mirror of
https://github.com/ZDoom/gzdoom.git
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760 lines
16 KiB
C++
760 lines
16 KiB
C++
#include "actor.h"
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#include "g_level.h"
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#include "gi.h"
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#include "m_random.h"
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#include "s_sound.h"
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#include "d_player.h"
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#include "a_action.h"
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#include "p_local.h"
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#include "a_strifeglobal.h"
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#include "p_enemy.h"
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#include "p_lnspec.h"
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#include "c_console.h"
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#include "thingdef/thingdef.h"
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#include "doomstat.h"
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#include "gstrings.h"
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#include "a_keys.h"
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#include "a_sharedglobal.h"
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#include "templates.h"
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#include "d_event.h"
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#include "v_font.h"
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#include "farchive.h"
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#include "p_spec.h"
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#include "portal.h"
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// Include all the other Strife stuff here to reduce compile time
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#include "a_acolyte.cpp"
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#include "a_spectral.cpp"
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#include "a_alienspectres.cpp"
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#include "a_coin.cpp"
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#include "a_crusader.cpp"
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#include "a_entityboss.cpp"
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#include "a_inquisitor.cpp"
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#include "a_loremaster.cpp"
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//#include "a_macil.cpp"
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#include "a_oracle.cpp"
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#include "a_programmer.cpp"
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#include "a_reaver.cpp"
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#include "a_rebels.cpp"
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#include "a_sentinel.cpp"
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#include "a_stalker.cpp"
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#include "a_strifeitems.cpp"
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#include "a_strifeweapons.cpp"
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#include "a_templar.cpp"
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#include "a_thingstoblowup.cpp"
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// Notes so I don't forget them:
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// Strife does some extra stuff in A_Explode if a player caused the explosion. (probably NoiseAlert)
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// See the instructions @ 21249.
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//
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// Strife's FLOATSPEED is 5 and not 4.
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//
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// In P_CheckMissileRange, mobjtypes 53,54,55,56,57,58 shift the distance right 4 bits (some, but not all the acolytes)
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// mobjtypes 61,63,91 shift it right 1 bit
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//
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// When shooting missiles at something, if MF_SHADOW is set, the angle is adjusted with the formula:
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// angle += pr_spawnmissile.Random2() << 21
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// When MF_STRIFEx4000000 is set, the angle is adjusted similarly:
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// angle += pr_spawnmissile.Random2() << 22
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// Note that these numbers are different from those used by all the other Doom engine games.
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/* These mobjinfos have been converted:
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0 ForceFieldGuard
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1 StrifePlayer
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2 WeaponSmith
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3 BarKeep
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4 Armorer
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5 Medic
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6 Peasant1
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7 Peasant2
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8 Peasant3
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9 Peasant4
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10 Peasant5
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11 Peasant6
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12 Peasant7
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13 Peasant8
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14 Peasant9
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15 Peasant10
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16 Peasant11
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17 Peasant12
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18 Peasant13
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19 Peasant14
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20 Peasant15
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21 Peasant16
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22 Peasant17
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23 Peasant18
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24 Peasant19
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25 Peasant20
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26 Peasant21
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27 Peasant22
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28 Zombie
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29 AcolyteToBe
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30 ZombieSpawner
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31 Tank1
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32 Tank2
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33 Tank3
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34 Tank4
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35 Tank5
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36 Tank6
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37 KneelingGuy
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38 Beggar1
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39 Beggar2
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40 Beggar3
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41 Beggar4
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42 Beggar5
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43 Rebel1
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44 Rebel2
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45 Rebel3
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46 Rebel4
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47 Rebel5
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48 Rebel6
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49 Macil1
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50 Macil2
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51 RocketTrail
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52 Reaver
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53 AcolyteTan
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54 AcolyteRed
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55 AcolyteRust
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56 AcolyteGray
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57 AcolyteDGreen
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58 AcolyteGold
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59 AcolyteLGreen
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60 AcolyteBlue
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61 AcolyteShadow
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62 Templar
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63 Crusader
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64 StrifeBishop
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65 Oracle
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66 Loremaster (aka Priest)
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67 AlienSpectre1
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68 AlienChunkSmall
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69 AlienChunkLarge
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70 AlienSpectre2
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71 AlienSpectre3
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72 AlienSpectre4
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73 AlienSpectre5
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74 EntityBoss
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75 EntitySecond
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76 EntityNest
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77 EntityPod
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78 SpectralLightningH1
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79 SpectralLightningH2
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80 SpectralLightningBall1
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81 SpectralLightningBall2
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82 SpectralLightningH3
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83 SpectralLightningHTail
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84 SpectralLightningBigBall1
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85 SpectralLightningBigBall2
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86 SpectralLightningV1
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87 SpectralLightningV2
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88 SpectralLightningSpot
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89 SpectralLightningBigV1
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90 SpectralLightningBigV2
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91 Sentinel
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92 Stalker
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93 Inquisitor
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94 InquisitorArm
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95 Programmer
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96 ProgrammerBase
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97 LoreShot
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98 LoreShot2
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99 MiniMissile
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100 CrusaderMissile
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101 BishopMissile
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102 ElectricBolt
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103 PoisonBolt
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104 SentinelFX1
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105 SentinelFX2
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106 HEGrenade
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107 PhosphorousGrenade
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108 InquisitorShot
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109 PhosphorousFire
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110 MaulerTorpedo
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111 MaulerTorpedoWave
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112 FlameMissile
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113 FastFlameMissile
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114 MaulerPuff
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115 StrifePuff
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116 StrifeSpark
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117 Blood
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118 TeleportFog
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119 ItemFog
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120 teleport destination
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121 KlaxonWarningLight
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122 CeilingTurret
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123 Piston
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124 Computer
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125 MedPatch
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126 MedicalKit
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127 SurgeryKit
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128 DegninOre
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129 MetalArmor
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130 LeatherArmor
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131 WaterBottle
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132 Mug
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133 BaseKey
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134 GovsKey
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135 Passcard
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136 IDBadge
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137 PrisonKey
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138 SeveredHand
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139 Power1Key
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140 Power2Key
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141 Power3Key
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142 GoldKey
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143 IDCard
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144 SilverKey
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145 OracleKey
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146 MilitaryID
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147 OrderKey
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148 WarehouseKey
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149 BrassKey
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150 RedCrystalKey
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151 BlueCrystalKey
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152 ChapelKey
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153 CatacombKey
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154 SecurityKey
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155 CoreKey
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156 MaulerKey
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157 FactoryKey
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158 MineKey
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159 NewKey5
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160 ShadowArmor
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161 EnvironmentalSuit
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162 GuardUniform
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163 OfficersUniform
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164 StrifeMap
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165 Scanner
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166
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167 Targeter
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168 Coin
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169 Gold10
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170 Gold25
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171 Gold50
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172 Gold300
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173 BeldinsRing
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174 OfferingChalice
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175 Ear
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176 Communicator
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177 HEGrenadeRounds
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178 PhosphorusGrenadeRounds
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179 ClipOfBullets
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180 BoxOfBullets
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181 MiniMissiles
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182 CrateOfMissiles
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183 EnergyPod
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184 EnergyPack
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185 PoisonBolts
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186 ElectricBolts
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187 AmmoSatchel
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188 AssaultGun
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189 AssaultGunStanding
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190 FlameThrower
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191 FlameThrowerParts
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192 MiniMissileLauncher
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193 Mauler
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194 StrifeCrossbow
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195 StrifeGrenadeLauncher
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196 Sigil1
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197 Sigil2
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198 Sigil3
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199 Sigil4
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200 Sigil5
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201 PowerCrystal
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202 RatBuddy
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203 WoodenBarrel
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204 ExplosiveBarrel2
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205 TargetPractice
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206 LightSilverFluorescent
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207 LightBrownFluorescent
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208 LightGoldFluorescent
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209 LightGlobe
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210 PillarTechno
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211 PillarAztec
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212 PillarAztecDamaged
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213 PillarAztecRuined
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214 PillarHugeTech
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215 PillarAlienPower
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216 SStalactiteBig
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217 SStalactiteSmall
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218 SStalagmiteBig
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219 CavePillarTop
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220 CavePillarBottom
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221 SStalagmiteSmall
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222 Candle
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223 StrifeCandelabra
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224 WaterDropOnFloor
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225 WaterfallSplash
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226 WaterDrip
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227 WaterFountain
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228 HeartsInTank
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229 TeleportSwirl
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230 DeadCrusader
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231 DeadStrifePlayer
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232 DeadPeasant
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233 DeadAcolyte
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234 DeadReaver
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235 DeadRebel
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236 SacrificedGuy
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237 PileOfGuts
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238 StrifeBurningBarrel
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239 BurningBowl
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240 BurningBrazier
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241 SmallTorchLit
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242 SmallTorchUnlit
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243 CeilingChain
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244 CageLight
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245 Statue
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246 StatueRuined
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247 MediumTorch
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248 OutsideLamp
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249 PoleLantern
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250 SRock1
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251 SRock2
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252 SRock3
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253 SRock4
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254 StickInWater
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255 Rubble1
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256 Rubble2
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257 Rubble3
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258 Rubble4
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259 Rubble5
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260 Rubble6
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261 Rubble7
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262 Rubble8
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263 SurgeryCrab
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264 LargeTorch
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265 HugeTorch
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266 PalmTree
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267 BigTree2
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268 PottedTree
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269 TreeStub
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270 ShortBush
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271 TallBush
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272 ChimneyStack
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273 BarricadeColumn
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274 Pot
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275 Pitcher
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276 Stool
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277 MetalPot
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278 Tub
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279 Anvil
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280 TechLampSilver
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281 TechLampBrass
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282 Tray
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283 AmmoFiller
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284 SigilBanner
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285 RebelBoots
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286 RebelHelmet
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287 RebelShirt
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288 PowerCoupling
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289 BrokenPowerCoupling
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290 AlienBubbleColumn
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291 AlienFloorBubble
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292 AlienCeilingBubble
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293 AlienAspClimber
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294 AlienSpiderLight
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295 Meat
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296 Junk
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297 FireDroplet
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298 AmmoFillup
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299 HealthFillup
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300 Info
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301 RaiseAlarm
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302 OpenDoor222
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303 CloseDoor222
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304 PrisonPass
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305 OpenDoor224
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306 UpgradeStamina
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307 UpgradeAccuracy
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308 InterrogatorReport (seems to be unused)
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309 HealthTraining
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310 GunTraining
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311 OraclePass
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312 QuestItem1
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313 QuestItem2
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314 QuestItem3
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315 QuestItem4
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316 QuestItem5
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317 QuestItem6
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318 QuestItem7
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319 QuestItem8
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320 QuestItem9
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321 QuestItem10
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322 QuestItem11
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323 QuestItem12
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324 QuestItem13
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325 QuestItem14
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326 QuestItem15
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327 QuestItem16
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328 QuestItem17
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329 QuestItem18
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330 QuestItem19
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331 QuestItem20
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332 QuestItem21
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333 QuestItem22
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334 QuestItem23
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335 QuestItem24
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336 QuestItem25
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337 QuestItem26
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338 QuestItem27
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339 QuestItem28
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340 QuestItem29
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341 QuestItem30
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342 QuestItem31
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343 SlideshowStarter
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*/
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static FRandom pr_gibtosser ("GibTosser");
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// Force Field Guard --------------------------------------------------------
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void A_RemoveForceField (AActor *);
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class AForceFieldGuard : public AActor
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{
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DECLARE_CLASS (AForceFieldGuard, AActor)
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public:
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int TakeSpecialDamage (AActor *inflictor, AActor *source, int damage, FName damagetype);
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};
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IMPLEMENT_CLASS (AForceFieldGuard)
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int AForceFieldGuard::TakeSpecialDamage (AActor *inflictor, AActor *source, int damage, FName damagetype)
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{
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if (inflictor == NULL || !inflictor->IsKindOf (RUNTIME_CLASS(ADegninOre)))
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{
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return -1;
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}
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return health;
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}
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// Kneeling Guy -------------------------------------------------------------
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DEFINE_ACTION_FUNCTION(AActor, A_SetShadow)
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{
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PARAM_ACTION_PROLOGUE;
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self->flags |= MF_STRIFEx8000000|MF_SHADOW;
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self->RenderStyle = STYLE_Translucent;
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self->alpha = HR_SHADOW;
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return 0;
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}
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DEFINE_ACTION_FUNCTION(AActor, A_ClearShadow)
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{
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PARAM_ACTION_PROLOGUE;
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self->flags &= ~(MF_STRIFEx8000000|MF_SHADOW);
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self->RenderStyle = STYLE_Normal;
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self->alpha = OPAQUE;
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return 0;
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}
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static FRandom pr_gethurt ("HurtMe!");
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DEFINE_ACTION_FUNCTION(AActor, A_GetHurt)
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{
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PARAM_ACTION_PROLOGUE;
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self->flags4 |= MF4_INCOMBAT;
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if ((pr_gethurt() % 5) == 0)
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{
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S_Sound (self, CHAN_VOICE, self->PainSound, 1, ATTN_NORM);
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self->health--;
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}
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if (self->health <= 0)
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{
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self->Die (self->target, self->target);
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}
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return 0;
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}
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// Klaxon Warning Light -----------------------------------------------------
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DEFINE_ACTION_FUNCTION(AActor, A_TurretLook)
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{
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PARAM_ACTION_PROLOGUE;
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AActor *target;
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if (self->flags5 & MF5_INCONVERSATION)
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return 0;
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self->threshold = 0;
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target = self->LastHeard;
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if (target != NULL &&
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target->health > 0 &&
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target->flags & MF_SHOOTABLE &&
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(self->flags & MF_FRIENDLY) != (target->flags & MF_FRIENDLY))
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{
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self->target = target;
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if ((self->flags & MF_AMBUSH) && !P_CheckSight (self, target))
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{
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return 0;
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}
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if (self->SeeSound != 0)
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{
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S_Sound (self, CHAN_VOICE, self->SeeSound, 1, ATTN_NORM);
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}
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self->LastHeard = NULL;
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self->threshold = 10;
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self->SetState (self->SeeState);
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}
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return 0;
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}
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DEFINE_ACTION_FUNCTION(AActor, A_KlaxonBlare)
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{
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PARAM_ACTION_PROLOGUE;
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if (--self->reactiontime < 0)
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{
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self->target = NULL;
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self->reactiontime = self->GetDefault()->reactiontime;
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CALL_ACTION(A_TurretLook, self);
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if (self->target == NULL)
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{
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self->SetIdle();
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}
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else
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{
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self->reactiontime = 50;
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}
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}
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if (self->reactiontime == 2)
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{
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// [RH] Unalert monsters near the alarm and not just those in the same sector as it.
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P_NoiseAlert (NULL, self, false);
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}
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else if (self->reactiontime > 50)
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{
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S_Sound (self, CHAN_VOICE, "misc/alarm", 1, ATTN_NORM);
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}
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return 0;
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}
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// Power Coupling -----------------------------------------------------------
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class APowerCoupling : public AActor
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{
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DECLARE_CLASS (APowerCoupling, AActor)
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public:
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void Die (AActor *source, AActor *inflictor, int dmgflags);
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};
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IMPLEMENT_CLASS (APowerCoupling)
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void APowerCoupling::Die (AActor *source, AActor *inflictor, int dmgflags)
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{
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Super::Die (source, inflictor, dmgflags);
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int i;
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for (i = 0; i < MAXPLAYERS; ++i)
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if (playeringame[i] && players[i].health > 0)
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break;
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if (i == MAXPLAYERS)
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return;
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// [RH] In case the player broke it with the dagger, alert the guards now.
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if (LastHeard != source)
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{
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P_NoiseAlert (source, this);
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}
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EV_DoDoor (DDoor::doorClose, NULL, players[i].mo, 225, 2*FRACUNIT, 0, 0, 0);
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EV_DoFloor (DFloor::floorLowerToHighest, NULL, 44, FRACUNIT, 0, -1, 0, false);
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players[i].mo->GiveInventoryType (QuestItemClasses[5]);
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S_Sound (CHAN_VOICE, "svox/voc13", 1, ATTN_NORM);
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players[i].SetLogNumber (13);
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P_DropItem (this, PClass::FindActor("BrokenPowerCoupling"), -1, 256);
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Destroy ();
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}
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// Gibs for things that bleed -----------------------------------------------
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class AMeat : public AActor
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{
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DECLARE_CLASS (AMeat, AActor)
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public:
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void BeginPlay ()
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{
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// Strife used mod 19, but there are 20 states. Hmm.
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SetState (SpawnState + pr_gibtosser() % 20);
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}
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};
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IMPLEMENT_CLASS (AMeat)
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//==========================================================================
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//
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// A_TossGib
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//
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//==========================================================================
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DEFINE_ACTION_FUNCTION(AActor, A_TossGib)
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{
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PARAM_ACTION_PROLOGUE;
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const char *gibtype = (self->flags & MF_NOBLOOD) ? "Junk" : "Meat";
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AActor *gib = Spawn (gibtype, self->PosPlusZ(24*FRACUNIT), ALLOW_REPLACE);
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angle_t an;
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int speed;
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if (gib == NULL)
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{
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return 0;
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}
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an = pr_gibtosser() << 24;
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gib->angle = an;
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speed = pr_gibtosser() & 15;
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gib->velx = speed * finecosine[an >> ANGLETOFINESHIFT];
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gib->vely = speed * finesine[an >> ANGLETOFINESHIFT];
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gib->velz = (pr_gibtosser() & 15) << FRACBITS;
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return 0;
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}
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//============================================================================
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DEFINE_ACTION_FUNCTION(AActor, A_FLoopActiveSound)
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{
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PARAM_ACTION_PROLOGUE;
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if (self->ActiveSound != 0 && !(level.time & 7))
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{
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S_Sound (self, CHAN_VOICE, self->ActiveSound, 1, ATTN_NORM);
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}
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return 0;
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}
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DEFINE_ACTION_FUNCTION(AActor, A_Countdown)
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{
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PARAM_ACTION_PROLOGUE;
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if (--self->reactiontime <= 0)
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{
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P_ExplodeMissile (self, NULL, NULL);
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self->flags &= ~MF_SKULLFLY;
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}
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return 0;
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}
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DEFINE_ACTION_FUNCTION(AActor, A_LoopActiveSound)
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{
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PARAM_ACTION_PROLOGUE;
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if (self->ActiveSound != 0 && !S_IsActorPlayingSomething (self, CHAN_VOICE, -1))
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{
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S_Sound (self, CHAN_VOICE|CHAN_LOOP, self->ActiveSound, 1, ATTN_NORM);
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}
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return 0;
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}
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DEFINE_ACTION_FUNCTION(AActor, A_CheckTerrain)
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{
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PARAM_ACTION_PROLOGUE;
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sector_t *sec = self->Sector;
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if (self->Z() == sec->floorplane.ZatPoint(self) && sec->PortalBlocksMovement(sector_t::floor))
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{
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if (sec->special == Damage_InstantDeath)
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{
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P_DamageMobj (self, NULL, NULL, 999, NAME_InstantDeath);
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}
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else if (sec->special == Scroll_StrifeCurrent)
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{
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int anglespeed = tagManager.GetFirstSectorTag(sec) - 100;
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fixed_t speed = (anglespeed % 10) << (FRACBITS - 4);
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angle_t finean = (anglespeed / 10) << (32-3);
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finean >>= ANGLETOFINESHIFT;
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self->velx += FixedMul (speed, finecosine[finean]);
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self->vely += FixedMul (speed, finesine[finean]);
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}
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}
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return 0;
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}
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//============================================================================
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//
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// A_ClearSoundTarget
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//
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//============================================================================
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DEFINE_ACTION_FUNCTION(AActor, A_ClearSoundTarget)
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{
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PARAM_ACTION_PROLOGUE;
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AActor *actor;
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self->Sector->SoundTarget = NULL;
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for (actor = self->Sector->thinglist; actor != NULL; actor = actor->snext)
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{
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actor->LastHeard = NULL;
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}
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return 0;
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}
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DEFINE_ACTION_FUNCTION(AActor, A_ItBurnsItBurns)
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{
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PARAM_ACTION_PROLOGUE;
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S_Sound (self, CHAN_VOICE, "human/imonfire", 1, ATTN_NORM);
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if (self->player != NULL && self->player->mo == self)
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{
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P_SetPsprite (self->player, ps_weapon, self->FindState("FireHands"));
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P_SetPsprite (self->player, ps_flash, NULL);
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self->player->ReadyWeapon = NULL;
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self->player->PendingWeapon = WP_NOCHANGE;
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self->player->playerstate = PST_LIVE;
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self->player->extralight = 3;
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}
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return 0;
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}
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DEFINE_ACTION_FUNCTION(AActor, A_DropFire)
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{
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PARAM_ACTION_PROLOGUE;
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AActor *drop = Spawn("FireDroplet", self->PosPlusZ(24*FRACUNIT), ALLOW_REPLACE);
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drop->velz = -FRACUNIT;
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P_RadiusAttack (self, self, 64, 64, NAME_Fire, 0);
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return 0;
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}
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DEFINE_ACTION_FUNCTION(AActor, A_CrispyPlayer)
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{
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PARAM_ACTION_PROLOGUE;
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if (self->player != NULL && self->player->mo == self)
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{
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self->player->playerstate = PST_DEAD;
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P_SetPsprite (self->player, ps_weapon,
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self->player->psprites[ps_weapon].state +
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(self->FindState("FireHandsLower") - self->FindState("FireHands")));
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}
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return 0;
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}
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DEFINE_ACTION_FUNCTION(AActor, A_HandLower)
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{
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PARAM_ACTION_PROLOGUE;
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if (self->player != NULL)
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{
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pspdef_t *psp = &self->player->psprites[ps_weapon];
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psp->sy += FRACUNIT*9;
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if (psp->sy > WEAPONBOTTOM*2)
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{
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P_SetPsprite (self->player, ps_weapon, NULL);
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}
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if (self->player->extralight > 0) self->player->extralight--;
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}
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return 0;
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}
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