qzdoom-gpl/wadsrc/static/zscript/hexen/centaur.txt
Christoph Oelckers d4c0ee9e43 - address bad use of pitch in A_CustomMissile.
This function calculated everything correctly but ultimately set the vertical velocity wrong. Most importantly this meant that the actual velocity vector and actor pitch - if CMF_SAVEPITCH was used - did not match.
Since this bug has been present since the pitch parameter was added, this deprecates A_CustomMissile and replaces it with a properly implemented A_SpawnProjectile function and handling the compatibility case with a new flag and a scripted wrapper function.
All internal uses of A_CustomMissile have been replaced as well.
2016-12-24 14:46:34 +01:00

223 lines
3.7 KiB
Text

// Centaur ------------------------------------------------------------------
class Centaur : Actor
{
Default
{
Health 200;
Painchance 135;
Speed 13;
Height 64;
Mass 120;
Monster;
+FLOORCLIP
+TELESTOMP
+SHIELDREFLECT
SeeSound "CentaurSight";
AttackSound "CentaurAttack";
PainSound "CentaurPain";
DeathSound "CentaurDeath";
ActiveSound "CentaurActive";
HowlSound "PuppyBeat";
Obituary "$OB_CENTAUR";
DamageFactor "Electric", 3;
}
States
{
Spawn:
CENT AB 10 A_Look;
Loop;
See:
CENT ABCD 4 A_Chase;
Loop;
Pain:
CENT G 6 A_Pain;
CENT G 6 A_SetReflectiveInvulnerable;
CENT EEE 15 A_CentaurDefend;
CENT E 1 A_UnsetReflectiveInvulnerable;
Goto See;
Melee:
CENT H 5 A_FaceTarget;
CENT I 4 A_FaceTarget;
CENT J 7 A_CustomMeleeAttack(random[CentaurAttack](3,9));
Goto See;
Death:
CENT K 4;
CENT L 4 A_Scream;
CENT MN 4;
CENT O 4 A_NoBlocking;
CENT PQ 4;
CENT R 4 A_QueueCorpse;
CENT S 4;
CENT T -1;
Stop;
XDeath:
CTXD A 4;
CTXD B 4 A_NoBlocking;
CTXD C 4
{
A_SpawnItemEx("CentaurSword", 0, 0, 45,
1 + random[CentaurDrop](-128,127)*0.03125,
1 + random[CentaurDrop](-128,127)*0.03125,
8 + random[CentaurDrop](0,255)*0.015625, 270);
A_SpawnItemEx("CentaurShield", 0, 0, 45,
1 + random[CentaurDrop](-128,127)*0.03125,
1 + random[CentaurDrop](-128,127)*0.03125,
8 + random[CentaurDrop](0,255)*0.015625, 90);
}
CTXD D 3 A_Scream;
CTXD E 4 A_QueueCorpse;
CTXD F 3;
CTXD G 4;
CTXD H 3;
CTXD I 4;
CTXD J 3;
CTXD K -1;
Ice:
CENT U 5 A_FreezeDeath;
CENT U 1 A_FreezeDeathChunks;
Wait;
}
}
extend class Actor
{
void A_CentaurDefend()
{
A_FaceTarget ();
if (CheckMeleeRange() && random[CentaurDefend]() < 32)
{
// This should unset REFLECTIVE as well
// (unless you want the Centaur to reflect projectiles forever!)
bReflective = false;
bInvulnerable = false;
SetState(MeleeState);
}
}
}
// Centaur Leader -----------------------------------------------------------
class CentaurLeader : Centaur
{
Default
{
Health 250;
PainChance 96;
Speed 10;
Obituary "$OB_SLAUGHTAUR";
HitObituary "$OB_SLAUGHTAURHIT";
}
States
{
Missile:
CENT E 10 A_FaceTarget;
CENT F 8 Bright A_SpawnProjectile("CentaurFX", 45, 0, 0, CMF_AIMOFFSET);
CENT E 10 A_FaceTarget;
CENT F 8 Bright A_SpawnProjectile("CentaurFX", 45, 0, 0, CMF_AIMOFFSET);
Goto See;
}
}
// Mashed centaur -----------------------------------------------------------
//
// The mashed centaur is only placed through ACS. Nowhere in the game source
// is it ever referenced.
class CentaurMash : Centaur
{
Default
{
+NOBLOOD
+BLASTED
-TELESTOMP
+NOICEDEATH
RenderStyle "Translucent";
Alpha 0.4;
}
States
{
Death:
XDeath:
Ice:
Stop;
}
}
// Centaur projectile -------------------------------------------------------
class CentaurFX : Actor
{
Default
{
Speed 20;
Damage 4;
Projectile;
+SPAWNSOUNDSOURCE
RenderStyle "Add";
SeeSound "CentaurLeaderAttack";
DeathSound "CentaurMissileExplode";
}
States
{
Spawn:
CTFX A -1 Bright;
Stop;
Death:
CTFX B 4 Bright;
CTFX C 3 Bright;
CTFX D 4 Bright;
CTFX E 3 Bright;
CTFX F 2 Bright;
Stop;
}
}
// Centaur shield (debris) --------------------------------------------------
class CentaurShield : Actor
{
Default
{
+DROPOFF
+CORPSE
+NOTELEPORT
}
States
{
Spawn:
CTDP ABCDEF 3;
Goto Spawn+2;
Crash:
CTDP G 4;
CTDP H 4 A_QueueCorpse;
CTDP I 4;
CTDP J -1;
Stop;
}
}
// Centaur sword (debris) ---------------------------------------------------
class CentaurSword : Actor
{
Default
{
+DROPOFF
+CORPSE
+NOTELEPORT
}
States
{
Spawn:
CTDP KLMNOPQ 3;
Goto Spawn+2;
Crash:
CTDP R 4;
CTDP S 4 A_QueueCorpse;
CTDP T -1;
Stop;
}
}