mirror of
https://github.com/ZDoom/qzdoom-gpl.git
synced 2024-11-16 01:02:03 +00:00
- Converted the ScriptedMarines to DECORATE.
- Fixed: DLightTransfer and DWallLightTransfer were declared as actors. SVN r1111 (trunk)
This commit is contained in:
parent
d5cc9e01d0
commit
4a9e70f1d2
9 changed files with 449 additions and 481 deletions
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@ -1,3 +1,7 @@
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August 5, 2008 (Changes by Graf Zahl)
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- Converted the ScriptedMarines to DECORATE.
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- Fixed: DLightTransfer and DWallLightTransfer were declared as actors.
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August 3, 2008 (Changes by Graf Zahl)
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- Converted the PhoenixRod and associated classes to DECORATE to make
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the Heretic conversion complete.
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@ -512,14 +512,12 @@ add_executable( zdoom WIN32
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g_hexen/a_blastradius.cpp
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g_hexen/a_boostarmor.cpp
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g_hexen/a_centaur.cpp
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g_hexen/a_clericboss.cpp
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g_hexen/a_clericflame.cpp
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g_hexen/a_clericholy.cpp
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g_hexen/a_clericmace.cpp
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g_hexen/a_clericstaff.cpp
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g_hexen/a_dragon.cpp
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g_hexen/a_fighteraxe.cpp
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g_hexen/a_fighterboss.cpp
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g_hexen/a_fighterhammer.cpp
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g_hexen/a_fighterplayer.cpp
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g_hexen/a_fighterquietus.cpp
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@ -531,7 +529,6 @@ add_executable( zdoom WIN32
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g_hexen/a_hexenspecialdecs.cpp
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g_hexen/a_iceguy.cpp
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g_hexen/a_korax.cpp
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g_hexen/a_mageboss.cpp
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g_hexen/a_magecone.cpp
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g_hexen/a_magelightning.cpp
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g_hexen/a_magestaff.cpp
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@ -109,6 +109,23 @@ ACTOR(ResetReloadCounter)
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ACTOR(ClearReFire)
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ACTOR(SpawnSingleItem)
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ACTOR(M_Refire)
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ACTOR(M_CheckAttack)
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ACTOR(MarineChase)
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ACTOR(MarineLook)
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ACTOR(MarineNoise)
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ACTOR(M_Punch)
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ACTOR(M_SawRefire)
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ACTOR(M_FirePistol)
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ACTOR(M_FireShotgun)
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ACTOR(M_FireShotgun2)
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ACTOR(M_FireCGun)
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ACTOR(M_FireMissile)
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ACTOR(M_FirePlasma)
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ACTOR(M_FireRailgun)
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ACTOR(M_BFGsound)
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ACTOR(M_FireBFG)
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// Heretic stuff
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ACTOR(Feathers)
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ACTOR(BeakRaise)
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@ -7,7 +7,7 @@
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class AScriptedMarine : public AActor
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{
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DECLARE_ACTOR (AScriptedMarine, AActor)
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DECLARE_CLASS (AScriptedMarine, AActor)
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public:
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enum EMarineWeapon
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{
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@ -33,7 +33,11 @@ public:
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void SetSprite (const PClass *source);
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void Serialize (FArchive &arc);
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int CurrentWeapon;
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protected:
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bool GetWeaponStates(int weap, FState *&melee, FState *&missile);
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int SpriteOverride;
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};
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@ -7,6 +7,7 @@
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#include "a_doomglobal.h"
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#include "s_sound.h"
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#include "r_translate.h"
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#include "thingdef/thingdef.h"
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#define MARINE_PAIN_CHANCE 160
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@ -16,188 +17,7 @@ static FRandom pr_m_gunshot ("SMarineGunshot");
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static FRandom pr_m_saw ("SMarineSaw");
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static FRandom pr_m_fireshotgun2 ("SMarineFireSSG");
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void A_MarineLook (AActor *);
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void A_MarineNoise (AActor *);
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void A_MarineChase (AActor *);
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void A_M_Refire (AActor *);
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void A_M_SawRefire (AActor *);
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void A_M_Saw (AActor *);
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void A_M_Punch (AActor *);
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void A_M_BerserkPunch (AActor *);
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void A_M_FirePistol (AActor *);
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void A_M_FirePistolInaccurate (AActor *);
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void A_M_FireShotgun (AActor *);
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void A_M_CheckAttack (AActor *);
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void A_M_FireShotgun2 (AActor *);
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void A_M_FireCGunAccurate (AActor *);
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void A_M_FireCGun (AActor *);
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void A_M_FireMissile (AActor *);
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void A_M_FireRailgun (AActor *);
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void A_M_FirePlasma (AActor *);
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void A_M_BFGsound (AActor *);
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void A_M_FireBFG (AActor *);
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// Scriptable marine -------------------------------------------------------
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FState AScriptedMarine::States[] =
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{
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#define S_MPLAYSTILL 0
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S_NORMAL (PLAY, 'A', 4, A_MarineLook , &States[S_MPLAYSTILL+1]),
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S_NORMAL (PLAY, 'A', 4, A_MarineNoise , &States[S_MPLAYSTILL]),
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#define S_MPLAY (S_MPLAYSTILL+2)
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S_NORMAL (PLAY, 'A', 4, A_MarineLook , &States[S_MPLAY+1]),
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S_NORMAL (PLAY, 'A', 4, A_MarineNoise , &States[S_MPLAY+2]),
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S_NORMAL (PLAY, 'A', 4, A_MarineLook , &States[S_MPLAY+3]),
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S_NORMAL (PLAY, 'B', 4, A_MarineNoise , &States[S_MPLAY+4]),
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S_NORMAL (PLAY, 'B', 4, A_MarineLook , &States[S_MPLAY+5]),
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S_NORMAL (PLAY, 'B', 4, A_MarineNoise , &States[S_MPLAY]),
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#define S_MPLAY_RUN (S_MPLAY+6)
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S_NORMAL (PLAY, 'A', 4, A_MarineChase , &States[S_MPLAY_RUN+1]),
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S_NORMAL (PLAY, 'B', 4, A_MarineChase , &States[S_MPLAY_RUN+2]),
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S_NORMAL (PLAY, 'C', 4, A_MarineChase , &States[S_MPLAY_RUN+3]),
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S_NORMAL (PLAY, 'D', 4, A_MarineChase , &States[S_MPLAY_RUN+0]),
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#define S_MPLAY_ATK (S_MPLAY_RUN+4)
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S_NORMAL (PLAY, 'E', 12, A_FaceTarget , &States[S_MPLAY]),
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S_BRIGHT (PLAY, 'F', 6, NULL , &States[S_MPLAY_ATK+0]),
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#define S_MPLAY_PAIN (S_MPLAY_ATK+2)
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S_NORMAL (PLAY, 'G', 4, NULL , &States[S_MPLAY_PAIN+1]),
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S_NORMAL (PLAY, 'G', 4, A_Pain , &States[S_MPLAY]),
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#define S_MPLAY_DIE (S_MPLAY_PAIN+2)
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S_NORMAL (PLAY, 'H', 10, NULL , &States[S_MPLAY_DIE+1]),
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S_NORMAL (PLAY, 'I', 10, A_Scream , &States[S_MPLAY_DIE+2]),
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S_NORMAL (PLAY, 'J', 10, A_NoBlocking , &States[S_MPLAY_DIE+3]),
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S_NORMAL (PLAY, 'K', 10, NULL , &States[S_MPLAY_DIE+4]),
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S_NORMAL (PLAY, 'L', 10, NULL , &States[S_MPLAY_DIE+5]),
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S_NORMAL (PLAY, 'M', 10, NULL , &States[S_MPLAY_DIE+6]),
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S_NORMAL (PLAY, 'N', -1, NULL , NULL),
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#define S_MPLAY_XDIE (S_MPLAY_DIE+7)
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S_NORMAL (PLAY, 'O', 5, NULL , &States[S_MPLAY_XDIE+1]),
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S_NORMAL (PLAY, 'P', 5, A_XScream , &States[S_MPLAY_XDIE+2]),
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S_NORMAL (PLAY, 'Q', 5, A_NoBlocking , &States[S_MPLAY_XDIE+3]),
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S_NORMAL (PLAY, 'R', 5, NULL , &States[S_MPLAY_XDIE+4]),
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S_NORMAL (PLAY, 'S', 5, NULL , &States[S_MPLAY_XDIE+5]),
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S_NORMAL (PLAY, 'T', 5, NULL , &States[S_MPLAY_XDIE+6]),
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S_NORMAL (PLAY, 'U', 5, NULL , &States[S_MPLAY_XDIE+7]),
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S_NORMAL (PLAY, 'V', 5, NULL , &States[S_MPLAY_XDIE+8]),
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S_NORMAL (PLAY, 'W', -1, NULL , NULL),
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#define S_MPLAY_RAISE (S_MPLAY_XDIE+9)
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S_NORMAL (PLAY, 'M', 5, NULL , &States[S_MPLAY_RAISE+1]),
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S_NORMAL (PLAY, 'L', 5, NULL , &States[S_MPLAY_RAISE+2]),
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S_NORMAL (PLAY, 'K', 5, NULL , &States[S_MPLAY_RAISE+3]),
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S_NORMAL (PLAY, 'J', 5, NULL , &States[S_MPLAY_RAISE+4]),
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S_NORMAL (PLAY, 'I', 5, NULL , &States[S_MPLAY_RAISE+5]),
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S_NORMAL (PLAY, 'H', 5, NULL , &States[S_MPLAY_RUN]),
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#define S_MPLAY_ATK_CHAINSAW (S_MPLAY_RAISE+6)
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S_NORMAL (PLAY, 'E', 4, A_MarineNoise , &States[S_MPLAY_ATK_CHAINSAW+1]),
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S_BRIGHT (PLAY, 'F', 4, A_M_Saw , &States[S_MPLAY_ATK_CHAINSAW+2]),
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S_BRIGHT (PLAY, 'F', 0, A_M_SawRefire , &States[S_MPLAY_ATK_CHAINSAW+1]),
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S_NORMAL (PLAY, 'A', 0, NULL , &States[S_MPLAY_RUN]),
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#define S_MPLAY_ATK_FIST (S_MPLAY_ATK_CHAINSAW+4)
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S_NORMAL (PLAY, 'E', 4, A_FaceTarget , &States[S_MPLAY_ATK_FIST+1]),
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S_NORMAL (PLAY, 'F', 4, A_M_Punch , &States[S_MPLAY_ATK_FIST+2]), // Purposefully not BRIGHT
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S_NORMAL (PLAY, 'A', 9, NULL , &States[S_MPLAY_ATK_FIST+3]),
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S_NORMAL (PLAY, 'A', 0, A_M_Refire , &States[S_MPLAY_ATK_FIST]),
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S_NORMAL (PLAY, 'A', 5, A_FaceTarget , &States[S_MPLAY_RUN]),
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#define S_MPLAY_ATK_BERSERK (S_MPLAY_ATK_FIST+5)
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S_NORMAL (PLAY, 'E', 4, A_FaceTarget , &States[S_MPLAY_ATK_BERSERK+1]),
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S_NORMAL (PLAY, 'F', 4, A_M_BerserkPunch , &States[S_MPLAY_ATK_BERSERK+2]), // Purposefully not BRIGHT
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S_NORMAL (PLAY, 'A', 9, NULL , &States[S_MPLAY_ATK_BERSERK+3]),
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S_NORMAL (PLAY, 'A', 0, A_M_Refire , &States[S_MPLAY_ATK_BERSERK]),
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S_NORMAL (PLAY, 'A', 5, A_FaceTarget , &States[S_MPLAY_RUN]),
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#define S_MPLAY_ATK_PISTOL (S_MPLAY_ATK_BERSERK+5)
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S_NORMAL (PLAY, 'E', 4, A_FaceTarget , &States[S_MPLAY_ATK_PISTOL+1]),
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S_BRIGHT (PLAY, 'F', 6, A_M_FirePistol , &States[S_MPLAY_ATK_PISTOL+2]),
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S_NORMAL (PLAY, 'A', 4, A_FaceTarget , &States[S_MPLAY_ATK_PISTOL+3]),
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S_NORMAL (PLAY, 'A', 0, A_M_Refire , &States[S_MPLAY_ATK_PISTOL+5]),
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S_NORMAL (PLAY, 'A', 5, NULL , &States[S_MPLAY_RUN]),
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S_BRIGHT (PLAY, 'F', 6, A_M_FirePistolInaccurate , &States[S_MPLAY_ATK_PISTOL+6]),
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S_NORMAL (PLAY, 'A', 4, A_FaceTarget , &States[S_MPLAY_ATK_PISTOL+7]),
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S_NORMAL (PLAY, 'A', 0, A_M_Refire , &States[S_MPLAY_ATK_PISTOL+5]),
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S_NORMAL (PLAY, 'A', 5, A_FaceTarget , &States[S_MPLAY_RUN]),
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#define S_MPLAY_ATK_SHOTGUN (S_MPLAY_ATK_PISTOL+9)
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S_NORMAL (PLAY, 'E', 3, A_M_CheckAttack , &States[S_MPLAY_ATK_SHOTGUN+1]),
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S_BRIGHT (PLAY, 'F', 7, A_M_FireShotgun , &States[S_MPLAY_RUN]),
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#define S_MPLAY_ATK_DSHOTGUN (S_MPLAY_ATK_SHOTGUN+2)
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S_NORMAL (PLAY, 'E', 3, A_M_CheckAttack , &States[S_MPLAY_ATK_DSHOTGUN+1]),
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S_BRIGHT (PLAY, 'F', 7, A_M_FireShotgun2 , &States[S_MPLAY_RUN]),
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#define S_MPLAY_SKIP_ATTACK (S_MPLAY_ATK_DSHOTGUN+2)
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S_NORMAL (PLAY, 'A', 1, NULL , &States[S_MPLAY_RUN]),
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#define S_MPLAY_ATK_CHAINGUN (S_MPLAY_SKIP_ATTACK+1)
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S_NORMAL (PLAY, 'E', 4, A_FaceTarget , &States[S_MPLAY_ATK_CHAINGUN+1]),
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S_BRIGHT (PLAY, 'F', 4, A_M_FireCGunAccurate , &States[S_MPLAY_ATK_CHAINGUN+2]),
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S_BRIGHT (PLAY, 'F', 4, A_M_FireCGunAccurate , &States[S_MPLAY_ATK_CHAINGUN+3]),
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S_BRIGHT (PLAY, 'F', 4, A_M_FireCGun , &States[S_MPLAY_ATK_CHAINGUN+4]),
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S_BRIGHT (PLAY, 'F', 4, A_M_FireCGun , &States[S_MPLAY_ATK_CHAINGUN+5]),
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S_NORMAL (PLAY, 'A', 0, A_M_Refire , &States[S_MPLAY_ATK_CHAINGUN+3]),
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S_NORMAL (PLAY, 'A', 0, NULL , &States[S_MPLAY_RUN]),
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#define S_MPLAY_ATK_ROCKET (S_MPLAY_ATK_CHAINGUN+7)
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S_NORMAL (PLAY, 'E', 8, A_FaceTarget , &States[S_MPLAY_ATK_ROCKET+1]),
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S_BRIGHT (PLAY, 'F', 6, A_M_FireMissile , &States[S_MPLAY_ATK_ROCKET+2]),
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S_NORMAL (PLAY, 'A', 0, A_M_Refire , &States[S_MPLAY_ATK_ROCKET]),
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S_NORMAL (PLAY, 'A', 0, NULL , &States[S_MPLAY_RUN]),
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#define S_MPLAY_ATK_RAILGUN (S_MPLAY_ATK_ROCKET+4)
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S_NORMAL (PLAY, 'E', 4, A_M_CheckAttack , &States[S_MPLAY_ATK_RAILGUN+1]),
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S_BRIGHT (PLAY, 'F', 6, A_M_FireRailgun , &States[S_MPLAY_RUN]),
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#define S_MPLAY_ATK_PLASMA (S_MPLAY_ATK_RAILGUN+2)
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S_NORMAL (PLAY, 'E', 2, A_FaceTarget , &States[S_MPLAY_ATK_PLASMA+1]),
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S_BRIGHT (PLAY, 'F', 3, A_M_FirePlasma , &States[S_MPLAY_ATK_PLASMA+2]),
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S_NORMAL (PLAY, 'A', 0, A_M_Refire , &States[S_MPLAY_ATK_PLASMA+1]),
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S_NORMAL (PLAY, 'A', 0, NULL , &States[S_MPLAY_RUN]),
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#define S_MPLAY_ATK_BFG (S_MPLAY_ATK_PLASMA+4)
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S_NORMAL (PLAY, 'E', 5, A_M_BFGsound , &States[S_MPLAY_ATK_BFG+1]),
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S_NORMAL (PLAY, 'E', 5, A_FaceTarget , &States[S_MPLAY_ATK_BFG+2]),
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S_NORMAL (PLAY, 'E', 5, A_FaceTarget , &States[S_MPLAY_ATK_BFG+3]),
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S_NORMAL (PLAY, 'E', 5, A_FaceTarget , &States[S_MPLAY_ATK_BFG+4]),
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S_NORMAL (PLAY, 'E', 5, A_FaceTarget , &States[S_MPLAY_ATK_BFG+5]),
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S_NORMAL (PLAY, 'E', 5, A_FaceTarget , &States[S_MPLAY_ATK_BFG+6]),
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S_BRIGHT (PLAY, 'F', 6, A_M_FireBFG , &States[S_MPLAY_ATK_BFG+7]),
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S_NORMAL (PLAY, 'A', 4, A_FaceTarget , &States[S_MPLAY_ATK_BFG+8]),
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S_NORMAL (PLAY, 'A', 0, A_M_Refire , &States[S_MPLAY_ATK_BFG]),
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S_NORMAL (PLAY, 'A', 0, NULL , &States[S_MPLAY_RUN]),
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};
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IMPLEMENT_ACTOR (AScriptedMarine, Doom, 9100, 151)
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PROP_SpawnHealth (100)
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PROP_RadiusFixed (16)
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PROP_HeightFixed (56)
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PROP_Mass (100)
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PROP_SpeedFixed (8)
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PROP_PainChance (MARINE_PAIN_CHANCE)
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PROP_Flags (MF_SOLID|MF_SHOOTABLE)
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PROP_Flags2 (MF2_MCROSS|MF2_PASSMOBJ|MF2_PUSHWALL|MF2_FLOORCLIP)
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PROP_Flags3 (MF3_ISMONSTER)
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PROP_Translation (TRANSLATION_Standard,0) // Scripted marines wear black
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PROP_Damage (100)
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PROP_SpawnState (S_MPLAYSTILL)
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PROP_SeeState (S_MPLAY_RUN)
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PROP_PainState (S_MPLAY_PAIN)
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PROP_MissileState (S_MPLAY_ATK)
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PROP_DeathState (S_MPLAY_DIE)
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PROP_XDeathState (S_MPLAY_XDIE)
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PROP_RaiseState (S_MPLAY_RAISE)
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PROP_DeathSound ("*death")
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PROP_PainSound ("*pain50")
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END_DEFAULTS
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IMPLEMENT_CLASS (AScriptedMarine)
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void AScriptedMarine::Serialize (FArchive &arc)
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{
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@ -211,6 +31,7 @@ void AScriptedMarine::Serialize (FArchive &arc)
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{
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SpriteOverride = arc.ReadSprite ();
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}
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arc << CurrentWeapon;
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}
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void AScriptedMarine::Activate (AActor *activator)
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@ -231,10 +52,49 @@ void AScriptedMarine::Deactivate (AActor *activator)
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}
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}
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bool AScriptedMarine::GetWeaponStates(int weap, FState *&melee, FState *&missile)
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{
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static ENamedName WeaponNames[] =
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{
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NAME_None,
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NAME_Fist,
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NAME_Berserk,
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NAME_Chainsaw,
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NAME_Pistol,
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NAME_Shotgun,
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NAME_SSG,
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NAME_Chaingun,
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NAME_Rocket,
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NAME_Plasma,
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NAME_Railgun,
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NAME_BFG
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};
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if (weap < WEAPON_Dummy || weap > WEAPON_BFG) weap = WEAPON_Dummy;
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melee = FindState(NAME_Melee, WeaponNames[weap], true);
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missile = FindState(NAME_Missile, WeaponNames[weap], true);
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return melee != NULL || missile != NULL;
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}
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void AScriptedMarine::BeginPlay ()
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{
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Super::BeginPlay ();
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// Set the current weapon
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for(int i=WEAPON_Dummy; i<=WEAPON_BFG; i++)
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{
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FState *melee, *missile;
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if (GetWeaponStates(i, melee, missile))
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{
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if (melee == MeleeState && missile == MissileState)
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{
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CurrentWeapon = i;
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}
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}
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}
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||||
|
||||
// Copy the standard player's scaling
|
||||
AActor * playerdef = GetDefaultByName("DoomPlayer");
|
||||
if (playerdef != NULL)
|
||||
|
@ -256,7 +116,7 @@ void AScriptedMarine::Tick ()
|
|||
|
||||
if (special1 != 0)
|
||||
{
|
||||
if (MissileState == &States[S_MPLAY_ATK_DSHOTGUN])
|
||||
if (CurrentWeapon == WEAPON_SuperShotgun)
|
||||
{ // Play SSG reload sounds
|
||||
int ticks = level.maptime - special1;
|
||||
if (ticks < 47)
|
||||
|
@ -340,6 +200,20 @@ void A_M_SawRefire (AActor *self)
|
|||
}
|
||||
}
|
||||
|
||||
//============================================================================
|
||||
//
|
||||
// A_MarineNoise
|
||||
//
|
||||
//============================================================================
|
||||
|
||||
void A_MarineNoise (AActor *self)
|
||||
{
|
||||
if (static_cast<AScriptedMarine *>(self)->CurrentWeapon == AScriptedMarine::WEAPON_Chainsaw)
|
||||
{
|
||||
S_Sound (self, CHAN_WEAPON, "weapons/sawidle", 1, ATTN_NORM);
|
||||
}
|
||||
}
|
||||
|
||||
//============================================================================
|
||||
//
|
||||
// A_MarineChase
|
||||
|
@ -348,10 +222,7 @@ void A_M_SawRefire (AActor *self)
|
|||
|
||||
void A_MarineChase (AActor *self)
|
||||
{
|
||||
if (self->MeleeState == &AScriptedMarine::States[S_MPLAY_ATK_CHAINSAW])
|
||||
{
|
||||
S_Sound (self, CHAN_WEAPON, "weapons/sawidle", 1, ATTN_NORM);
|
||||
}
|
||||
A_MarineNoise (self);
|
||||
A_Chase (self);
|
||||
}
|
||||
|
||||
|
@ -367,20 +238,6 @@ void A_MarineLook (AActor *self)
|
|||
A_Look (self);
|
||||
}
|
||||
|
||||
//============================================================================
|
||||
//
|
||||
// A_MarineNoise
|
||||
//
|
||||
//============================================================================
|
||||
|
||||
void A_MarineNoise (AActor *self)
|
||||
{
|
||||
if (self->MeleeState == &AScriptedMarine::States[S_MPLAY_ATK_CHAINSAW])
|
||||
{
|
||||
S_Sound (self, CHAN_WEAPON, "weapons/sawidle", 1, ATTN_NORM);
|
||||
}
|
||||
}
|
||||
|
||||
//============================================================================
|
||||
//
|
||||
// A_M_Saw
|
||||
|
@ -453,38 +310,11 @@ void A_M_Punch (AActor *self)
|
|||
if (self->target == NULL)
|
||||
return;
|
||||
|
||||
int index=CheckIndex(1);
|
||||
if (index<0) return;
|
||||
|
||||
damage = (pr_m_punch()%10+1) << 1;
|
||||
|
||||
A_FaceTarget (self);
|
||||
angle = self->angle + (pr_m_punch.Random2() << 18);
|
||||
pitch = P_AimLineAttack (self, angle, MELEERANGE, &linetarget);
|
||||
P_LineAttack (self, angle, MELEERANGE, pitch, damage, NAME_Melee, NAME_BulletPuff, true);
|
||||
|
||||
// turn to face target
|
||||
if (linetarget)
|
||||
{
|
||||
S_Sound (self, CHAN_WEAPON, "*fist", 1, ATTN_NORM);
|
||||
self->angle = R_PointToAngle2 (self->x, self->y, linetarget->x, linetarget->y);
|
||||
}
|
||||
}
|
||||
|
||||
//============================================================================
|
||||
//
|
||||
// A_M_BerserkPunch
|
||||
//
|
||||
//============================================================================
|
||||
|
||||
void A_M_BerserkPunch (AActor *self)
|
||||
{
|
||||
angle_t angle;
|
||||
int damage;
|
||||
int pitch;
|
||||
AActor *linetarget;
|
||||
|
||||
if (self->target == NULL)
|
||||
return;
|
||||
|
||||
damage = ((pr_m_punch()%10+1) << 1) * 10;
|
||||
damage *= EvalExpressionI (StateParameters[index], self);
|
||||
|
||||
A_FaceTarget (self);
|
||||
angle = self->angle + (pr_m_punch.Random2() << 18);
|
||||
|
@ -532,26 +362,13 @@ void A_M_FirePistol (AActor *self)
|
|||
if (self->target == NULL)
|
||||
return;
|
||||
|
||||
S_Sound (self, CHAN_WEAPON, "weapons/pistol", 1, ATTN_NORM);
|
||||
A_FaceTarget (self);
|
||||
P_GunShot2 (self, true, P_AimLineAttack (self, self->angle, MISSILERANGE),
|
||||
PClass::FindClass(NAME_BulletPuff));
|
||||
}
|
||||
|
||||
//============================================================================
|
||||
//
|
||||
// A_M_FirePistolInaccurate
|
||||
//
|
||||
//============================================================================
|
||||
|
||||
void A_M_FirePistolInaccurate (AActor *self)
|
||||
{
|
||||
if (self->target == NULL)
|
||||
return;
|
||||
int index=CheckIndex(1);
|
||||
if (index<0) return;
|
||||
bool accurate = !!EvalExpressionI (StateParameters[index], self);
|
||||
|
||||
S_Sound (self, CHAN_WEAPON, "weapons/pistol", 1, ATTN_NORM);
|
||||
A_FaceTarget (self);
|
||||
P_GunShot2 (self, false, P_AimLineAttack (self, self->angle, MISSILERANGE),
|
||||
P_GunShot2 (self, accurate, P_AimLineAttack (self, self->angle, MISSILERANGE),
|
||||
PClass::FindClass(NAME_BulletPuff));
|
||||
}
|
||||
|
||||
|
@ -588,7 +405,7 @@ void A_M_CheckAttack (AActor *self)
|
|||
{
|
||||
if (self->special1 != 0 || self->target == NULL)
|
||||
{
|
||||
self->SetState (&AScriptedMarine::States[S_MPLAY_SKIP_ATTACK]);
|
||||
self->SetState (self->FindState("SkipAttack"));
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -624,23 +441,6 @@ void A_M_FireShotgun2 (AActor *self)
|
|||
self->special1 = level.maptime;
|
||||
}
|
||||
|
||||
//============================================================================
|
||||
//
|
||||
// A_M_FireCGunAccurate
|
||||
//
|
||||
//============================================================================
|
||||
|
||||
void A_M_FireCGunAccurate (AActor *self)
|
||||
{
|
||||
if (self->target == NULL)
|
||||
return;
|
||||
|
||||
S_Sound (self, CHAN_WEAPON, "weapons/chngun", 1, ATTN_NORM);
|
||||
A_FaceTarget (self);
|
||||
P_GunShot2 (self, true, P_AimLineAttack (self, self->angle, MISSILERANGE),
|
||||
PClass::FindClass(NAME_BulletPuff));
|
||||
}
|
||||
|
||||
//============================================================================
|
||||
//
|
||||
// A_M_FireCGun
|
||||
|
@ -652,9 +452,13 @@ void A_M_FireCGun (AActor *self)
|
|||
if (self->target == NULL)
|
||||
return;
|
||||
|
||||
int index=CheckIndex(1);
|
||||
if (index<0) return;
|
||||
bool accurate = !!EvalExpressionI (StateParameters[index], self);
|
||||
|
||||
S_Sound (self, CHAN_WEAPON, "weapons/chngun", 1, ATTN_NORM);
|
||||
A_FaceTarget (self);
|
||||
P_GunShot2 (self, false, P_AimLineAttack (self, self->angle, MISSILERANGE),
|
||||
P_GunShot2 (self, accurate, P_AimLineAttack (self, self->angle, MISSILERANGE),
|
||||
PClass::FindClass(NAME_BulletPuff));
|
||||
}
|
||||
|
||||
|
@ -758,217 +562,30 @@ void A_M_FireBFG (AActor *self)
|
|||
|
||||
//---------------------------------------------------------------------------
|
||||
|
||||
class AMarineFist : public AScriptedMarine
|
||||
{
|
||||
DECLARE_STATELESS_ACTOR (AMarineFist, AScriptedMarine)
|
||||
};
|
||||
|
||||
IMPLEMENT_STATELESS_ACTOR (AMarineFist, Doom, 9101, 0)
|
||||
PROP_SpawnState (S_MPLAYSTILL)
|
||||
PROP_MeleeState (S_MPLAY_ATK_FIST)
|
||||
PROP_MissileState (255)
|
||||
END_DEFAULTS
|
||||
|
||||
//---------------------------------------------------------------------------
|
||||
|
||||
class AMarineBerserk : public AScriptedMarine
|
||||
{
|
||||
DECLARE_STATELESS_ACTOR (AMarineBerserk, AScriptedMarine)
|
||||
};
|
||||
|
||||
IMPLEMENT_STATELESS_ACTOR (AMarineBerserk, Doom, 9102, 0)
|
||||
PROP_SpawnState (S_MPLAYSTILL)
|
||||
PROP_MeleeState (S_MPLAY_ATK_BERSERK)
|
||||
PROP_MissileState (255)
|
||||
END_DEFAULTS
|
||||
|
||||
//---------------------------------------------------------------------------
|
||||
|
||||
class AMarineChainsaw : public AScriptedMarine
|
||||
{
|
||||
DECLARE_STATELESS_ACTOR (AMarineChainsaw, AScriptedMarine)
|
||||
};
|
||||
|
||||
IMPLEMENT_STATELESS_ACTOR (AMarineChainsaw, Doom, 9103, 0)
|
||||
PROP_SpawnState (S_MPLAYSTILL)
|
||||
PROP_MeleeState (S_MPLAY_ATK_CHAINSAW)
|
||||
PROP_MissileState (255)
|
||||
END_DEFAULTS
|
||||
|
||||
//---------------------------------------------------------------------------
|
||||
|
||||
class AMarinePistol : public AScriptedMarine
|
||||
{
|
||||
DECLARE_STATELESS_ACTOR (AMarinePistol, AScriptedMarine)
|
||||
};
|
||||
|
||||
IMPLEMENT_STATELESS_ACTOR (AMarinePistol, Doom, 9104, 0)
|
||||
PROP_SpawnState (S_MPLAYSTILL)
|
||||
PROP_MeleeState (255)
|
||||
PROP_MissileState (S_MPLAY_ATK_PISTOL)
|
||||
END_DEFAULTS
|
||||
|
||||
//---------------------------------------------------------------------------
|
||||
|
||||
class AMarineShotgun : public AScriptedMarine
|
||||
{
|
||||
DECLARE_STATELESS_ACTOR (AMarineShotgun, AScriptedMarine)
|
||||
};
|
||||
|
||||
IMPLEMENT_STATELESS_ACTOR (AMarineShotgun, Doom, 9105, 0)
|
||||
PROP_SpawnState (S_MPLAYSTILL)
|
||||
PROP_MeleeState (255)
|
||||
PROP_MissileState (S_MPLAY_ATK_SHOTGUN)
|
||||
END_DEFAULTS
|
||||
|
||||
//---------------------------------------------------------------------------
|
||||
|
||||
class AMarineSSG : public AScriptedMarine
|
||||
{
|
||||
DECLARE_STATELESS_ACTOR (AMarineSSG, AScriptedMarine)
|
||||
};
|
||||
|
||||
IMPLEMENT_STATELESS_ACTOR (AMarineSSG, Doom, 9106, 0)
|
||||
PROP_SpawnState (S_MPLAYSTILL)
|
||||
PROP_MeleeState (255)
|
||||
PROP_MissileState (S_MPLAY_ATK_DSHOTGUN)
|
||||
END_DEFAULTS
|
||||
|
||||
//---------------------------------------------------------------------------
|
||||
|
||||
class AMarineChaingun : public AScriptedMarine
|
||||
{
|
||||
DECLARE_STATELESS_ACTOR (AMarineChaingun, AScriptedMarine)
|
||||
};
|
||||
|
||||
IMPLEMENT_STATELESS_ACTOR (AMarineChaingun, Doom, 9107, 0)
|
||||
PROP_SpawnState (S_MPLAYSTILL)
|
||||
PROP_MeleeState (255)
|
||||
PROP_MissileState (S_MPLAY_ATK_CHAINGUN)
|
||||
END_DEFAULTS
|
||||
|
||||
//---------------------------------------------------------------------------
|
||||
|
||||
class AMarineRocket : public AScriptedMarine
|
||||
{
|
||||
DECLARE_STATELESS_ACTOR (AMarineRocket, AScriptedMarine)
|
||||
};
|
||||
|
||||
IMPLEMENT_STATELESS_ACTOR (AMarineRocket, Doom, 9108, 0)
|
||||
PROP_SpawnState (S_MPLAYSTILL)
|
||||
PROP_MeleeState (255)
|
||||
PROP_MissileState (S_MPLAY_ATK_ROCKET)
|
||||
END_DEFAULTS
|
||||
|
||||
//---------------------------------------------------------------------------
|
||||
|
||||
class AMarinePlasma : public AScriptedMarine
|
||||
{
|
||||
DECLARE_STATELESS_ACTOR (AMarinePlasma, AScriptedMarine)
|
||||
};
|
||||
|
||||
IMPLEMENT_STATELESS_ACTOR (AMarinePlasma, Doom, 9109, 0)
|
||||
PROP_SpawnState (S_MPLAYSTILL)
|
||||
PROP_MeleeState (255)
|
||||
PROP_MissileState (S_MPLAY_ATK_PLASMA)
|
||||
END_DEFAULTS
|
||||
|
||||
//---------------------------------------------------------------------------
|
||||
|
||||
class AMarineRailgun : public AScriptedMarine
|
||||
{
|
||||
DECLARE_STATELESS_ACTOR (AMarineRailgun, AScriptedMarine)
|
||||
};
|
||||
|
||||
IMPLEMENT_STATELESS_ACTOR (AMarineRailgun, Doom, 9110, 0)
|
||||
PROP_SpawnState (S_MPLAYSTILL)
|
||||
PROP_MeleeState (255)
|
||||
PROP_MissileState (S_MPLAY_ATK_RAILGUN)
|
||||
END_DEFAULTS
|
||||
|
||||
//---------------------------------------------------------------------------
|
||||
|
||||
class AMarineBFG : public AScriptedMarine
|
||||
{
|
||||
DECLARE_STATELESS_ACTOR (AMarineBFG, AScriptedMarine)
|
||||
};
|
||||
|
||||
IMPLEMENT_STATELESS_ACTOR (AMarineBFG, Doom, 9111, 0)
|
||||
PROP_SpawnState (S_MPLAYSTILL)
|
||||
PROP_MeleeState (255)
|
||||
PROP_MissileState (S_MPLAY_ATK_BFG)
|
||||
END_DEFAULTS
|
||||
|
||||
//---------------------------------------------------------------------------
|
||||
|
||||
void AScriptedMarine::SetWeapon (EMarineWeapon type)
|
||||
{
|
||||
MissileState = NULL;
|
||||
MeleeState = NULL;
|
||||
DecalGenerator = NULL;
|
||||
|
||||
switch (type)
|
||||
if (GetWeaponStates(type, MeleeState, MissileState))
|
||||
{
|
||||
default:
|
||||
case WEAPON_Dummy:
|
||||
MissileState = &States[S_MPLAY_ATK];
|
||||
DecalGenerator = GetDefaultByType (RUNTIME_CLASS(AScriptedMarine))->DecalGenerator;
|
||||
break;
|
||||
static const char *classes[] = {
|
||||
"ScriptedMarine",
|
||||
"MarineFist",
|
||||
"MarineBerserk",
|
||||
"MarineChainsaw",
|
||||
"MarinePistol",
|
||||
"MarineShotgun",
|
||||
"MarineSSG",
|
||||
"MarineChaingun",
|
||||
"MarineRocket",
|
||||
"MarinePlasma",
|
||||
"MarineRailgun",
|
||||
"MarineBFG"
|
||||
};
|
||||
|
||||
case WEAPON_Fist:
|
||||
MeleeState = &States[S_MPLAY_ATK_FIST];
|
||||
DecalGenerator = GetDefaultByType (RUNTIME_CLASS(AMarineFist))->DecalGenerator;
|
||||
break;
|
||||
|
||||
case WEAPON_BerserkFist:
|
||||
MeleeState = &States[S_MPLAY_ATK_BERSERK];
|
||||
DecalGenerator = GetDefaultByType (RUNTIME_CLASS(AMarineBerserk))->DecalGenerator;
|
||||
break;
|
||||
|
||||
case WEAPON_Chainsaw:
|
||||
MeleeState = &States[S_MPLAY_ATK_CHAINSAW];
|
||||
DecalGenerator = GetDefaultByType (RUNTIME_CLASS(AMarineChainsaw))->DecalGenerator;
|
||||
break;
|
||||
|
||||
case WEAPON_Pistol:
|
||||
MissileState = &States[S_MPLAY_ATK_PISTOL];
|
||||
DecalGenerator = GetDefaultByType (RUNTIME_CLASS(AMarinePistol))->DecalGenerator;
|
||||
break;
|
||||
|
||||
case WEAPON_Shotgun:
|
||||
MissileState = &States[S_MPLAY_ATK_SHOTGUN];
|
||||
DecalGenerator = GetDefaultByType (RUNTIME_CLASS(AMarineShotgun))->DecalGenerator;
|
||||
break;
|
||||
|
||||
case WEAPON_SuperShotgun:
|
||||
MissileState = &States[S_MPLAY_ATK_DSHOTGUN];
|
||||
DecalGenerator = GetDefaultByType (RUNTIME_CLASS(AMarineSSG))->DecalGenerator;
|
||||
break;
|
||||
|
||||
case WEAPON_Chaingun:
|
||||
MissileState = &States[S_MPLAY_ATK_CHAINGUN];
|
||||
DecalGenerator = GetDefaultByType (RUNTIME_CLASS(AMarineChaingun))->DecalGenerator;
|
||||
break;
|
||||
|
||||
case WEAPON_RocketLauncher:
|
||||
MissileState = &States[S_MPLAY_ATK_ROCKET];
|
||||
DecalGenerator = GetDefaultByType (RUNTIME_CLASS(AMarineRocket))->DecalGenerator;
|
||||
break;
|
||||
|
||||
case WEAPON_PlasmaRifle:
|
||||
MissileState = &States[S_MPLAY_ATK_PLASMA];
|
||||
DecalGenerator = GetDefaultByType (RUNTIME_CLASS(AMarinePlasma))->DecalGenerator;
|
||||
break;
|
||||
|
||||
case WEAPON_Railgun:
|
||||
MissileState = &States[S_MPLAY_ATK_RAILGUN];
|
||||
DecalGenerator = GetDefaultByType (RUNTIME_CLASS(AMarineRailgun))->DecalGenerator;
|
||||
break;
|
||||
|
||||
case WEAPON_BFG:
|
||||
MissileState = &States[S_MPLAY_ATK_BFG];
|
||||
DecalGenerator = GetDefaultByType (RUNTIME_CLASS(AMarineBFG))->DecalGenerator;
|
||||
break;
|
||||
const PClass *cls = PClass::FindClass(classes[type]);
|
||||
if (cls != NULL)
|
||||
DecalGenerator = GetDefaultByType(cls)->DecalGenerator;
|
||||
else
|
||||
DecalGenerator = NULL;
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -169,6 +169,18 @@ xx(Pickup)
|
|||
xx(Use)
|
||||
xx(Drop)
|
||||
|
||||
xx(Fist)
|
||||
//xx(Berserk)
|
||||
xx(Chainsaw)
|
||||
xx(Pistol)
|
||||
xx(Shotgun)
|
||||
xx(SSG)
|
||||
xx(Chaingun)
|
||||
xx(Rocket)
|
||||
xx(Plasma)
|
||||
xx(BFG)
|
||||
//xx(Railgun)
|
||||
|
||||
// Damage types
|
||||
//xx(Fire) already defined above
|
||||
//xx(Ice)
|
||||
|
|
|
@ -647,7 +647,9 @@ CUSTOM_CVAR (Bool, forcewater, false, CVAR_ARCHIVE|CVAR_SERVERINFO)
|
|||
|
||||
class DLightTransfer : public DThinker
|
||||
{
|
||||
DECLARE_ACTOR (DLightTransfer, DThinker)
|
||||
DECLARE_CLASS (DLightTransfer, DThinker)
|
||||
|
||||
DLightTransfer() {}
|
||||
public:
|
||||
DLightTransfer (sector_t *srcSec, int target, bool copyFloor);
|
||||
void Serialize (FArchive &arc);
|
||||
|
@ -729,7 +731,8 @@ class DWallLightTransfer : public DThinker
|
|||
WLF_NOFAKECONTRAST=4
|
||||
};
|
||||
|
||||
DECLARE_ACTOR (DWallLightTransfer, DThinker)
|
||||
DECLARE_CLASS (DWallLightTransfer, DThinker)
|
||||
DWallLightTransfer() {}
|
||||
public:
|
||||
DWallLightTransfer (sector_t *srcSec, int target, BYTE flags);
|
||||
void Serialize (FArchive &arc);
|
||||
|
|
313
wadsrc/static/actors/doom/scriptedmarine.txt
Normal file
313
wadsrc/static/actors/doom/scriptedmarine.txt
Normal file
|
@ -0,0 +1,313 @@
|
|||
|
||||
// Scriptable marine -------------------------------------------------------
|
||||
|
||||
ACTOR ScriptedMarine 9100 native
|
||||
{
|
||||
Game Doom
|
||||
SpawnID 151
|
||||
Health 100
|
||||
Radius 16
|
||||
Height 56
|
||||
Mass 100
|
||||
Speed 8
|
||||
Painchance 160
|
||||
MONSTER
|
||||
-COUNTKILL
|
||||
Translation 0
|
||||
Damage 100
|
||||
DeathSound "*death"
|
||||
PainSound "*pain50"
|
||||
|
||||
action native A_M_Refire ();
|
||||
action native A_M_CheckAttack ();
|
||||
action native A_MarineChase ();
|
||||
action native A_MarineLook ();
|
||||
action native A_MarineNoise ();
|
||||
action native A_M_Punch (int force);
|
||||
action native A_M_SawRefire ();
|
||||
action native A_M_FirePistol (bool accurate);
|
||||
action native A_M_FireShotgun ();
|
||||
action native A_M_FireShotgun2 ();
|
||||
action native A_M_FireCGun(bool accurate);
|
||||
action native A_M_FireMissile ();
|
||||
action native A_M_FirePlasma ();
|
||||
action native A_M_FireRailgun ();
|
||||
action native A_M_BFGsound ();
|
||||
action native A_M_FireBFG ();
|
||||
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
PLAY A 4 A_MarineLook
|
||||
PLAY A 4 A_MarineNoise
|
||||
Idle:
|
||||
PLAY A 4 A_MarineLook
|
||||
PLAY A 4 A_MarineNoise
|
||||
PLAY A 4 A_MarineLook
|
||||
PLAY B 4 A_MarineNoise
|
||||
PLAY B 4 A_MarineLook
|
||||
PLAY B 4 A_MarineNoise
|
||||
Loop
|
||||
See:
|
||||
PLAY ABCD 4 A_MarineChase
|
||||
Loop
|
||||
|
||||
Melee.Fist:
|
||||
PLAY E 4 A_FaceTarget
|
||||
PLAY F 4 A_M_Punch(1)
|
||||
PLAY A 9
|
||||
PLAY A 0 A_M_Refire
|
||||
Loop
|
||||
PLAY A 5 A_FaceTarget
|
||||
Goto See
|
||||
Melee.Berserk:
|
||||
PLAY E 4 A_FaceTarget
|
||||
PLAY F 4 A_M_Punch(10)
|
||||
PLAY A 9
|
||||
PLAY A 0 A_M_Refire
|
||||
Loop
|
||||
PLAY A 5 A_FaceTarget
|
||||
Goto See
|
||||
Melee.Chainsaw:
|
||||
PLAY E 4 A_MarineNoise
|
||||
PLAY F 4 BRIGHT A_M_Saw
|
||||
PLAY F 0 A_M_SawRefire
|
||||
goto Melee.Chainsaw+1
|
||||
PLAY A 0
|
||||
Goto See
|
||||
|
||||
Missile:
|
||||
Missile.None:
|
||||
PLAY E 12 A_FaceTarget
|
||||
Goto Idle
|
||||
PLAY F 6 BRIGHT
|
||||
Loop
|
||||
Missile.Pistol:
|
||||
PLAY E 4 A_FaceTarget
|
||||
PLAY F 6 BRIGHT A_M_FirePistol(1)
|
||||
PLAY A 4 A_FaceTarget
|
||||
PLAY A 0 A_M_Refire
|
||||
PLAY A 5
|
||||
Goto See
|
||||
Fireloop.Pistol:
|
||||
PLAY F 6 BRIGHT A_M_FirePistol(0)
|
||||
PLAY A 4 A_FaceTarget
|
||||
PLAY A 0 A_M_Refire
|
||||
Goto Fireloop.Pistol
|
||||
PLAY A 5
|
||||
Goto See
|
||||
Missile.Shotgun:
|
||||
PLAY E 3 A_M_CheckAttack
|
||||
PLAY F 7 BRIGHT A_M_FireShotgun
|
||||
Goto See
|
||||
Missile.SSG:
|
||||
PLAY E 3 A_M_CheckAttack
|
||||
PLAY F 7 BRIGHT A_M_FireShotgun2
|
||||
Goto See
|
||||
Missile.Chaingun:
|
||||
PLAY E 4 A_FaceTarget
|
||||
PLAY FF 4 BRIGHT A_M_FireCGun(1)
|
||||
PLAY FF 4 BRIGHT A_M_FireCGun(0)
|
||||
PLAY A 0 A_M_Refire
|
||||
Goto Missile.Chaingun+3
|
||||
PLAY A 0
|
||||
Goto See
|
||||
Missile.Rocket:
|
||||
PLAY E 8
|
||||
PLAY F 6 BRIGHT A_M_FireMissile
|
||||
PLAY A 0 A_M_Refire
|
||||
Loop
|
||||
PLAY A 0
|
||||
Goto See
|
||||
Missile.Plasma:
|
||||
PLAY E 2 A_FaceTarget
|
||||
PLAY F 3 BRIGHT A_M_FirePlasma
|
||||
PLAY A 0 A_M_Refire
|
||||
Loop
|
||||
PLAY A 0
|
||||
Goto See
|
||||
Missile.Railgun:
|
||||
PLAY E 4 A_M_CheckAttack
|
||||
PLAY F 6 A_M_FireRailgun
|
||||
Goto See
|
||||
Missile.BFG:
|
||||
PLAY E 5 A_M_BFGSound
|
||||
PLAY EEEEE 5 A_FaceTarget
|
||||
PLAY F 6 A_M_FireBFG
|
||||
PLAY A 4 A_FaceTarget
|
||||
PLAY A 0 A_M_Refire
|
||||
Loop
|
||||
PLAY A 0
|
||||
Goto See
|
||||
|
||||
SkipAttack:
|
||||
PLAY A 1
|
||||
Goto See
|
||||
Pain:
|
||||
PLAY G 4
|
||||
PLAY G 4 A_Pain
|
||||
Goto Idle
|
||||
Death:
|
||||
PLAY H 10
|
||||
PLAY I 10 A_Scream
|
||||
PLAY J 10 A_NoBlocking
|
||||
PLAY KLM 10
|
||||
PLAY N -1
|
||||
Stop
|
||||
XDeath:
|
||||
PLAY O 5
|
||||
PLAY P 5 A_XScream
|
||||
PLAY Q 5 A_NoBlocking
|
||||
PLAY RSTUV 5
|
||||
PLAY W -1
|
||||
Stop
|
||||
}
|
||||
}
|
||||
|
||||
//---------------------------------------------------------------------------
|
||||
|
||||
ACTOR MarineFist : ScriptedMarine 9101
|
||||
{
|
||||
Game Doom
|
||||
States
|
||||
{
|
||||
Melee:
|
||||
Goto Super::Melee.Fist
|
||||
Missile:
|
||||
Stop
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
//---------------------------------------------------------------------------
|
||||
|
||||
ACTOR MarineBerserk : MarineFist 9102
|
||||
{
|
||||
Game Doom
|
||||
States
|
||||
{
|
||||
Melee:
|
||||
Goto Super::Melee.Berserk
|
||||
Missile:
|
||||
Stop
|
||||
}
|
||||
}
|
||||
//---------------------------------------------------------------------------
|
||||
|
||||
ACTOR MarineChainsaw : ScriptedMarine 9103
|
||||
{
|
||||
Game Doom
|
||||
States
|
||||
{
|
||||
Melee:
|
||||
Goto Super::Melee.Chainsaw
|
||||
Missile:
|
||||
Stop
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
//---------------------------------------------------------------------------
|
||||
|
||||
ACTOR MarinePistol : ScriptedMarine 9104
|
||||
{
|
||||
Game Doom
|
||||
States
|
||||
{
|
||||
Missile:
|
||||
Goto Super::Missile.Pistol
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
//---------------------------------------------------------------------------
|
||||
|
||||
ACTOR MarineShotgun : ScriptedMarine 9105
|
||||
{
|
||||
Game Doom
|
||||
States
|
||||
{
|
||||
Missile:
|
||||
Goto Super::Missile.Shotgun
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
||||
//---------------------------------------------------------------------------
|
||||
|
||||
ACTOR MarineSSG : ScriptedMarine 9106
|
||||
{
|
||||
Game Doom
|
||||
States
|
||||
{
|
||||
Missile:
|
||||
Goto Super::Missile.SSG
|
||||
}
|
||||
}
|
||||
|
||||
//---------------------------------------------------------------------------
|
||||
|
||||
ACTOR MarineChaingun : ScriptedMarine 9107
|
||||
{
|
||||
Game Doom
|
||||
States
|
||||
{
|
||||
Missile:
|
||||
Goto Super::Missile.Chaingun
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
//---------------------------------------------------------------------------
|
||||
|
||||
ACTOR MarineRocket : MarineFist 9108
|
||||
{
|
||||
Game Doom
|
||||
States
|
||||
{
|
||||
Missile:
|
||||
Goto Super::Missile.Rocket
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
//---------------------------------------------------------------------------
|
||||
|
||||
ACTOR MarinePlasma : ScriptedMarine 9109
|
||||
{
|
||||
Game Doom
|
||||
States
|
||||
{
|
||||
Missile:
|
||||
Goto Super::Missile.Plasma
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
//---------------------------------------------------------------------------
|
||||
|
||||
ACTOR MarineRailgun : ScriptedMarine 9110
|
||||
{
|
||||
Game Doom
|
||||
States
|
||||
{
|
||||
Missile:
|
||||
Goto Super::Missile.Railgun
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
//---------------------------------------------------------------------------
|
||||
|
||||
ACTOR MarineBFG : ScriptedMarine 9111
|
||||
{
|
||||
Game Doom
|
||||
States
|
||||
{
|
||||
Missile:
|
||||
Goto Super::Missile.BFG
|
||||
}
|
||||
}
|
|
@ -39,6 +39,7 @@
|
|||
#include "actors/doom/doomdecorations.txt"
|
||||
#include "actors/doom/doomweapons.txt"
|
||||
#include "actors/doom/stealthmonsters.txt"
|
||||
#include "actors/doom/scriptedmarine.txt"
|
||||
|
||||
#include "actors/raven/artiegg.txt"
|
||||
#include "actors/raven/ravenartifacts.txt"
|
||||
|
|
Loading…
Reference in a new issue