mirror of
https://github.com/ZDoom/gzdoom.git
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0770c0022c
Many uses of random() & value have been turned into random(0, value). This is not only more efficient, it also ensures better random distribution because the parameter-less variant only returns values between 0 and 255.
147 lines
3.2 KiB
Text
147 lines
3.2 KiB
Text
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// Fist (first weapon) ------------------------------------------------------
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class FWeapFist : FighterWeapon
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{
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Default
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{
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+BLOODSPLATTER
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Weapon.SelectionOrder 3400;
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+WEAPON.MELEEWEAPON
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Weapon.KickBack 150;
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Obituary "$OB_MPFWEAPFIST";
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Tag "$TAG_FWEAPFIST";
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}
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States
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{
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Select:
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FPCH A 1 A_Raise;
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Loop;
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Deselect:
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FPCH A 1 A_Lower;
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Loop;
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Ready:
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FPCH A 1 A_WeaponReady;
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Loop;
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Fire:
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FPCH B 5 Offset (5, 40);
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FPCH C 4 Offset (5, 40);
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FPCH D 4 Offset (5, 40) A_FPunchAttack;
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FPCH C 4 Offset (5, 40);
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FPCH B 5 Offset (5, 40) A_ReFire;
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Goto Ready;
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Fire2:
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FPCH DE 4 Offset (5, 40);
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FPCH E 1 Offset (15, 50);
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FPCH E 1 Offset (25, 60);
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FPCH E 1 Offset (35, 70);
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FPCH E 1 Offset (45, 80);
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FPCH E 1 Offset (55, 90);
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FPCH E 1 Offset (65, 90);
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FPCH E 10 Offset (0, 150);
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Goto Ready;
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}
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//============================================================================
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//
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// TryPunch
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//
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// Returns true if an actor was punched, false if not.
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//
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//============================================================================
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private action bool TryPunch(double angle, int damage, int power)
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{
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Class<Actor> pufftype;
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FTranslatedLineTarget t;
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double slope = AimLineAttack (angle, 2*DEFMELEERANGE, t, 0., ALF_CHECK3D);
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if (t.linetarget != null)
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{
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if (++weaponspecial >= 3)
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{
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damage <<= 1;
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power *= 3;
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pufftype = "HammerPuff";
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}
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else
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{
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pufftype = "PunchPuff";
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}
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LineAttack (angle, 2*DEFMELEERANGE, slope, damage, 'Melee', pufftype, true, t);
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if (t.linetarget != null)
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{
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// The mass threshold has been changed to CommanderKeen's value which has been used most often for 'unmovable' stuff.
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if (t.linetarget.player != null ||
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(t.linetarget.Mass < 10000000 && (t.linetarget.bIsMonster)))
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{
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if (!t.linetarget.bDontThrust)
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t.linetarget.Thrust(power, t.attackAngleFromSource);
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}
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AdjustPlayerAngle(t);
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return true;
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}
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}
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return false;
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}
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//============================================================================
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//
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// A_FPunchAttack
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//
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//============================================================================
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action void A_FPunchAttack()
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{
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if (player == null)
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{
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return;
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}
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int damage = random[FighterAtk](40, 55);
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for (int i = 0; i < 16; i++)
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{
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if (TryPunch(angle + i*(45./16), damage, 2) ||
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TryPunch(angle - i*(45./16), damage, 2))
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{ // hit something
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if (weaponspecial >= 3)
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{
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weaponspecial = 0;
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player.SetPsprite(PSP_WEAPON, player.ReadyWeapon.FindState("Fire2"));
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A_PlaySound ("*fistgrunt", CHAN_VOICE);
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}
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return;
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}
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}
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// didn't find any creatures, so try to strike any walls
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weaponspecial = 0;
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double slope = AimLineAttack (angle, DEFMELEERANGE, null, 0., ALF_CHECK3D);
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LineAttack (angle, DEFMELEERANGE, slope, damage, 'Melee', "PunchPuff", true);
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}
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}
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// Punch puff ---------------------------------------------------------------
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class PunchPuff : Actor
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{
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Default
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{
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+NOBLOCKMAP +NOGRAVITY
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+PUFFONACTORS
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RenderStyle "Translucent";
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Alpha 0.6;
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SeeSound "FighterPunchHitThing";
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AttackSound "FighterPunchHitWall";
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ActiveSound "FighterPunchMiss";
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VSpeed 1;
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}
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States
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{
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Spawn:
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FHFX STUVW 4;
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Stop;
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}
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}
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