qzdoom-gpl/wadsrc/static/zscript/strife/strifebishop.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

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1.9 KiB
Text

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