mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-11-18 18:31:43 +00:00
d4c0ee9e43
This function calculated everything correctly but ultimately set the vertical velocity wrong. Most importantly this meant that the actual velocity vector and actor pitch - if CMF_SAVEPITCH was used - did not match. Since this bug has been present since the pitch parameter was added, this deprecates A_CustomMissile and replaces it with a properly implemented A_SpawnProjectile function and handling the compatibility case with a new flag and a scripted wrapper function. All internal uses of A_CustomMissile have been replaced as well.
141 lines
2.5 KiB
Text
141 lines
2.5 KiB
Text
|
|
// Loremaster (aka Priest) --------------------------------------------------
|
|
|
|
class Loremaster : Actor
|
|
{
|
|
Default
|
|
{
|
|
Health 800;
|
|
Speed 10;
|
|
Radius 15;
|
|
Height 56;
|
|
FloatSpeed 5;
|
|
Monster;
|
|
+FLOAT
|
|
+NOBLOOD
|
|
+NOGRAVITY
|
|
+NOTDMATCH
|
|
+FLOORCLIP
|
|
+NOBLOCKMONST
|
|
+INCOMBAT
|
|
+LOOKALLAROUND
|
|
+NOICEDEATH
|
|
+NEVERRESPAWN
|
|
DamageFactor "Fire", 0.5;
|
|
MinMissileChance 150;
|
|
Tag "$TAG_PRIEST";
|
|
SeeSound "loremaster/sight";
|
|
AttackSound "loremaster/attack";
|
|
PainSound "loremaster/pain";
|
|
DeathSound "loremaster/death";
|
|
ActiveSound "loremaster/active";
|
|
Obituary "$OB_LOREMASTER";
|
|
DropItem "Junk";
|
|
}
|
|
States
|
|
{
|
|
Spawn:
|
|
PRST A 10 A_Look;
|
|
PRST B 10 A_SentinelBob;
|
|
Loop;
|
|
See:
|
|
PRST A 4 A_Chase;
|
|
PRST A 4 A_SentinelBob;
|
|
PRST B 4 A_Chase;
|
|
PRST B 4 A_SentinelBob;
|
|
PRST C 4 A_Chase;
|
|
PRST C 4 A_SentinelBob;
|
|
PRST D 4 A_Chase;
|
|
PRST D 4 A_SentinelBob;
|
|
Loop;
|
|
Melee:
|
|
PRST E 4 A_FaceTarget;
|
|
PRST F 4 A_CustomMeleeAttack((random[SpectreMelee](0,255)&9)*5);
|
|
PRST E 4 A_SentinelBob;
|
|
Goto See;
|
|
Missile:
|
|
PRST E 4 A_FaceTarget;
|
|
PRST F 4 A_SpawnProjectile("LoreShot", 32, 0);
|
|
PRST E 4 A_SentinelBob;
|
|
Goto See;
|
|
Death:
|
|
PDED A 6;
|
|
PDED B 6 A_Scream;
|
|
PDED C 6;
|
|
PDED D 6 A_Fall;
|
|
PDED E 6;
|
|
PDED FGHIJIJIJKL 5;
|
|
PDED MNOP 4;
|
|
PDED Q 4 A_SpawnItemEx("AlienSpectre5", 0, 0, 0, 0, 0, random[spectrespawn](0,255)*0.0078125, 0, SXF_NOCHECKPOSITION);
|
|
PDED RS 4;
|
|
PDED T -1;
|
|
Stop;
|
|
}
|
|
}
|
|
|
|
|
|
// Loremaster Projectile ----------------------------------------------------
|
|
|
|
class LoreShot : Actor
|
|
{
|
|
Default
|
|
{
|
|
Speed 20;
|
|
Height 14;
|
|
Radius 10;
|
|
Projectile;
|
|
+STRIFEDAMAGE
|
|
Damage 2;
|
|
MaxStepHeight 4;
|
|
SeeSound "loremaster/chain";
|
|
ActiveSound "loremaster/swish";
|
|
}
|
|
|
|
States
|
|
{
|
|
Spawn:
|
|
OCLW A 2 A_LoremasterChain;
|
|
Loop;
|
|
Death:
|
|
OCLW A 6;
|
|
Stop;
|
|
}
|
|
|
|
override int DoSpecialDamage (Actor victim, int damage, Name damagetype)
|
|
{
|
|
|
|
if (victim != NULL && target != NULL && !victim.bDontThrust)
|
|
{
|
|
Vector3 thrust = victim.Vec3To(target);
|
|
victim.Vel += thrust.Unit() * (255. * 50 / max(victim.Mass, 1));
|
|
}
|
|
return damage;
|
|
}
|
|
|
|
void A_LoremasterChain ()
|
|
{
|
|
A_PlaySound ("loremaster/active", CHAN_BODY);
|
|
Spawn("LoreShot2", Pos, ALLOW_REPLACE);
|
|
Spawn("LoreShot2", Vec3Offset(-Vel.x/2., -Vel.y/2., -Vel.z/2.), ALLOW_REPLACE);
|
|
Spawn("LoreShot2", Vec3Offset(-Vel.x, -Vel.y, -Vel.z), ALLOW_REPLACE);
|
|
}
|
|
|
|
}
|
|
|
|
// Loremaster Subprojectile -------------------------------------------------
|
|
|
|
class LoreShot2 : Actor
|
|
{
|
|
Default
|
|
{
|
|
+NOBLOCKMAP
|
|
+NOGRAVITY
|
|
}
|
|
States
|
|
{
|
|
Spawn:
|
|
TEND A 20;
|
|
Stop;
|
|
}
|
|
}
|
|
|