mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-11-06 13:01:03 +00:00
371712c53a
- fixed emission of the self pointer in FxVMFunctionCall. I did not realize that the self expression only sets up a register for the value, not pushing it onto the stack.
170 lines
2.4 KiB
Text
170 lines
2.4 KiB
Text
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// Snout puff ---------------------------------------------------------------
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class SnoutPuff : Actor
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{
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Default
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{
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+NOBLOCKMAP
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+NOGRAVITY
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Renderstyle "Translucent";
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Alpha 0.6;
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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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// Snout --------------------------------------------------------------------
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class Snout : Weapon
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{
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Default
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{
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Weapon.SelectionOrder 10000;
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+WEAPON.DONTBOB
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+WEAPON.MELEEWEAPON
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Weapon.Kickback 150;
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Weapon.YAdjust 10;
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}
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native void A_SnoutAttack ();
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States
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{
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Ready:
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WPIG A 1 A_WeaponReady;
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Loop;
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Deselect:
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WPIG A 1 A_Lower;
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Loop;
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Select:
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WPIG A 1 A_Raise;
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Fire:
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WPIG A 4 A_SnoutAttack;
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WPIG B 8 A_SnoutAttack;
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Goto Ready;
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Grunt:
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WPIG B 8;
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Goto Ready;
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}
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}
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// Pig player ---------------------------------------------------------------
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class PigPlayer : PlayerPawn native
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{
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Default
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{
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Health 30;
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ReactionTime 0;
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PainChance 255;
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Radius 16;
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Height 24;
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Speed 1;
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+WINDTHRUST
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+NOSKIN
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-PICKUP
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PainSound "PigPain";
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DeathSound "PigDeath";
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Player.JumpZ 6;
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Player.Viewheight 28;
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Player.ForwardMove 0.96, 0.98;
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Player.SideMove 0.95833333, 0.975;
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Player.SpawnClass "Pig";
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Player.SoundClass "Pig";
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Player.DisplayName "Pig";
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Player.MorphWeapon "Snout";
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}
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States
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{
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Spawn:
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PIGY A -1;
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Stop;
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See:
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PIGY ABCD 3;
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Loop;
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Pain:
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PIGY D 4 A_PigPain;
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Goto Spawn;
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Melee:
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Missile:
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PIGY A 12;
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Goto Spawn;
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Death:
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PIGY E 4 A_Scream;
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PIGY F 3 A_NoBlocking;
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PIGY G 4;
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PIGY H 3;
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PIGY IJK 4;
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PIGY L -1;
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Stop;
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Ice:
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PIGY M 5 A_FreezeDeath;
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PIGY M 1 A_FreezeDeathChunks;
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Wait;
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}
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}
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// Pig (non-player) ---------------------------------------------------------
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class Pig : MorphedMonster
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{
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Default
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{
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Health 25;
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Painchance 128;
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Speed 10;
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Radius 12;
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Height 22;
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Mass 60;
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Monster;
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-COUNTKILL
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+WINDTHRUST
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+DONTMORPH
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SeeSound "PigActive1";
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PainSound "PigPain";
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DeathSound "PigDeath";
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ActiveSound "PigActive1";
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}
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States
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{
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Spawn:
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PIGY B 10 A_Look;
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Loop;
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See:
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PIGY ABCD 3 A_Chase;
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Loop;
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Pain:
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PIGY D 4 A_PigPain;
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Goto See;
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Melee:
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PIGY A 5 A_FaceTarget;
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PIGY A 10 A_CustomMeleeAttack(random[PigAttack](2,3), "PigAttack");
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Goto See;
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Death:
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PIGY E 4 A_Scream;
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PIGY F 3 A_NoBlocking;
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PIGY G 4 A_QueueCorpse;
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PIGY H 3;
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PIGY IJK 4;
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PIGY L -1;
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Stop;
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Ice:
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PIGY M 5 A_FreezeDeath;
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PIGY M 1 A_FreezeDeathChunks;
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Wait;
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}
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}
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