mirror of
https://github.com/ZDoom/qzdoom-gpl.git
synced 2024-11-23 12:22:45 +00:00
d4c0ee9e43
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.
99 lines
1.9 KiB
Text
99 lines
1.9 KiB
Text
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// Bishop -------------------------------------------------------------------
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class StrifeBishop : Actor
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{
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Default
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{
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Health 500;
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Painchance 128;
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Speed 8;
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Radius 40;
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Height 56;
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Mass 500;
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Monster;
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+NOBLOOD
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+NOTDMATCH
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+FLOORCLIP
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+INCOMBAT
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+NOICEDEATH
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+NEVERRESPAWN
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DamageFactor "Fire", 0.5;
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MinMissileChance 150;
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MaxDropoffHeight 32;
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SeeSound "bishop/sight";
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PainSound "bishop/pain";
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DeathSound "bishop/death";
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ActiveSound "bishop/active";
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DropItem "CrateOfMissiles", 256, 20;
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Obituary "$OB_STFBISHOP";
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}
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States
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{
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Spawn:
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MLDR A 10 A_Look;
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Loop;
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See:
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MLDR AABBCCDD 3 A_Chase;
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Loop;
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Missile:
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MLDR E 3 A_FaceTarget;
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MLDR F 2 Bright A_SpawnProjectile("BishopMissile", 64, 0, 0, CMF_AIMOFFSET);
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Goto See;
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Pain:
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MLDR D 1 A_Pain;
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Goto See;
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Death:
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MLDR G 3 Bright;
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MLDR H 5 Bright A_Scream;
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MLDR I 4 Bright A_TossGib;
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MLDR J 4 Bright A_Explode(64, 64, alert:true);
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MLDR KL 3 Bright;
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MLDR M 4 Bright A_NoBlocking;
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MLDR N 4 Bright;
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MLDR O 4 Bright A_TossGib;
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MLDR P 4 Bright;
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MLDR Q 4 Bright A_TossGib;
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MLDR R 4 Bright;
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MLDR S 4 Bright A_TossGib;
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MLDR T 4 Bright;
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MLDR U 4 Bright A_TossGib;
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MLDR V 4 Bright A_SpawnItemEx("AlienSpectre2", 0, 0, 0, 0, 0, random[spectrespawn](0,255)*0.0078125, 0, SXF_NOCHECKPOSITION);
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Stop;
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}
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}
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// The Bishop's missile -----------------------------------------------------
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class BishopMissile : Actor
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{
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Default
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{
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Speed 20;
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Radius 10;
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Height 14;
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Damage 10;
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Projectile;
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+SEEKERMISSILE
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+STRIFEDAMAGE
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MaxStepHeight 4;
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SeeSound "bishop/misl";
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DeathSound "bishop/mislx";
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}
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States
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{
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Spawn:
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MISS A 4 Bright A_RocketInFlight;
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MISS B 3 Bright A_Tracer2;
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Loop;
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Death:
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SMIS A 0 Bright A_SetRenderStyle(1, STYLE_Normal);
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SMIS A 5 Bright A_Explode(64, 64, alert:true);
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SMIS B 5 Bright;
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SMIS C 4 Bright;
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SMIS DEFG 2 Bright;
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Stop;
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}
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}
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