2006-02-24 04:48:15 +00:00
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#include "actor.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_doomglobal.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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// 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 --- Doomednum is 14, which makes it a teleport destination. Don't know why it's in the mobjinfo table.
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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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void A_TossGib (AActor *);
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void A_LoopActiveSound (AActor *);
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void A_FLoopActiveSound (AActor *);
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void A_Countdown (AActor *);
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void A_XXScream (AActor *);
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void A_SentinelRefire (AActor *);
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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_ACTOR (AForceFieldGuard, AActor)
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public:
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int TakeSpecialDamage (AActor *inflictor, AActor *source, int damage, int damagetype);
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};
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FState AForceFieldGuard::States[] =
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{
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S_NORMAL (TOKN, 'A', -1, NULL, NULL),
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S_NORMAL (XPRK, 'A', 1, A_RemoveForceField, NULL)
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};
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IMPLEMENT_ACTOR (AForceFieldGuard, Strife, 25, 0)
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PROP_StrifeType (0)
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PROP_SpawnHealth (10)
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PROP_SpawnState (0)
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PROP_DeathState (1)
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PROP_RadiusFixed (2)
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PROP_HeightFixed (1)
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PROP_Mass (10000)
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PROP_Flags (MF_SHOOTABLE|MF_NOSECTOR)
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PROP_Flags4 (MF4_INCOMBAT)
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END_DEFAULTS
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int AForceFieldGuard::TakeSpecialDamage (AActor *inflictor, AActor *source, int damage, int 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 -------------------------------------------------------------
|
|
|
|
|
|
|
|
void A_SetShadow (AActor *self)
|
|
|
|
{
|
|
|
|
self->flags |= MF_STRIFEx8000000|MF_SHADOW;
|
|
|
|
self->RenderStyle = STYLE_Translucent;
|
|
|
|
self->alpha = HR_SHADOW;
|
|
|
|
}
|
|
|
|
|
|
|
|
void A_ClearShadow (AActor *self)
|
|
|
|
{
|
|
|
|
self->flags &= ~(MF_STRIFEx8000000|MF_SHADOW);
|
|
|
|
self->RenderStyle = STYLE_Normal;
|
|
|
|
self->alpha = OPAQUE;
|
|
|
|
}
|
|
|
|
|
|
|
|
static FRandom pr_gethurt ("HurtMe!");
|
|
|
|
|
|
|
|
void A_GetHurt (AActor *self)
|
|
|
|
{
|
|
|
|
self->flags4 |= MF4_INCOMBAT;
|
|
|
|
if ((pr_gethurt() % 5) == 0)
|
|
|
|
{
|
|
|
|
S_SoundID (self, CHAN_VOICE, self->PainSound, 1, ATTN_NORM);
|
|
|
|
self->health--;
|
|
|
|
}
|
|
|
|
if (self->health <= 0)
|
|
|
|
{
|
|
|
|
self->Die (self->target, self->target);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
class AKneelingGuy : public AActor
|
|
|
|
{
|
|
|
|
DECLARE_ACTOR (AKneelingGuy, AActor)
|
|
|
|
};
|
|
|
|
|
|
|
|
FState AKneelingGuy::States[] =
|
|
|
|
{
|
|
|
|
#define S_KNEEL 0
|
|
|
|
S_NORMAL (NEAL, 'A', 15, A_LoopActiveSound, &States[S_KNEEL+1]),
|
|
|
|
S_NORMAL (NEAL, 'B', 40, A_LoopActiveSound, &States[S_KNEEL]),
|
|
|
|
|
|
|
|
#define S_KNEEL_PAIN (S_KNEEL+2)
|
|
|
|
S_NORMAL (NEAL, 'C', 5, A_SetShadow, &States[S_KNEEL_PAIN+1]),
|
|
|
|
S_NORMAL (NEAL, 'B', 4, A_Pain, &States[S_KNEEL_PAIN+2]),
|
|
|
|
S_NORMAL (NEAL, 'C', 5, A_ClearShadow, &States[S_KNEEL]),
|
|
|
|
|
|
|
|
#define S_KNEEL_HURT (S_KNEEL_PAIN+3)
|
|
|
|
S_NORMAL (NEAL, 'B', 6, NULL, &States[S_KNEEL_HURT+1]),
|
|
|
|
S_NORMAL (NEAL, 'C', 13, A_GetHurt, &States[S_KNEEL_HURT]),
|
|
|
|
|
|
|
|
#define S_KNEEL_DIE (S_KNEEL_HURT+2)
|
|
|
|
S_NORMAL (NEAL, 'D', 5, NULL, &States[S_KNEEL_DIE+1]),
|
|
|
|
S_NORMAL (NEAL, 'E', 5, A_Scream, &States[S_KNEEL_DIE+2]),
|
|
|
|
S_NORMAL (NEAL, 'F', 6, NULL, &States[S_KNEEL_DIE+3]),
|
|
|
|
S_NORMAL (NEAL, 'G', 5, A_NoBlocking, &States[S_KNEEL_DIE+4]),
|
|
|
|
S_NORMAL (NEAL, 'H', 5, NULL, &States[S_KNEEL_DIE+5]),
|
|
|
|
S_NORMAL (NEAL, 'I', 6, NULL, &States[S_KNEEL_DIE+6]),
|
|
|
|
S_NORMAL (NEAL, 'J', -1, NULL, NULL)
|
|
|
|
};
|
|
|
|
|
|
|
|
IMPLEMENT_ACTOR (AKneelingGuy, Strife, 204, 0)
|
|
|
|
PROP_SpawnState (S_KNEEL)
|
|
|
|
PROP_SeeState (S_KNEEL)
|
|
|
|
PROP_PainState (S_KNEEL_PAIN)
|
|
|
|
PROP_WoundState (S_KNEEL_HURT)
|
|
|
|
PROP_DeathState (S_KNEEL_DIE)
|
|
|
|
|
|
|
|
PROP_SpawnHealth (51)
|
|
|
|
PROP_PainChance (255)
|
|
|
|
PROP_RadiusFixed (6)
|
|
|
|
PROP_HeightFixed (17)
|
|
|
|
PROP_MassLong (50000)
|
|
|
|
PROP_Flags (MF_SOLID|MF_SHOOTABLE|MF_NOBLOOD)
|
|
|
|
PROP_Flags3 (MF3_ISMONSTER)
|
|
|
|
PROP_Flags4 (MF4_INCOMBAT)
|
|
|
|
PROP_MinMissileChance (150)
|
|
|
|
PROP_StrifeType (37)
|
|
|
|
|
|
|
|
PROP_PainSound ("misc/static")
|
|
|
|
PROP_DeathSound ("misc/static")
|
|
|
|
PROP_ActiveSound ("misc/chant")
|
|
|
|
END_DEFAULTS
|
|
|
|
|
|
|
|
// Klaxon Warning Light -----------------------------------------------------
|
|
|
|
|
|
|
|
void A_TurretLook (AActor *self)
|
|
|
|
{
|
|
|
|
AActor *target;
|
|
|
|
|
|
|
|
self->threshold = 0;
|
|
|
|
target = self->LastHeard;
|
|
|
|
if (target != NULL &&
|
|
|
|
target->health > 0 &&
|
|
|
|
target->flags & MF_SHOOTABLE &&
|
|
|
|
(self->flags & MF_FRIENDLY) != (target->flags & MF_FRIENDLY))
|
|
|
|
{
|
|
|
|
self->target = target;
|
|
|
|
if ((self->flags & MF_AMBUSH) && !P_CheckSight (self, target))
|
|
|
|
{
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
if (self->SeeSound != 0)
|
|
|
|
{
|
|
|
|
S_SoundID (self, CHAN_VOICE, self->SeeSound, 1, ATTN_NORM);
|
|
|
|
}
|
|
|
|
self->LastHeard = NULL;
|
|
|
|
self->threshold = 10;
|
|
|
|
self->SetState (self->SeeState);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void A_KlaxonBlare (AActor *self)
|
|
|
|
{
|
|
|
|
if (--self->reactiontime < 0)
|
|
|
|
{
|
|
|
|
self->target = NULL;
|
|
|
|
self->reactiontime = self->GetDefault()->reactiontime;
|
|
|
|
A_TurretLook (self);
|
|
|
|
if (self->target == NULL)
|
|
|
|
{
|
|
|
|
self->SetState (self->SpawnState);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
self->reactiontime = 50;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if (self->reactiontime == 2)
|
|
|
|
{
|
|
|
|
// [RH] Unalert monsters near the alarm and not just those in the same sector as it.
|
|
|
|
P_NoiseAlert (NULL, self, false);
|
|
|
|
}
|
|
|
|
else if (self->reactiontime > 50)
|
|
|
|
{
|
|
|
|
S_Sound (self, CHAN_VOICE, "misc/alarm", 1, ATTN_NORM);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
class AKlaxonWarningLight : public AActor
|
|
|
|
{
|
|
|
|
DECLARE_ACTOR (AKlaxonWarningLight, AActor)
|
|
|
|
};
|
|
|
|
|
|
|
|
FState AKlaxonWarningLight::States[] =
|
|
|
|
{
|
|
|
|
S_NORMAL (KLAX, 'A', 5, A_TurretLook, &States[0]),
|
|
|
|
|
|
|
|
S_NORMAL (KLAX, 'B', 6, A_KlaxonBlare, &States[2]),
|
|
|
|
S_NORMAL (KLAX, 'C', 60, NULL, &States[1])
|
|
|
|
};
|
|
|
|
|
|
|
|
IMPLEMENT_ACTOR (AKlaxonWarningLight, Strife, 24, 0)
|
|
|
|
PROP_SpawnState (0)
|
|
|
|
PROP_SeeState (1)
|
|
|
|
PROP_ReactionTime (60)
|
|
|
|
PROP_Flags (MF_NOBLOCKMAP|MF_AMBUSH|MF_SPAWNCEILING|MF_NOGRAVITY)
|
|
|
|
PROP_Flags4 (MF4_FIXMAPTHINGPOS|MF4_NOSPLASHALERT|MF4_SYNCHRONIZED)
|
|
|
|
PROP_StrifeType (121)
|
|
|
|
END_DEFAULTS
|
|
|
|
|
|
|
|
// CeilingTurret ------------------------------------------------------------
|
|
|
|
|
|
|
|
void A_ShootGun (AActor *);
|
|
|
|
|
|
|
|
class ACeilingTurret : public AActor
|
|
|
|
{
|
|
|
|
DECLARE_ACTOR (ACeilingTurret, AActor)
|
|
|
|
};
|
|
|
|
|
|
|
|
FState ACeilingTurret::States[] =
|
|
|
|
{
|
|
|
|
S_NORMAL (TURT, 'A', 5, A_TurretLook, &States[0]),
|
|
|
|
|
|
|
|
S_NORMAL (TURT, 'A', 2, A_Chase, &States[1]),
|
|
|
|
|
|
|
|
S_NORMAL (TURT, 'B', 4, A_ShootGun, &States[3]),
|
|
|
|
S_NORMAL (TURT, 'D', 3, A_SentinelRefire, &States[4]),
|
|
|
|
S_NORMAL (TURT, 'A', 4, A_SentinelRefire, &States[2]),
|
|
|
|
|
|
|
|
S_BRIGHT (BALL, 'A', 6, A_Scream, &States[6]),
|
|
|
|
S_BRIGHT (BALL, 'B', 6, NULL, &States[7]),
|
|
|
|
S_BRIGHT (BALL, 'C', 6, NULL, &States[8]),
|
|
|
|
S_BRIGHT (BALL, 'D', 6, NULL, &States[9]),
|
|
|
|
S_BRIGHT (BALL, 'E', 6, NULL, &States[10]),
|
|
|
|
S_NORMAL (TURT, 'C', -1, NULL, NULL)
|
|
|
|
};
|
|
|
|
|
|
|
|
IMPLEMENT_ACTOR (ACeilingTurret, Strife, 27, 0)
|
|
|
|
PROP_StrifeType (122)
|
|
|
|
PROP_SpawnHealth (125)
|
|
|
|
PROP_SpawnState (0)
|
|
|
|
PROP_SeeState (1)
|
|
|
|
PROP_PainState (2)
|
|
|
|
PROP_MissileState (2)
|
|
|
|
PROP_DeathState (5)
|
|
|
|
PROP_SpeedFixed (0)
|
|
|
|
PROP_PainChance (0)
|
|
|
|
PROP_MassLong (10000000)
|
|
|
|
PROP_Flags (MF_SHOOTABLE|MF_AMBUSH|MF_SPAWNCEILING|MF_NOGRAVITY|
|
|
|
|
MF_NOBLOOD|MF_COUNTKILL)
|
|
|
|
PROP_Flags4 (MF4_NOSPLASHALERT|MF4_DONTFALL)
|
|
|
|
PROP_MinMissileChance (150)
|
|
|
|
PROP_DeathSound ("turret/death")
|
|
|
|
END_DEFAULTS
|
|
|
|
|
2006-05-07 00:27:22 +00:00
|
|
|
// Power Coupling -----------------------------------------------------------
|
2006-02-24 04:48:15 +00:00
|
|
|
|
2006-05-07 00:27:22 +00:00
|
|
|
class APowerCoupling : public AActor
|
2006-02-24 04:48:15 +00:00
|
|
|
{
|
2006-05-07 00:27:22 +00:00
|
|
|
DECLARE_ACTOR (APowerCoupling, AActor)
|
|
|
|
public:
|
|
|
|
void Die (AActor *source, AActor *inflictor);
|
2006-02-24 04:48:15 +00:00
|
|
|
};
|
|
|
|
|
2006-05-07 00:27:22 +00:00
|
|
|
FState APowerCoupling::States[] =
|
2006-02-24 04:48:15 +00:00
|
|
|
{
|
2006-05-07 00:27:22 +00:00
|
|
|
S_NORMAL (COUP, 'A', 5, NULL, &States[1]),
|
|
|
|
S_NORMAL (COUP, 'B', 5, NULL, &States[0]),
|
2006-02-24 04:48:15 +00:00
|
|
|
};
|
|
|
|
|
2006-05-07 00:27:22 +00:00
|
|
|
IMPLEMENT_ACTOR (APowerCoupling, Strife, 220, 0)
|
2006-02-24 04:48:15 +00:00
|
|
|
PROP_SpawnState (0)
|
2006-05-07 00:27:22 +00:00
|
|
|
PROP_SpawnHealth (40)
|
|
|
|
PROP_RadiusFixed (17)
|
|
|
|
PROP_HeightFixed (64)
|
|
|
|
PROP_MassLong (999999)
|
|
|
|
PROP_Flags (MF_SOLID|MF_SHOOTABLE|MF_DROPPED|MF_NOBLOOD|MF_NOTDMATCH)
|
|
|
|
PROP_Flags4 (MF4_INCOMBAT)
|
|
|
|
PROP_StrifeType (288)
|
2006-02-24 04:48:15 +00:00
|
|
|
END_DEFAULTS
|
|
|
|
|
2006-05-07 00:27:22 +00:00
|
|
|
void APowerCoupling::Die (AActor *source, AActor *inflictor)
|
|
|
|
{
|
|
|
|
Super::Die (source, inflictor);
|
|
|
|
|
|
|
|
int i;
|
|
|
|
|
|
|
|
for (i = 0; i < MAXPLAYERS; ++i)
|
|
|
|
if (playeringame[i] && players[i].health > 0)
|
|
|
|
break;
|
|
|
|
|
|
|
|
if (i == MAXPLAYERS)
|
|
|
|
return;
|
|
|
|
|
|
|
|
// [RH] In case the player broke it with the dagger, alert the guards now.
|
|
|
|
if (LastHeard != source)
|
|
|
|
{
|
|
|
|
P_NoiseAlert (source, this);
|
|
|
|
}
|
|
|
|
EV_DoDoor (DDoor::doorClose, NULL, players[i].mo, 225, 2*FRACUNIT, 0, 0, 0);
|
|
|
|
EV_DoFloor (DFloor::floorLowerToHighest, NULL, 44, FRACUNIT, 0, 0, 0);
|
|
|
|
players[i].mo->GiveInventoryType (QuestItemClasses[5]);
|
|
|
|
S_Sound (CHAN_VOICE, "svox/voc13", 1, ATTN_NORM);
|
|
|
|
players[i].SetLogNumber (13);
|
|
|
|
P_DropItem (this, "BrokenPowerCoupling", -1, 256);
|
|
|
|
Destroy ();
|
|
|
|
}
|
|
|
|
|
|
|
|
// Gibs for things that bleed -----------------------------------------------
|
2006-02-24 04:48:15 +00:00
|
|
|
|
2006-05-07 00:27:22 +00:00
|
|
|
class AMeat : public AActor
|
2006-02-24 04:48:15 +00:00
|
|
|
{
|
2006-05-07 00:27:22 +00:00
|
|
|
DECLARE_ACTOR (AMeat, AActor)
|
|
|
|
public:
|
|
|
|
void BeginPlay ()
|
|
|
|
{
|
|
|
|
// Strife used mod 19, but there are 20 states. Hmm.
|
|
|
|
SetState (SpawnState + pr_gibtosser() % 20);
|
|
|
|
}
|
2006-02-24 04:48:15 +00:00
|
|
|
};
|
|
|
|
|
2006-05-07 00:27:22 +00:00
|
|
|
FState AMeat::States[] =
|
2006-02-24 04:48:15 +00:00
|
|
|
{
|
2006-05-07 00:27:22 +00:00
|
|
|
S_NORMAL (MEAT, 'A', 700, NULL, NULL),
|
|
|
|
S_NORMAL (MEAT, 'B', 700, NULL, NULL),
|
|
|
|
S_NORMAL (MEAT, 'C', 700, NULL, NULL),
|
|
|
|
S_NORMAL (MEAT, 'D', 700, NULL, NULL),
|
|
|
|
S_NORMAL (MEAT, 'E', 700, NULL, NULL),
|
|
|
|
S_NORMAL (MEAT, 'F', 700, NULL, NULL),
|
|
|
|
S_NORMAL (MEAT, 'G', 700, NULL, NULL),
|
|
|
|
S_NORMAL (MEAT, 'H', 700, NULL, NULL),
|
|
|
|
S_NORMAL (MEAT, 'I', 700, NULL, NULL),
|
|
|
|
S_NORMAL (MEAT, 'J', 700, NULL, NULL),
|
|
|
|
S_NORMAL (MEAT, 'K', 700, NULL, NULL),
|
|
|
|
S_NORMAL (MEAT, 'L', 700, NULL, NULL),
|
|
|
|
S_NORMAL (MEAT, 'M', 700, NULL, NULL),
|
|
|
|
S_NORMAL (MEAT, 'N', 700, NULL, NULL),
|
|
|
|
S_NORMAL (MEAT, 'O', 700, NULL, NULL),
|
|
|
|
S_NORMAL (MEAT, 'P', 700, NULL, NULL),
|
|
|
|
S_NORMAL (MEAT, 'Q', 700, NULL, NULL),
|
|
|
|
S_NORMAL (MEAT, 'R', 700, NULL, NULL),
|
|
|
|
S_NORMAL (MEAT, 'S', 700, NULL, NULL),
|
|
|
|
S_NORMAL (MEAT, 'T', 700, NULL, NULL)
|
2006-02-24 04:48:15 +00:00
|
|
|
};
|
|
|
|
|
2006-05-07 00:27:22 +00:00
|
|
|
IMPLEMENT_ACTOR (AMeat, Any, -1, 0)
|
2006-02-24 04:48:15 +00:00
|
|
|
PROP_SpawnState (0)
|
2006-05-07 00:27:22 +00:00
|
|
|
PROP_Flags (MF_NOCLIP)
|
2006-02-24 04:48:15 +00:00
|
|
|
END_DEFAULTS
|
|
|
|
|
2006-05-07 00:27:22 +00:00
|
|
|
// Gibs for things that don't bleed -----------------------------------------
|
2006-02-24 04:48:15 +00:00
|
|
|
|
2006-05-07 00:27:22 +00:00
|
|
|
class AJunk : public AMeat
|
2006-02-24 04:48:15 +00:00
|
|
|
{
|
2006-05-07 00:27:22 +00:00
|
|
|
DECLARE_ACTOR (AJunk, AMeat)
|
2006-02-24 04:48:15 +00:00
|
|
|
};
|
|
|
|
|
2006-05-07 00:27:22 +00:00
|
|
|
FState AJunk::States[] =
|
2006-02-24 04:48:15 +00:00
|
|
|
{
|
2006-05-07 00:27:22 +00:00
|
|
|
S_NORMAL (JUNK, 'A', 700, NULL, NULL),
|
|
|
|
S_NORMAL (JUNK, 'B', 700, NULL, NULL),
|
|
|
|
S_NORMAL (JUNK, 'C', 700, NULL, NULL),
|
|
|
|
S_NORMAL (JUNK, 'D', 700, NULL, NULL),
|
|
|
|
S_NORMAL (JUNK, 'E', 700, NULL, NULL),
|
|
|
|
S_NORMAL (JUNK, 'F', 700, NULL, NULL),
|
|
|
|
S_NORMAL (JUNK, 'G', 700, NULL, NULL),
|
|
|
|
S_NORMAL (JUNK, 'H', 700, NULL, NULL),
|
|
|
|
S_NORMAL (JUNK, 'I', 700, NULL, NULL),
|
|
|
|
S_NORMAL (JUNK, 'J', 700, NULL, NULL),
|
|
|
|
S_NORMAL (JUNK, 'K', 700, NULL, NULL),
|
|
|
|
S_NORMAL (JUNK, 'L', 700, NULL, NULL),
|
|
|
|
S_NORMAL (JUNK, 'M', 700, NULL, NULL),
|
|
|
|
S_NORMAL (JUNK, 'N', 700, NULL, NULL),
|
|
|
|
S_NORMAL (JUNK, 'O', 700, NULL, NULL),
|
|
|
|
S_NORMAL (JUNK, 'P', 700, NULL, NULL),
|
|
|
|
S_NORMAL (JUNK, 'Q', 700, NULL, NULL),
|
|
|
|
S_NORMAL (JUNK, 'R', 700, NULL, NULL),
|
|
|
|
S_NORMAL (JUNK, 'S', 700, NULL, NULL),
|
|
|
|
S_NORMAL (JUNK, 'T', 700, NULL, NULL)
|
2006-02-24 04:48:15 +00:00
|
|
|
};
|
|
|
|
|
2006-05-07 00:27:22 +00:00
|
|
|
IMPLEMENT_ACTOR (AJunk, Any, -1, 0)
|
2006-02-24 04:48:15 +00:00
|
|
|
PROP_SpawnState (0)
|
2006-05-07 00:27:22 +00:00
|
|
|
PROP_Flags (MF_NOCLIP)
|
2006-02-24 04:48:15 +00:00
|
|
|
END_DEFAULTS
|
|
|
|
|
2006-05-07 00:27:22 +00:00
|
|
|
//==========================================================================
|
|
|
|
//
|
|
|
|
// A_TossGib
|
|
|
|
//
|
|
|
|
//==========================================================================
|
2006-02-24 04:48:15 +00:00
|
|
|
|
2006-05-07 00:27:22 +00:00
|
|
|
void A_TossGib (AActor *self)
|
2006-02-24 04:48:15 +00:00
|
|
|
{
|
2006-05-07 00:27:22 +00:00
|
|
|
const TypeInfo *gibtype = (self->flags & MF_NOBLOOD) ? RUNTIME_CLASS(AJunk) : RUNTIME_CLASS(AMeat);
|
|
|
|
AActor *gib = Spawn (gibtype, self->x, self->y, self->z + 24*FRACUNIT);
|
|
|
|
angle_t an;
|
|
|
|
int speed;
|
|
|
|
|
|
|
|
if (gib == NULL)
|
2006-02-24 04:48:15 +00:00
|
|
|
{
|
2006-05-07 00:27:22 +00:00
|
|
|
return;
|
2006-02-24 04:48:15 +00:00
|
|
|
}
|
|
|
|
|
2006-05-07 00:27:22 +00:00
|
|
|
an = pr_gibtosser() << 24;
|
|
|
|
gib->angle = an;
|
|
|
|
speed = pr_gibtosser() & 15;
|
|
|
|
gib->momx = speed * finecosine[an >> ANGLETOFINESHIFT];
|
|
|
|
gib->momy = speed * finesine[an >> ANGLETOFINESHIFT];
|
|
|
|
gib->momz = (pr_gibtosser() & 15) << FRACBITS;
|
|
|
|
}
|
2006-02-24 04:48:15 +00:00
|
|
|
|
2006-05-07 00:27:22 +00:00
|
|
|
//============================================================================
|
2006-02-24 04:48:15 +00:00
|
|
|
|
2006-05-07 00:27:22 +00:00
|
|
|
void A_FLoopActiveSound (AActor *self)
|
|
|
|
{
|
|
|
|
if (self->ActiveSound != 0 && !(level.time & 7))
|
|
|
|
{
|
|
|
|
S_SoundID (self, CHAN_VOICE, self->ActiveSound, 1, ATTN_NORM);
|
|
|
|
}
|
|
|
|
}
|
2006-02-24 04:48:15 +00:00
|
|
|
|
2006-05-07 00:27:22 +00:00
|
|
|
void A_Countdown (AActor *self)
|
2006-02-24 04:48:15 +00:00
|
|
|
{
|
2006-05-07 00:27:22 +00:00
|
|
|
if (--self->reactiontime <= 0)
|
|
|
|
{
|
|
|
|
P_ExplodeMissile (self, NULL);
|
|
|
|
self->flags &= ~MF_SKULLFLY;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void A_LoopActiveSound (AActor *self)
|
|
|
|
{
|
|
|
|
if (self->ActiveSound != 0 && !S_IsActorPlayingSomething (self, CHAN_VOICE))
|
|
|
|
{
|
|
|
|
S_LoopedSoundID (self, CHAN_VOICE, self->ActiveSound, 1, ATTN_NORM);
|
|
|
|
}
|
|
|
|
}
|
2006-02-24 04:48:15 +00:00
|
|
|
|
2006-05-07 00:27:22 +00:00
|
|
|
void A_CheckTerrain (AActor *self)
|
2006-02-24 04:48:15 +00:00
|
|
|
{
|
|
|
|
sector_t *sec = self->Sector;
|
|
|
|
|
|
|
|
if (self->z == sec->floorplane.ZatPoint (self->x, self->y))
|
|
|
|
{
|
|
|
|
if ((sec->special & 0xFF) == Damage_InstantDeath)
|
|
|
|
{
|
|
|
|
P_DamageMobj (self, NULL, NULL, 999, MOD_UNKNOWN);
|
|
|
|
}
|
|
|
|
else if ((sec->special & 0xFF) == Scroll_StrifeCurrent)
|
|
|
|
{
|
|
|
|
int anglespeed = sec->tag - 100;
|
|
|
|
fixed_t speed = (anglespeed % 10) << (FRACBITS - 4);
|
|
|
|
angle_t finean = (anglespeed / 10) << (32-3);
|
|
|
|
finean >>= ANGLETOFINESHIFT;
|
|
|
|
self->momx += FixedMul (speed, finecosine[finean]);
|
|
|
|
self->momy += FixedMul (speed, finesine[finean]);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2006-05-07 00:27:22 +00:00
|
|
|
//============================================================================
|
|
|
|
//
|
|
|
|
// A_ClearSoundTarget
|
|
|
|
//
|
|
|
|
//============================================================================
|
|
|
|
|
|
|
|
void A_ClearSoundTarget (AActor *self)
|
2006-02-24 04:48:15 +00:00
|
|
|
{
|
2006-05-07 00:27:22 +00:00
|
|
|
AActor *actor;
|
2006-02-24 04:48:15 +00:00
|
|
|
|
2006-05-07 00:27:22 +00:00
|
|
|
self->Sector->SoundTarget = NULL;
|
|
|
|
for (actor = self->Sector->thinglist; actor != NULL; actor = actor->snext)
|
|
|
|
{
|
|
|
|
actor->LastHeard = NULL;
|
|
|
|
}
|
|
|
|
}
|
2006-02-24 04:48:15 +00:00
|
|
|
|
|
|
|
|
2006-05-07 00:27:22 +00:00
|
|
|
// Fire Droplet -------------------------------------------------------------
|
2006-02-24 04:48:15 +00:00
|
|
|
|
2006-05-07 00:27:22 +00:00
|
|
|
class AFireDroplet : public AActor
|
2006-02-24 04:48:15 +00:00
|
|
|
{
|
2006-05-07 00:27:22 +00:00
|
|
|
DECLARE_ACTOR (AFireDroplet, AActor)
|
2006-02-24 04:48:15 +00:00
|
|
|
};
|
|
|
|
|
2006-05-07 00:27:22 +00:00
|
|
|
// [RH] I think these should be bright, even though they weren't in Strife.
|
|
|
|
FState AFireDroplet::States[] =
|
2006-02-24 04:48:15 +00:00
|
|
|
{
|
2006-05-07 00:27:22 +00:00
|
|
|
S_BRIGHT (FFOT, 'A', 9, NULL, &States[1]),
|
|
|
|
S_BRIGHT (FFOT, 'B', 9, NULL, &States[2]),
|
|
|
|
S_BRIGHT (FFOT, 'C', 9, NULL, &States[3]),
|
|
|
|
S_BRIGHT (FFOT, 'D', 9, NULL, NULL)
|
2006-02-24 04:48:15 +00:00
|
|
|
};
|
|
|
|
|
2006-05-07 00:27:22 +00:00
|
|
|
IMPLEMENT_ACTOR (AFireDroplet, Strife, -1, 0)
|
|
|
|
PROP_StrifeType (297)
|
2006-02-24 04:48:15 +00:00
|
|
|
PROP_SpawnState (0)
|
2006-05-07 00:27:22 +00:00
|
|
|
PROP_Flags (MF_NOBLOCKMAP|MF_NOCLIP)
|
2006-02-24 04:48:15 +00:00
|
|
|
END_DEFAULTS
|
|
|
|
|
2006-05-07 00:27:22 +00:00
|
|
|
// Humanoid Base Class ------------------------------------------------------
|
2006-02-24 04:48:15 +00:00
|
|
|
|
2006-05-07 00:27:22 +00:00
|
|
|
void A_ItBurnsItBurns (AActor *);
|
|
|
|
void A_DropFire (AActor *);
|
|
|
|
void A_CrispyPlayer (AActor *);
|
|
|
|
void A_HandLower (AActor *);
|
|
|
|
void A_Yeargh (AActor *);
|
2006-02-24 04:48:15 +00:00
|
|
|
|
2006-05-07 00:27:22 +00:00
|
|
|
FState AStrifeHumanoid::States[] =
|
2006-02-24 04:48:15 +00:00
|
|
|
{
|
|
|
|
#define S_FIREHANDS 0
|
|
|
|
S_BRIGHT (WAVE, 'A', 3, NULL, &States[S_FIREHANDS+1]),
|
|
|
|
S_BRIGHT (WAVE, 'B', 3, NULL, &States[S_FIREHANDS+2]),
|
|
|
|
S_BRIGHT (WAVE, 'C', 3, NULL, &States[S_FIREHANDS+3]),
|
|
|
|
S_BRIGHT (WAVE, 'D', 3, NULL, &States[S_FIREHANDS]),
|
|
|
|
|
|
|
|
// [RH] These weren't bright in Strife, but I think they should be.
|
|
|
|
// (After all, they are now a light source.)
|
|
|
|
#define S_HUMAN_BURNDEATH (S_FIREHANDS+4)
|
|
|
|
S_BRIGHT (BURN, 'A', 3, A_ItBurnsItBurns, &States[S_HUMAN_BURNDEATH+1]),
|
|
|
|
S_BRIGHT (BURN, 'B', 3, A_DropFire, &States[S_HUMAN_BURNDEATH+2]),
|
|
|
|
S_BRIGHT (BURN, 'C', 3, A_Wander, &States[S_HUMAN_BURNDEATH+3]),
|
|
|
|
S_BRIGHT (BURN, 'D', 3, A_NoBlocking, &States[S_HUMAN_BURNDEATH+4]),
|
|
|
|
S_BRIGHT (BURN, 'E', 5, A_DropFire, &States[S_HUMAN_BURNDEATH+5]),
|
|
|
|
S_BRIGHT (BURN, 'F', 5, A_Wander, &States[S_HUMAN_BURNDEATH+6]),
|
|
|
|
S_BRIGHT (BURN, 'G', 5, A_Wander, &States[S_HUMAN_BURNDEATH+7]),
|
|
|
|
S_BRIGHT (BURN, 'H', 5, A_Wander, &States[S_HUMAN_BURNDEATH+8]),
|
|
|
|
S_BRIGHT (BURN, 'I', 5, A_DropFire, &States[S_HUMAN_BURNDEATH+9]),
|
|
|
|
S_BRIGHT (BURN, 'J', 5, A_Wander, &States[S_HUMAN_BURNDEATH+10]),
|
|
|
|
S_BRIGHT (BURN, 'K', 5, A_Wander, &States[S_HUMAN_BURNDEATH+11]),
|
|
|
|
S_BRIGHT (BURN, 'L', 5, A_Wander, &States[S_HUMAN_BURNDEATH+12]),
|
|
|
|
S_BRIGHT (BURN, 'M', 3, A_DropFire, &States[S_HUMAN_BURNDEATH+13]),
|
|
|
|
S_BRIGHT (BURN, 'N', 3, NULL, &States[S_HUMAN_BURNDEATH+14]),
|
|
|
|
S_BRIGHT (BURN, 'O', 5, NULL, &States[S_HUMAN_BURNDEATH+15]),
|
|
|
|
S_BRIGHT (BURN, 'P', 5, NULL, &States[S_HUMAN_BURNDEATH+16]),
|
|
|
|
S_BRIGHT (BURN, 'Q', 5, NULL, &States[S_HUMAN_BURNDEATH+17]),
|
|
|
|
S_BRIGHT (BURN, 'P', 5, NULL, &States[S_HUMAN_BURNDEATH+18]),
|
|
|
|
S_BRIGHT (BURN, 'Q', 5, NULL, &States[S_HUMAN_BURNDEATH+19]),
|
|
|
|
S_BRIGHT (BURN, 'R', 7, NULL, &States[S_HUMAN_BURNDEATH+20]),
|
|
|
|
S_BRIGHT (BURN, 'S', 7, NULL, &States[S_HUMAN_BURNDEATH+21]),
|
|
|
|
S_BRIGHT (BURN, 'T', 7, NULL, &States[S_HUMAN_BURNDEATH+22]),
|
|
|
|
S_BRIGHT (BURN, 'U', 7, NULL, &States[S_HUMAN_BURNDEATH+23]),
|
|
|
|
S_BRIGHT (BURN, 'V',700,NULL, NULL),
|
|
|
|
|
|
|
|
#define S_HUMAN_ZAPDEATH (S_HUMAN_BURNDEATH+24)
|
|
|
|
S_NORMAL (DISR, 'A', 5, A_Yeargh, &States[S_HUMAN_ZAPDEATH+1]),
|
|
|
|
S_NORMAL (DISR, 'B', 5, NULL, &States[S_HUMAN_ZAPDEATH+2]),
|
|
|
|
S_NORMAL (DISR, 'C', 5, NULL, &States[S_HUMAN_ZAPDEATH+3]),
|
|
|
|
S_NORMAL (DISR, 'D', 5, A_NoBlocking, &States[S_HUMAN_ZAPDEATH+4]),
|
|
|
|
S_NORMAL (DISR, 'E', 5, NULL, &States[S_HUMAN_ZAPDEATH+5]),
|
|
|
|
S_NORMAL (DISR, 'F', 5, NULL, &States[S_HUMAN_ZAPDEATH+6]),
|
|
|
|
S_NORMAL (DISR, 'G', 4, NULL, &States[S_HUMAN_ZAPDEATH+7]),
|
|
|
|
S_NORMAL (DISR, 'H', 4, NULL, &States[S_HUMAN_ZAPDEATH+8]),
|
|
|
|
S_NORMAL (DISR, 'I', 4, NULL, &States[S_HUMAN_ZAPDEATH+9]),
|
|
|
|
S_NORMAL (DISR, 'J', 4, NULL, &States[S_HUMAN_ZAPDEATH+10]),
|
|
|
|
S_NORMAL (MEAT, 'D',700,NULL, NULL),
|
|
|
|
|
|
|
|
#define S_FIREHANDS2 (S_HUMAN_ZAPDEATH+11)
|
|
|
|
S_BRIGHT (WAVE, 'A', 3, A_HandLower, &States[S_FIREHANDS2+1]),
|
|
|
|
S_BRIGHT (WAVE, 'B', 3, A_HandLower, &States[S_FIREHANDS2+2]),
|
|
|
|
S_BRIGHT (WAVE, 'C', 3, A_HandLower, &States[S_FIREHANDS2+3]),
|
|
|
|
S_BRIGHT (WAVE, 'D', 3, A_HandLower, &States[S_FIREHANDS2]),
|
|
|
|
};
|
|
|
|
|
|
|
|
IMPLEMENT_ACTOR (AStrifeHumanoid, Any, -1, 0)
|
|
|
|
PROP_BDeathState (S_HUMAN_BURNDEATH)
|
|
|
|
PROP_EDeathState (S_HUMAN_ZAPDEATH)
|
|
|
|
PROP_MaxStepHeight (16)
|
|
|
|
PROP_MaxDropOffHeight (32)
|
|
|
|
END_DEFAULTS
|
|
|
|
|
|
|
|
void A_ItBurnsItBurns (AActor *self)
|
|
|
|
{
|
|
|
|
int burnsound = S_FindSound ("human/imonfire");
|
|
|
|
if (burnsound != 0)
|
|
|
|
{
|
|
|
|
self->DeathSound = burnsound;
|
|
|
|
}
|
|
|
|
A_Scream (self);
|
|
|
|
if (self->player != NULL && self->player->mo == self)
|
|
|
|
{
|
|
|
|
P_SetPsprite (self->player, ps_weapon, &AStrifeHumanoid::States[S_FIREHANDS]);
|
|
|
|
P_SetPsprite (self->player, ps_flash, NULL);
|
|
|
|
self->player->ReadyWeapon = NULL;
|
|
|
|
self->player->PendingWeapon = WP_NOCHANGE;
|
|
|
|
self->player->playerstate = PST_LIVE;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void A_DropFire (AActor *self)
|
|
|
|
{
|
|
|
|
AActor *drop = Spawn<AFireDroplet> (self->x, self->y, self->z + 24*FRACUNIT);
|
|
|
|
drop->momz = -FRACUNIT;
|
|
|
|
P_RadiusAttack (self, self, 64, 64, MOD_FIRE, false);
|
|
|
|
}
|
|
|
|
|
|
|
|
void A_CrispyPlayer (AActor *self)
|
|
|
|
{
|
|
|
|
if (self->player != NULL && self->player->mo == self)
|
|
|
|
{
|
|
|
|
self->player->playerstate = PST_DEAD;
|
|
|
|
P_SetPsprite (self->player, ps_weapon, &AStrifeHumanoid::States[S_FIREHANDS2 +
|
|
|
|
(self->player->psprites[ps_weapon].state - &AStrifeHumanoid::States[S_FIREHANDS])]);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void A_HandLower (AActor *self)
|
|
|
|
{
|
|
|
|
if (self->player != NULL)
|
|
|
|
{
|
|
|
|
pspdef_t *psp = &self->player->psprites[ps_weapon];
|
|
|
|
psp->sy += FRACUNIT*9;
|
|
|
|
if (psp->sy > WEAPONBOTTOM*2)
|
|
|
|
{
|
|
|
|
P_SetPsprite (self->player, ps_weapon, NULL);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void A_Yeargh (AActor *self)
|
|
|
|
{
|
|
|
|
S_Sound (self, CHAN_VOICE, "misc/disruptordeath", 1, ATTN_NORM);
|
|
|
|
}
|
2006-05-07 00:27:22 +00:00
|
|
|
|
|
|
|
|