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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.
223 lines
4.3 KiB
Text
223 lines
4.3 KiB
Text
//===========================================================================
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//
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// Mancubus
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//
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//===========================================================================
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class Fatso : Actor
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{
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Default
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{
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Health 600;
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Radius 48;
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Height 64;
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Mass 1000;
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Speed 8;
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PainChance 80;
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Monster;
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+FLOORCLIP
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+BOSSDEATH
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SeeSound "fatso/sight";
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PainSound "fatso/pain";
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DeathSound "fatso/death";
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ActiveSound "fatso/active";
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Obituary "$OB_FATSO";
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}
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States
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{
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Spawn:
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FATT AB 15 A_Look;
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Loop;
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See:
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FATT AABBCCDDEEFF 4 A_Chase;
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Loop;
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Missile:
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FATT G 20 A_FatRaise;
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FATT H 10 BRIGHT A_FatAttack1;
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FATT IG 5 A_FaceTarget;
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FATT H 10 BRIGHT A_FatAttack2;
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FATT IG 5 A_FaceTarget;
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FATT H 10 BRIGHT A_FatAttack3;
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FATT IG 5 A_FaceTarget;
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Goto See;
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Pain:
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FATT J 3;
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FATT J 3 A_Pain;
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Goto See;
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Death:
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FATT K 6;
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FATT L 6 A_Scream;
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FATT M 6 A_NoBlocking;
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FATT NOPQRS 6;
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FATT T -1 A_BossDeath;
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Stop;
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Raise:
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FATT R 5;
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FATT QPONMLK 5;
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Goto See;
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}
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}
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//===========================================================================
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//
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// Mancubus fireball
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//
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//===========================================================================
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class FatShot : Actor
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{
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Default
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{
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Radius 6;
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Height 8;
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Speed 20;
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Damage 8;
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Projectile;
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+RANDOMIZE
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RenderStyle "Add";
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Alpha 1;
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SeeSound "fatso/attack";
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DeathSound "fatso/shotx";
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}
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States
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{
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Spawn:
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MANF AB 4 BRIGHT;
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Loop;
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Death:
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MISL B 8 BRIGHT;
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MISL C 6 BRIGHT;
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MISL D 4 BRIGHT;
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Stop;
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}
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}
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//===========================================================================
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//
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// Code (must be attached to Actor)
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//
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//===========================================================================
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extend class Actor
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{
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const FATSPREAD = 90./8;
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void A_FatRaise()
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{
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A_FaceTarget();
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A_PlaySound("fatso/raiseguns", CHAN_WEAPON);
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}
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//
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// Mancubus attack,
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// firing three missiles in three different directions?
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// Doesn't look like it.
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//
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void A_FatAttack1(class<Actor> spawntype = "FatShot")
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{
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if (target)
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{
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A_FaceTarget ();
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// Change direction to ...
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Angle += FATSPREAD;
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SpawnMissile (target, spawntype);
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Actor missile = SpawnMissile (target, spawntype);
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if (missile)
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{
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missile.Angle += FATSPREAD;
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missile.VelFromAngle();
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}
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}
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}
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void A_FatAttack2(class<Actor> spawntype = "FatShot")
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{
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if (target)
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{
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A_FaceTarget ();
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// Now here choose opposite deviation.
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Angle -= FATSPREAD;
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SpawnMissile (target, spawntype);
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Actor missile = SpawnMissile (target, spawntype);
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if (missile)
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{
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missile.Angle -= FATSPREAD;
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missile.VelFromAngle();
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}
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}
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}
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void A_FatAttack3(class<Actor> spawntype = "FatShot")
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{
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if (target)
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{
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A_FaceTarget ();
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Actor missile = SpawnMissile (target, spawntype);
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if (missile)
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{
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missile.Angle -= FATSPREAD/2;
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missile.VelFromAngle();
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}
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missile = SpawnMissile (target, spawntype);
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if (missile)
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{
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missile.Angle += FATSPREAD/2;
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missile.VelFromAngle();
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}
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}
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}
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//
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// killough 9/98: a mushroom explosion effect, sorta :)
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// Original idea: Linguica
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//
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void A_Mushroom(class<Actor> spawntype = "FatShot", int numspawns = 0, int flags = 0, double vrange = 4.0, double hrange = 0.5)
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{
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int i, j;
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if (numspawns == 0)
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{
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numspawns = GetMissileDamage(0, 1);
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}
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A_Explode(128, 128, (flags & MSF_DontHurt) ? 0 : XF_HURTSOURCE);
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// Now launch mushroom cloud
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Actor aimtarget = Spawn("Mapspot", pos, NO_REPLACE); // We need something to aim at.
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if (aimtarget == null) return;
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Actor owner = (flags & MSF_DontHurt) ? target : self;
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aimtarget.Height = Height;
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bool shootmode = ((flags & MSF_Classic) || // Flag explicitely set, or no flags and compat options
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(flags == 0 && CurState.bDehacked && compat_mushroom));
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for (i = -numspawns; i <= numspawns; i += 8)
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{
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for (j = -numspawns; j <= numspawns; j += 8)
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{
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Actor mo;
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aimtarget.SetXYZ(pos + (i, j, (i, j).Length() * vrange)); // Aim up fairly high
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if (shootmode)
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{ // Use old function for MBF compatibility
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mo = OldSpawnMissile(aimtarget, spawntype, owner);
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}
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else // Use normal function
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{
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mo = SpawnMissile(aimtarget, spawntype, owner);
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}
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if (mo)
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{ // Slow it down a bit
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mo.Vel *= hrange;
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mo.bNoGravity = false; // Make debris fall under gravity
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}
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}
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}
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aimtarget.Destroy();
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}
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}
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