
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{
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+NOGRAVITY
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RenderStyle "Translucent";
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Alpha 0.4;
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DeathSound "misc/timebomb";
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}
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States
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{
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Spawn:
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FBMB ABCD 10;
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FBMB E 6 A_Scream;
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XPL1 A 4 BRIGHT A_Timebomb;
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XPL1 BCDEF 4 BRIGHT;
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Stop;
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}
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void A_TimeBomb()
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{
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AddZ(32, false);
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A_SetRenderStyle(1., STYLE_Add);
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A_Explode();
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}
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}
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Class ArtiTimeBomb : 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.PickupFlash "PickupFlash";
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+INVENTORY.INVBAR
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+INVENTORY.FANCYPICKUPSOUND
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Inventory.Icon "ARTIFBMB";
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Inventory.PickupSound "misc/p_pkup";
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Inventory.PickupMessage "$TXT_ARTIFIREBOMB";
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Tag "$TAG_ARTIFIREBOMB";
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Inventory.DefMaxAmount;
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}
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States
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{
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Spawn:
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FBMB E 350;
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Loop;
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}
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override bool Use (bool pickup)
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{
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Actor mo = Spawn("ActivatedTimeBomb", Owner.Vec3Angle(24., Owner.angle, - Owner.Floorclip), ALLOW_REPLACE);
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if (mo != null) mo.target = Owner;
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return true;
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}
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}
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