2006-02-24 04:48:15 +00:00
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#include "actor.h"
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#include "info.h"
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#include "s_sound.h"
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#include "p_local.h"
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#include "p_enemy.h"
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#include "a_doomglobal.h"
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#include "gstrings.h"
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#include "a_action.h"
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void A_BspiAttack (AActor *self);
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void A_BabyMetal (AActor *self);
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void A_SpidRefire (AActor *self);
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class AArachnotron : public AActor
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{
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DECLARE_ACTOR (AArachnotron, AActor)
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};
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FState AArachnotron::States[] =
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{
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#define S_BSPI_STND 0
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S_NORMAL (BSPI, 'A', 10, A_Look , &States[S_BSPI_STND+1]),
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S_NORMAL (BSPI, 'B', 10, A_Look , &States[S_BSPI_STND]),
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#define S_BSPI_SIGHT (S_BSPI_STND+2)
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#define S_BSPI_RUN (S_BSPI_SIGHT+1)
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S_NORMAL (BSPI, 'A', 20, NULL , &States[S_BSPI_RUN+0]),
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S_NORMAL (BSPI, 'A', 3, A_BabyMetal , &States[S_BSPI_RUN+1]),
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S_NORMAL (BSPI, 'A', 3, A_Chase , &States[S_BSPI_RUN+2]),
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S_NORMAL (BSPI, 'B', 3, A_Chase , &States[S_BSPI_RUN+3]),
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S_NORMAL (BSPI, 'B', 3, A_Chase , &States[S_BSPI_RUN+4]),
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S_NORMAL (BSPI, 'C', 3, A_Chase , &States[S_BSPI_RUN+5]),
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S_NORMAL (BSPI, 'C', 3, A_Chase , &States[S_BSPI_RUN+6]),
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S_NORMAL (BSPI, 'D', 3, A_BabyMetal , &States[S_BSPI_RUN+7]),
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S_NORMAL (BSPI, 'D', 3, A_Chase , &States[S_BSPI_RUN+8]),
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S_NORMAL (BSPI, 'E', 3, A_Chase , &States[S_BSPI_RUN+9]),
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S_NORMAL (BSPI, 'E', 3, A_Chase , &States[S_BSPI_RUN+10]),
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S_NORMAL (BSPI, 'F', 3, A_Chase , &States[S_BSPI_RUN+11]),
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S_NORMAL (BSPI, 'F', 3, A_Chase , &States[S_BSPI_RUN+0]),
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#define S_BSPI_ATK (S_BSPI_RUN+12)
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S_BRIGHT (BSPI, 'A', 20, A_FaceTarget , &States[S_BSPI_ATK+1]),
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S_BRIGHT (BSPI, 'G', 4, A_BspiAttack , &States[S_BSPI_ATK+2]),
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S_BRIGHT (BSPI, 'H', 4, NULL , &States[S_BSPI_ATK+3]),
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S_BRIGHT (BSPI, 'H', 1, A_SpidRefire , &States[S_BSPI_ATK+1]),
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#define S_BSPI_PAIN (S_BSPI_ATK+4)
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S_NORMAL (BSPI, 'I', 3, NULL , &States[S_BSPI_PAIN+1]),
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S_NORMAL (BSPI, 'I', 3, A_Pain , &States[S_BSPI_RUN+0]),
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#define S_BSPI_DIE (S_BSPI_PAIN+2)
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S_NORMAL (BSPI, 'J', 20, A_Scream , &States[S_BSPI_DIE+1]),
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S_NORMAL (BSPI, 'K', 7, A_NoBlocking , &States[S_BSPI_DIE+2]),
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S_NORMAL (BSPI, 'L', 7, NULL , &States[S_BSPI_DIE+3]),
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S_NORMAL (BSPI, 'M', 7, NULL , &States[S_BSPI_DIE+4]),
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S_NORMAL (BSPI, 'N', 7, NULL , &States[S_BSPI_DIE+5]),
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S_NORMAL (BSPI, 'O', 7, NULL , &States[S_BSPI_DIE+6]),
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S_NORMAL (BSPI, 'P', -1, A_BossDeath , NULL),
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#define S_BSPI_RAISE (S_BSPI_DIE+7)
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S_NORMAL (BSPI, 'P', 5, NULL , &States[S_BSPI_RAISE+1]),
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S_NORMAL (BSPI, 'O', 5, NULL , &States[S_BSPI_RAISE+2]),
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S_NORMAL (BSPI, 'N', 5, NULL , &States[S_BSPI_RAISE+3]),
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S_NORMAL (BSPI, 'M', 5, NULL , &States[S_BSPI_RAISE+4]),
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S_NORMAL (BSPI, 'L', 5, NULL , &States[S_BSPI_RAISE+5]),
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S_NORMAL (BSPI, 'K', 5, NULL , &States[S_BSPI_RAISE+6]),
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S_NORMAL (BSPI, 'J', 5, NULL , &States[S_BSPI_RUN+0])
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};
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IMPLEMENT_ACTOR (AArachnotron, Doom, 68, 6)
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PROP_SpawnHealth (500)
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PROP_RadiusFixed (64)
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PROP_HeightFixed (64)
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PROP_Mass (600)
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PROP_SpeedFixed (12)
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PROP_PainChance (128)
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PROP_Flags (MF_SOLID|MF_SHOOTABLE|MF_COUNTKILL)
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PROP_Flags2 (MF2_MCROSS|MF2_PASSMOBJ|MF2_PUSHWALL|MF2_FLOORCLIP)
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PROP_Flags4 (MF4_BOSSDEATH)
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PROP_SpawnState (S_BSPI_STND)
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PROP_SeeState (S_BSPI_SIGHT)
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PROP_PainState (S_BSPI_PAIN)
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PROP_MissileState (S_BSPI_ATK)
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PROP_DeathState (S_BSPI_DIE)
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PROP_RaiseState (S_BSPI_RAISE)
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PROP_SeeSound ("baby/sight")
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PROP_PainSound ("baby/pain")
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PROP_DeathSound ("baby/death")
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PROP_ActiveSound ("baby/active")
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2006-06-17 20:29:41 +00:00
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PROP_Obituary("$OB_BABY")
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2006-02-24 04:48:15 +00:00
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END_DEFAULTS
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class AArachnotronPlasma : public APlasmaBall
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{
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DECLARE_ACTOR (AArachnotronPlasma, APlasmaBall)
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};
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FState AArachnotronPlasma::States[] =
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{
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#define S_ARACH_PLAZ 0
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S_BRIGHT (APLS, 'A', 5, NULL , &States[S_ARACH_PLAZ+1]),
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S_BRIGHT (APLS, 'B', 5, NULL , &States[S_ARACH_PLAZ]),
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#define S_ARACH_PLEX (S_ARACH_PLAZ+2)
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S_BRIGHT (APBX, 'A', 5, NULL , &States[S_ARACH_PLEX+1]),
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S_BRIGHT (APBX, 'B', 5, NULL , &States[S_ARACH_PLEX+2]),
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S_BRIGHT (APBX, 'C', 5, NULL , &States[S_ARACH_PLEX+3]),
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S_BRIGHT (APBX, 'D', 5, NULL , &States[S_ARACH_PLEX+4]),
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S_BRIGHT (APBX, 'E', 5, NULL , NULL)
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};
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IMPLEMENT_ACTOR (AArachnotronPlasma, Doom, -1, 129)
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PROP_RadiusFixed (13)
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PROP_HeightFixed (8)
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PROP_SpeedFixed (25)
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PROP_Damage (5)
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PROP_Flags (MF_NOBLOCKMAP|MF_MISSILE|MF_DROPOFF|MF_NOGRAVITY)
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PROP_Flags2 (MF2_PCROSS|MF2_IMPACT|MF2_NOTELEPORT)
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PROP_Flags4 (MF4_RANDOMIZE)
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PROP_RenderStyle (STYLE_Add)
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PROP_SpawnState (S_ARACH_PLAZ)
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PROP_DeathState (S_ARACH_PLEX)
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PROP_SeeSound ("baby/attack")
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PROP_DeathSound ("baby/shotx")
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END_DEFAULTS
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void A_BspiAttack (AActor *self)
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{
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if (!self->target)
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return;
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A_FaceTarget (self);
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// launch a missile
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P_SpawnMissile (self, self->target, RUNTIME_CLASS(AArachnotronPlasma));
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}
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void A_BabyMetal (AActor *self)
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{
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S_Sound (self, CHAN_BODY, "baby/walk", 1, ATTN_IDLE);
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A_Chase (self);
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}
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