mirror of
https://github.com/ZDoom/qzdoom-gpl.git
synced 2024-11-23 04:11:53 +00:00
3d61d2c1f4
Nothing should ever assume that spawning an actor is unconditionally successful. There can always be some edge cases where this is not the case.
301 lines
5.4 KiB
Text
301 lines
5.4 KiB
Text
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// Entity Nest --------------------------------------------------------------
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class EntityNest : Actor
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{
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Default
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{
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Radius 84;
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Height 47;
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+SOLID
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+NOTDMATCH
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+FLOORCLIP
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}
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States
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{
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Spawn:
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NEST A -1;
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Stop;
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}
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}
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// Entity Pod ---------------------------------------------------------------
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class EntityPod : Actor
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{
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Default
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{
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Radius 25;
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Height 91;
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+SOLID
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+NOTDMATCH
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SeeSound "misc/gibbed";
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}
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States
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{
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Spawn:
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PODD A 60 A_Look;
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Loop;
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See:
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PODD A 360;
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PODD B 9 A_NoBlocking;
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PODD C 9;
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PODD D 9 A_SpawnEntity;
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PODD E -1;
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Stop;
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}
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void A_SpawnEntity ()
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{
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Actor entity = Spawn("EntityBoss", pos + (0,0,70), ALLOW_REPLACE);
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if (entity != null)
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{
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entity.Angle = self.Angle;
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entity.CopyFriendliness(self, true);
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entity.Vel.Z = 5;
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entity.tracer = self;
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}
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}
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}
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// --------------------------------------------------------------
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class EntityBoss : SpectralMonster
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{
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Default
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{
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Health 2500;
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Painchance 255;
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Speed 13;
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Radius 130;
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Height 200;
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FloatSpeed 5;
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Mass 1000;
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Monster;
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+SPECIAL
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+NOGRAVITY
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+FLOAT
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+SHADOW
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+NOTDMATCH
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+DONTMORPH
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+NOTARGET
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+NOBLOCKMONST
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+INCOMBAT
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+LOOKALLAROUND
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+SPECTRAL
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+NOICEDEATH
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MinMissileChance 150;
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RenderStyle "Translucent";
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Alpha 0.5;
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SeeSound "entity/sight";
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AttackSound "entity/melee";
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PainSound "entity/pain";
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DeathSound "entity/death";
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ActiveSound "entity/active";
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Obituary "$OB_ENTITY";
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}
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States
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{
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Spawn:
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MNAM A 100;
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MNAM B 60 Bright;
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MNAM CDEFGHIJKL 4 Bright;
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MNAL A 4 Bright A_Look;
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MNAL B 4 Bright A_SentinelBob;
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Goto Spawn+12;
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See:
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MNAL AB 4 Bright A_Chase;
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MNAL C 4 Bright A_SentinelBob;
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MNAL DEF 4 Bright A_Chase;
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MNAL G 4 Bright A_SentinelBob;
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MNAL HIJ 4 Bright A_Chase;
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MNAL K 4 Bright A_SentinelBob;
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Loop;
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Melee:
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MNAL J 4 Bright A_FaceTarget;
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MNAL I 4 Bright A_CustomMeleeAttack((random[SpectreMelee](0,255)&9)*5);
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MNAL C 4 Bright;
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Goto See+2;
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Missile:
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MNAL F 4 Bright A_FaceTarget;
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MNAL I 4 Bright A_EntityAttack;
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MNAL E 4 Bright;
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Goto See+10;
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Pain:
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MNAL J 2 Bright A_Pain;
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Goto See+6;
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Death:
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MNAL L 7 Bright A_SpectreChunkSmall;
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MNAL M 7 Bright A_Scream;
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MNAL NO 7 Bright A_SpectreChunkSmall;
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MNAL P 7 Bright A_SpectreChunkLarge;
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MNAL Q 64 Bright A_SpectreChunkSmall;
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MNAL Q 6 Bright A_EntityDeath;
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Stop;
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}
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// --------------------------------------------------------------
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private void A_SpectralMissile (class<Actor> missilename)
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{
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if (target != null)
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{
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Actor missile = SpawnMissileXYZ (Pos + (0,0,32), target, missilename, false);
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if (missile != null)
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{
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missile.tracer = target;
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missile.CheckMissileSpawn(radius);
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}
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}
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}
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// --------------------------------------------------------------
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void A_EntityAttack()
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{
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// Apparent Strife bug: Case 5 was unreachable because they used % 5 instead of % 6.
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// I've fixed that by making case 1 duplicate it, since case 1 did nothing.
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switch (random[Entity]() % 5)
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{
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case 0:
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A_SpotLightning();
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break;
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case 2:
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A_SpectralMissile ("SpectralLightningH3");
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break;
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case 3:
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A_Spectre3Attack();
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break;
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case 4:
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A_SpectralMissile ("SpectralLightningBigV2");
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break;
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default:
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A_SpectralMissile ("SpectralLightningBigBall2");
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break;
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}
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}
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// --------------------------------------------------------------
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void A_EntityDeath()
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{
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Actor second;
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double secondRadius = GetDefaultByType("EntitySecond").radius * 2;
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static const double turns[] = { 0, 90, -90 };
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Actor spot = tracer;
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if (spot == null) spot = self;
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for (int i = 0; i < 3; i++)
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{
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double an = Angle + turns[i];
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Vector3 pos = spot.Vec3Angle(secondRadius, an, tracer ? 70. : 0.);
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second = Spawn("EntitySecond", pos, ALLOW_REPLACE);
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if (second != null)
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{
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second.CopyFriendliness(self, true);
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second.A_FaceTarget();
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second.VelFromAngle(i == 0? 4.8828125 : secondRadius * 4., an);
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}
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}
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}
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}
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// Second Entity Boss -------------------------------------------------------
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class EntitySecond : SpectralMonster
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{
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Default
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{
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Health 990;
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Painchance 255;
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Speed 14;
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Radius 130;
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Height 200;
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FloatSpeed 5;
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Mass 1000;
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Monster;
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+SPECIAL
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+NOGRAVITY
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+FLOAT
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+SHADOW
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+NOTDMATCH
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+DONTMORPH
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+NOBLOCKMONST
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+INCOMBAT
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+LOOKALLAROUND
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+SPECTRAL
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+NOICEDEATH
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MinMissileChance 150;
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RenderStyle "Translucent";
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Alpha 0.25;
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SeeSound "alienspectre/sight";
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AttackSound "alienspectre/blade";
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PainSound "alienspectre/pain";
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DeathSound "alienspectre/death";
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ActiveSound "alienspectre/active";
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Obituary "$OB_ENTITY";
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}
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States
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{
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Spawn:
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MNAL R 10 Bright A_Look;
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Loop;
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See:
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MNAL R 5 Bright A_SentinelBob;
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MNAL ST 5 Bright A_Chase;
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MNAL U 5 Bright A_SentinelBob;
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MNAL V 5 Bright A_Chase;
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MNAL W 5 Bright A_SentinelBob;
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Loop;
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Melee:
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MNAL S 4 Bright A_FaceTarget;
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MNAL R 4 Bright A_CustomMeleeAttack((random[SpectreMelee](0,255)&9)*5);
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MNAL T 4 Bright A_SentinelBob;
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Goto See+1;
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Missile:
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MNAL W 4 Bright A_FaceTarget;
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MNAL U 4 Bright A_SpawnProjectile("SpectralLightningH3",32,0);
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MNAL V 4 Bright A_SentinelBob;
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Goto See+4;
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Pain:
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MNAL R 2 Bright A_Pain;
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Goto See;
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Death:
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MDTH A 3 Bright A_Scream;
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MDTH B 3 Bright A_TossGib;
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MDTH C 3 Bright A_NoBlocking;
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MDTH DEFGHIJKLMN 3 Bright A_TossGib;
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MDTH O 3 Bright A_SubEntityDeath;
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Stop;
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}
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// --------------------------------------------------------------
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void A_SubEntityDeath ()
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{
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if (CheckBossDeath ())
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{
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Exit_Normal(0);
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}
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}
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}
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