qzdoom-gpl/wadsrc/static/zscript/hexen/teleportother.txt

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// Teleport Other Artifact --------------------------------------------------
class ArtiTeleportOther : Inventory
{
Default
{
+COUNTITEM
+FLOATBOB
+INVENTORY.INVBAR
+INVENTORY.FANCYPICKUPSOUND
Inventory.PickupFlash "PickupFlash";
Inventory.DefMaxAmount;
Inventory.Icon "ARTITELO";
Inventory.PickupSound "misc/p_pkup";
Inventory.PickupMessage "$TXT_ARTITELEPORTOTHER";
Tag "$TAG_ARTITELEPORTOTHER";
}
States
{
Spawn:
TELO ABCD 5;
Loop;
}
//===========================================================================
//
// Activate Teleport Other
//
//===========================================================================
override bool Use (bool pickup)
{
Owner.SpawnPlayerMissile ("TelOtherFX1");
return true;
}
}
// Teleport Other FX --------------------------------------------------------
class TelOtherFX1 : Actor
{
const TELEPORT_LIFE = 1;
Default
{
Damage 10001;
Projectile;
-ACTIVATEIMPACT
-ACTIVATEPCROSS
+BLOODLESSIMPACT
Radius 16;
Height 16;
Speed 20;
}
States
{
Spawn:
TRNG E 5 Bright;
TRNG D 4 Bright;
TRNG C 3 Bright A_TeloSpawnC;
TRNG B 3 Bright A_TeloSpawnB;
TRNG A 3 Bright A_TeloSpawnA;
TRNG B 3 Bright A_TeloSpawnB;
TRNG C 3 Bright A_TeloSpawnC;
TRNG D 3 Bright A_TeloSpawnD;
Goto Spawn+2;
Death:
TRNG E 3 Bright;
Stop;
}
private void TeloSpawn (class<Actor> type)
{
Actor fx = Spawn (type, pos, ALLOW_REPLACE);
if (fx)
{
fx.special1 = TELEPORT_LIFE; // Lifetime countdown
fx.angle = angle;
fx.target = target;
fx.Vel = Vel / 2;
}
}
void A_TeloSpawnA()
{
TeloSpawn ("TelOtherFX2");
}
void A_TeloSpawnB()
{
TeloSpawn ("TelOtherFX3");
}
void A_TeloSpawnC()
{
TeloSpawn ("TelOtherFX4");
}
void A_TeloSpawnD()
{
TeloSpawn ("TelOtherFX5");
}
void A_CheckTeleRing ()
{
if (self.special1-- <= 0)
{
self.SetStateLabel("Death");
}
}
//===========================================================================
//
// Perform Teleport Other
//
//===========================================================================
override int DoSpecialDamage (Actor target, int damage, Name damagetype)
{
if ((target.bIsMonster || target.player != NULL) &&
!target.bBoss && !target.bNoTeleOther)
{
if (target.player)
{
if (deathmatch)
P_TeleportToDeathmatchStarts (target);
else
P_TeleportToPlayerStarts (target);
}
else
{
// If death action, run it upon teleport
if (target.bIsMonster && target.special)
{
target.RemoveFromHash ();
Actor caller = level.ActOwnSpecial? target : self.target;
caller.A_CallSpecial(target.special, target.args[0], target.args[1], target.args[2], target.args[3], target.args[4]);
target.special = 0;
}
// Send all monsters to deathmatch spots
P_TeleportToDeathmatchStarts (target);
}
}
return -1;
}
//===========================================================================
//
// P_TeleportToPlayerStarts
//
//===========================================================================
private static void P_TeleportToPlayerStarts (Actor victim)
{
Vector3 dest;
double destAngle;
[dest, destAngle] = G_PickPlayerStart(0, PPS_FORCERANDOM | PPS_NOBLOCKINGCHECK);
dest.Z = ONFLOORZ;
victim.Teleport ((dest.xy, ONFLOORZ), destangle, TELF_SOURCEFOG | TELF_DESTFOG);
}
//===========================================================================
//
// P_TeleportToDeathmatchStarts
//
//===========================================================================
private void P_TeleportToDeathmatchStarts (Actor victim)
{
Vector3 dest;
double destAngle;
[dest, destAngle] = G_PickDeathmatchStart();
if (destAngle < 65536) victim.Teleport((dest.xy, ONFLOORZ), destangle, TELF_SOURCEFOG | TELF_DESTFOG);
else P_TeleportToPlayerStarts(victim);
}
}
class TelOtherFX2 : TelOtherFX1
{
Default
{
Speed 16;
}
States
{
Spawn:
TRNG BCDCB 4 Bright;
TRNG A 4 Bright A_CheckTeleRing;
Loop;
}
}
class TelOtherFX3 : TelOtherFX1
{
Default
{
Speed 16;
}
States
{
Spawn:
TRNG CDCBA 4 Bright;
TRNG B 4 Bright A_CheckTeleRing;
Loop;
}
}
class TelOtherFX4 : TelOtherFX1
{
Default
{
Speed 16;
}
States
{
Spawn:
TRNG DCBAB 4 Bright;
TRNG C 4 Bright A_CheckTeleRing;
Loop;
}
}
class TelOtherFX5 : TelOtherFX1
{
Default
{
Speed 16;
}
States
{
Spawn:
TRNG CBABC 4 Bright;
TRNG D 4 Bright A_CheckTeleRing;
Loop;
}
}