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- Converted ExplosiveBarrel, BulletPuff and DoomUnusedStates to DECORATE.
- Added VSpeed DECORATE property so that an actor can be given an initial vertical speed. - Removed the barrel check in P_DamageMobj. AActor::Die is doing the same operation unconditionally so this is redundant. - Added A_BarrelDestroy to the list of DECORATE code pointers so that the same effect can be recreated for other items as well. - Renamed A_BarrelRespawn to A_Respawn, changed it so that it works for monsters and added it to the list of DECORATE code pointers. Now Quake-style zombies should be possible. ;) - Changed handling of MF4_RANDOMIZE so that it applies to all actors being spawned and not just projectiles. - Converted Berserk and Megasphere to DECORATE. - Fixed: HealThing should respect the stamina a player has and the Dehacked health compatibility flag if max is 0. To do that it calls P_GiveBody now. SVN r373 (trunk)
This commit is contained in:
parent
c745c635db
commit
29195a913c
25 changed files with 907 additions and 947 deletions
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@ -1,3 +1,20 @@
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November 4, 2006 (Changes by Graf Zahl)
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- Converted ExplosiveBarrel, BulletPuff and DoomUnusedStates to DECORATE.
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- Added VSpeed DECORATE property so that an actor can be given an initial
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vertical speed.
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- Removed the barrel check in P_DamageMobj. AActor::Die is doing the same
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operation unconditionally so this is redundant.
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- Added A_BarrelDestroy to the list of DECORATE code pointers so that
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the same effect can be recreated for other items as well.
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- Renamed A_BarrelRespawn to A_Respawn, changed it so that it works for
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monsters and added it to the list of DECORATE code pointers. Now Quake-style
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zombies should be possible. ;)
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- Changed handling of MF4_RANDOMIZE so that it applies to all actors being
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spawned and not just projectiles.
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- Converted Berserk and Megasphere to DECORATE.
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- Fixed: HealThing should respect the stamina a player has and the Dehacked
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health compatibility flag if max is 0. To do that it calls P_GiveBody now.
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November 1, 2006 (Changes by Graf Zahl)
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- Fixed: The Cacodemon had a FastSpeed definition even though it shouldn't.
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- Fixed: FastSpeed was used unconditionally when defined.
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@ -1656,7 +1656,8 @@ static int PatchMisc (int dummy)
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}
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}
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// Update default item properties
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// Update default item properties by patching the affected items
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// Note: This won't have any effect on DECORATE derivates of these items!
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ABasicArmorPickup *armor;
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armor = static_cast<ABasicArmorPickup *> (GetDefaultByName ("GreenArmor"));
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@ -1693,6 +1694,12 @@ static int PatchMisc (int dummy)
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health->MaxAmount = deh.MaxSoulsphere;
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}
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health = static_cast<AHealth *> (GetDefaultByName ("MegasphereHealth"));
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if (health!=NULL)
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{
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health->Amount = health->MaxAmount = deh.MegasphereHealth;
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}
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APlayerPawn *player = static_cast<APlayerPawn *> (GetDefaultByName ("DoomPlayer"));
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if (player != NULL)
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{
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@ -1,95 +0,0 @@
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#include "info.h"
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#include "a_pickups.h"
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#include "d_player.h"
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#include "p_local.h"
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#include "gi.h"
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#include "gstrings.h"
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#include "s_sound.h"
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#include "m_random.h"
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#include "p_local.h"
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#include "p_spec.h"
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#include "p_lnspec.h"
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#include "p_enemy.h"
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#include "p_effect.h"
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// Mega sphere --------------------------------------------------------------
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class AMegasphere : public APowerupGiver
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{
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DECLARE_ACTOR (AMegasphere, APowerupGiver)
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public:
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virtual bool Use (bool pickup)
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{
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player_t *player = Owner->player;
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ABasicArmorPickup *armor = static_cast<ABasicArmorPickup *> (Spawn ("BlueArmor", 0,0,0, NO_REPLACE));
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if (!armor->TryPickup (Owner))
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{
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armor->Destroy ();
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}
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if (player->health < deh.MegasphereHealth)
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{
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player->health = deh.MegasphereHealth;
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player->mo->health = deh.MegasphereHealth;
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}
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return true;
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}
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};
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FState AMegasphere::States[] =
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{
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S_BRIGHT (MEGA, 'A', 6, NULL , &States[1]),
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S_BRIGHT (MEGA, 'B', 6, NULL , &States[2]),
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S_BRIGHT (MEGA, 'C', 6, NULL , &States[3]),
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S_BRIGHT (MEGA, 'D', 6, NULL , &States[0])
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};
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IMPLEMENT_ACTOR (AMegasphere, Doom, 83, 132)
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PROP_Flags (MF_SPECIAL|MF_COUNTITEM)
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PROP_Inventory_FlagsSet (IF_AUTOACTIVATE|IF_ALWAYSPICKUP)
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PROP_Inventory_MaxAmount (0)
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PROP_SpawnState (0)
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PROP_Inventory_PickupMessage("$GOTMSPHERE")
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END_DEFAULTS
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// Berserk ------------------------------------------------------------------
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class ABerserk : public APowerupGiver
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{
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DECLARE_ACTOR (ABerserk, APowerupGiver)
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public:
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virtual bool Use (bool pickup)
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{
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P_GiveBody (Owner, 100);
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if (Super::Use (pickup))
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{
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const PClass *fistType = PClass::FindClass ("Fist");
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if (Owner->player->ReadyWeapon == NULL ||
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Owner->player->ReadyWeapon->GetClass() != fistType)
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{
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AInventory *fist = Owner->FindInventory (fistType);
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if (fist != NULL)
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{
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Owner->player->PendingWeapon = static_cast<AWeapon *> (fist);
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}
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}
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return true;
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}
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return false;
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}
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};
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FState ABerserk::States[] =
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{
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S_BRIGHT (PSTR, 'A', -1, NULL , NULL)
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};
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IMPLEMENT_ACTOR (ABerserk, Doom, 2023, 134)
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PROP_Flags (MF_SPECIAL|MF_COUNTITEM)
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PROP_SpawnState (0)
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PROP_Inventory_FlagsSet (IF_AUTOACTIVATE|IF_ALWAYSPICKUP)
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PROP_Inventory_MaxAmount (0)
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PROP_PowerupGiver_Powerup ("PowerStrength")
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PROP_Inventory_PickupMessage("$GOTBERSERK")
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END_DEFAULTS
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@ -10,18 +10,6 @@ class ABossBrain : public AActor
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DECLARE_ACTOR (ABossBrain, AActor)
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};
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class AExplosiveBarrel : public AActor
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{
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DECLARE_ACTOR (AExplosiveBarrel, AActor)
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};
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class ABulletPuff : public AActor
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{
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DECLARE_ACTOR (ABulletPuff, AActor)
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public:
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void BeginPlay ();
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};
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class ARocket : public AActor
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{
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DECLARE_ACTOR (ARocket, AActor)
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@ -9,46 +9,8 @@
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#include "doomstat.h"
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#include "gstrings.h"
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static FRandom pr_spawnpuffx ("SpawnPuffX");
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// The barrel of green goop ------------------------------------------------
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void A_BarrelDestroy (AActor *);
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void A_BarrelRespawn (AActor *);
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FState AExplosiveBarrel::States[] =
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{
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#define S_BAR 0
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S_NORMAL (BAR1, 'A', 6, NULL , &States[S_BAR+1]),
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S_NORMAL (BAR1, 'B', 6, NULL , &States[S_BAR+0]),
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#define S_BEXP (S_BAR+2)
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S_BRIGHT (BEXP, 'A', 5, NULL , &States[S_BEXP+1]),
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S_BRIGHT (BEXP, 'B', 5, A_Scream , &States[S_BEXP+2]),
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S_BRIGHT (BEXP, 'C', 5, NULL , &States[S_BEXP+3]),
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S_BRIGHT (BEXP, 'D', 10, A_Explode , &States[S_BEXP+4]),
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S_BRIGHT (BEXP, 'E', 10, NULL , &States[S_BEXP+5]),
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S_BRIGHT (BEXP, 'E', 1050, A_BarrelDestroy , &States[S_BEXP+6]),
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S_BRIGHT (BEXP, 'E', 5, A_BarrelRespawn , &States[S_BEXP+6])
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};
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IMPLEMENT_ACTOR (AExplosiveBarrel, Doom, 2035, 125)
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PROP_SpawnHealth (20)
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PROP_RadiusFixed (10)
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PROP_HeightFixed (34)
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PROP_Flags (MF_SOLID|MF_SHOOTABLE|MF_NOBLOOD)
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PROP_Flags2 (MF2_MCROSS)
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PROP_Flags3 (MF3_DONTGIB)
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PROP_Flags4 (MF4_NOICEDEATH)
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PROP_Flags5 (MF5_OLDRADIUSDMG)
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PROP_SpawnState (S_BAR)
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PROP_DeathState (S_BEXP)
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PROP_DeathSound ("world/barrelx")
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PROP_Obituary("$OB_BARREL")
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END_DEFAULTS
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void A_BarrelDestroy (AActor *actor)
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{
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if ((dmflags2 & DF2_BARRELS_RESPAWN) &&
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}
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}
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void A_BarrelRespawn (AActor *actor)
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{
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fixed_t x = actor->SpawnPoint[0] << FRACBITS;
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fixed_t y = actor->SpawnPoint[1] << FRACBITS;
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sector_t *sec;
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actor->flags |= MF_SOLID;
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sec = R_PointInSubsector (x, y)->sector;
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actor->SetOrigin (x, y, sec->floorplane.ZatPoint (x, y));
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if (P_TestMobjLocation (actor))
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{
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AActor *defs = actor->GetDefault();
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actor->health = defs->health;
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actor->flags = defs->flags;
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actor->flags2 = defs->flags2;
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actor->SetState (actor->SpawnState);
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actor->renderflags &= ~RF_INVISIBLE;
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Spawn<ATeleportFog> (x, y, actor->z + TELEFOGHEIGHT, ALLOW_REPLACE);
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}
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else
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{
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actor->flags &= ~MF_SOLID;
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}
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}
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// Bullet puff -------------------------------------------------------------
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FState ABulletPuff::States[] =
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{
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S_BRIGHT (PUFF, 'A', 4, NULL , &States[1]),
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S_NORMAL (PUFF, 'B', 4, NULL , &States[2]),
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S_NORMAL (PUFF, 'C', 4, NULL , &States[3]),
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S_NORMAL (PUFF, 'D', 4, NULL , NULL)
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};
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IMPLEMENT_ACTOR (ABulletPuff, Doom, -1, 131)
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PROP_Flags (MF_NOBLOCKMAP|MF_NOGRAVITY)
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PROP_Flags4 (MF4_ALLOWPARTICLES)
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PROP_RenderStyle (STYLE_Translucent)
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PROP_Alpha (TRANSLUC50)
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PROP_SpawnState (0)
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PROP_MeleeState (2)
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PROP_Mass(5)
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END_DEFAULTS
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void ABulletPuff::BeginPlay ()
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{
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Super::BeginPlay ();
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momz = FRACUNIT;
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tics -= pr_spawnpuffx() & 3;
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if (tics < 1)
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tics = 1;
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}
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// Container for an unused state -------------------------------------------
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/* Doom defined the states S_STALAG, S_DEADTORSO, and S_DEADBOTTOM but never
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* actually used them. For compatibility with DeHackEd patches, they still
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* need to be kept around. This actor serves that purpose.
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*/
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class ADoomUnusedStates : public AActor
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{
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DECLARE_ACTOR (ADoomUnusedStates, AActor)
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};
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FState ADoomUnusedStates::States[] =
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{
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#define S_STALAG 0
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S_NORMAL (SMT2, 'A', -1, NULL , NULL),
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#define S_DEADTORSO (S_STALAG+1)
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S_NORMAL (PLAY, 'N', -1, NULL , NULL),
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#define S_DEADBOTTOM (S_DEADTORSO+1)
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S_NORMAL (PLAY, 'S', -1, NULL , NULL)
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};
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IMPLEMENT_ACTOR (ADoomUnusedStates, Doom, -1, 0)
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PROP_DeathState (S_DEADTORSO)
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END_DEFAULTS
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@ -89,7 +89,7 @@ void A_Punch (AActor *actor)
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angle += pr_punch.Random2() << 18;
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pitch = P_AimLineAttack (actor, angle, MELEERANGE);
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P_LineAttack (actor, angle, MELEERANGE, pitch, damage, NAME_None, RUNTIME_CLASS(ABulletPuff));
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P_LineAttack (actor, angle, MELEERANGE, pitch, damage, NAME_None, NAME_BulletPuff);
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// turn to face target
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if (linetarget)
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@ -183,7 +183,7 @@ void A_FirePistol (AActor *actor)
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S_Sound (actor, CHAN_WEAPON, "weapons/pistol", 1, ATTN_NORM);
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P_BulletSlope (actor);
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P_GunShot (actor, accurate, RUNTIME_CLASS(ABulletPuff));
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P_GunShot (actor, accurate, PClass::FindClass(NAME_BulletPuff));
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}
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// Chainsaw -----------------------------------------------------------------
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@ -273,7 +273,7 @@ void A_Saw (AActor *actor)
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fullsound = S_FindSound("weapons/sawfull");
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hitsound = S_FindSound("weapons/sawhit");
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}
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if (pufftype == NULL) pufftype = RUNTIME_CLASS(ABulletPuff);
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if (pufftype == NULL) pufftype = PClass::FindClass(NAME_BulletPuff);
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if (damage == 0) damage = 2;
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damage *= (pr_saw()%10+1);
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@ -399,7 +399,7 @@ void A_FireShotgun (AActor *actor)
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P_BulletSlope (actor);
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for (i=0 ; i<7 ; i++)
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P_GunShot (actor, false, RUNTIME_CLASS(ABulletPuff));
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P_GunShot (actor, false, PClass::FindClass(NAME_BulletPuff));
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}
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// Super Shotgun ------------------------------------------------------------
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@ -515,7 +515,7 @@ void A_FireShotgun2 (AActor *actor)
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angle,
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PLAYERMISSILERANGE,
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bulletpitch + (pr_fireshotgun2.Random2() * 332063), damage,
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NAME_None, RUNTIME_CLASS(ABulletPuff));
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NAME_None, NAME_BulletPuff);
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}
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}
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@ -629,7 +629,7 @@ void A_FireCGun (AActor *actor)
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player->mo->PlayAttacking2 ();
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P_BulletSlope (actor);
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P_GunShot (actor, !player->refire, RUNTIME_CLASS(ABulletPuff));
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P_GunShot (actor, !player->refire, PClass::FindClass(NAME_BulletPuff));
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}
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// Rocket launcher ---------------------------------------------------------
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@ -32,7 +32,7 @@ void A_PosAttack (AActor *self)
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S_Sound (self, CHAN_WEAPON, "grunt/attack", 1, ATTN_NORM);
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angle += pr_posattack.Random2() << 20;
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damage = ((pr_posattack()%5)+1)*3;
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P_LineAttack (self, angle, MISSILERANGE, slope, damage, NAME_None, RUNTIME_CLASS(ABulletPuff));
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P_LineAttack (self, angle, MISSILERANGE, slope, damage, NAME_None, NAME_BulletPuff);
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}
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static void A_SPosAttack2 (AActor *self)
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@ -49,7 +49,7 @@ static void A_SPosAttack2 (AActor *self)
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{
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int angle = bangle + (pr_sposattack.Random2() << 20);
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int damage = ((pr_sposattack()%5)+1)*3;
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P_LineAttack(self, angle, MISSILERANGE, slope, damage, NAME_None, RUNTIME_CLASS(ABulletPuff));
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P_LineAttack(self, angle, MISSILERANGE, slope, damage, NAME_None, NAME_BulletPuff);
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}
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}
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@ -96,7 +96,7 @@ void A_CPosAttack (AActor *self)
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angle = bangle + (pr_cposattack.Random2() << 20);
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damage = ((pr_cposattack()%5)+1)*3;
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P_LineAttack (self, angle, MISSILERANGE, slope, damage, NAME_None, RUNTIME_CLASS(ABulletPuff));
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P_LineAttack (self, angle, MISSILERANGE, slope, damage, NAME_None, NAME_BulletPuff);
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}
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void A_CPosRefire (AActor *self)
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@ -204,7 +204,7 @@ void A_Tracer (AActor *self)
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return;
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// spawn a puff of smoke behind the rocket
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P_SpawnPuff (RUNTIME_CLASS(ABulletPuff), self->x, self->y, self->z, 0, 3);
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P_SpawnPuff (PClass::FindClass(NAME_BulletPuff), self->x, self->y, self->z, 0, 3);
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smoke = Spawn<ARevenantTracerSmoke> (self->x - self->momx,
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self->y - self->momy, self->z, ALLOW_REPLACE);
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@ -398,7 +398,7 @@ void A_M_Saw (AActor *self)
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P_LineAttack (self, angle, MELEERANGE+1,
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P_AimLineAttack (self, angle, MELEERANGE+1), damage,
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NAME_Melee, RUNTIME_CLASS(ABulletPuff));
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NAME_Melee, NAME_BulletPuff);
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if (!linetarget)
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{
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@ -451,7 +451,7 @@ void A_M_Punch (AActor *self)
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A_FaceTarget (self);
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angle = self->angle + (pr_m_punch.Random2() << 18);
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pitch = P_AimLineAttack (self, angle, MELEERANGE);
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P_LineAttack (self, angle, MELEERANGE, pitch, damage, NAME_Melee, RUNTIME_CLASS(ABulletPuff));
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P_LineAttack (self, angle, MELEERANGE, pitch, damage, NAME_Melee, NAME_BulletPuff);
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// turn to face target
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if (linetarget)
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@ -481,7 +481,7 @@ void A_M_BerserkPunch (AActor *self)
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A_FaceTarget (self);
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angle = self->angle + (pr_m_punch.Random2() << 18);
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pitch = P_AimLineAttack (self, angle, MELEERANGE);
|
||||
P_LineAttack (self, angle, MELEERANGE, pitch, damage, NAME_Melee, RUNTIME_CLASS(ABulletPuff));
|
||||
P_LineAttack (self, angle, MELEERANGE, pitch, damage, NAME_Melee, NAME_BulletPuff);
|
||||
|
||||
// turn to face target
|
||||
if (linetarget)
|
||||
|
@ -527,7 +527,7 @@ void A_M_FirePistol (AActor *self)
|
|||
S_Sound (self, CHAN_WEAPON, "weapons/pistol", 1, ATTN_NORM);
|
||||
A_FaceTarget (self);
|
||||
P_GunShot2 (self, true, P_AimLineAttack (self, self->angle, MISSILERANGE),
|
||||
RUNTIME_CLASS(ABulletPuff));
|
||||
PClass::FindClass(NAME_BulletPuff));
|
||||
}
|
||||
|
||||
//============================================================================
|
||||
|
@ -544,7 +544,7 @@ void A_M_FirePistolInaccurate (AActor *self)
|
|||
S_Sound (self, CHAN_WEAPON, "weapons/pistol", 1, ATTN_NORM);
|
||||
A_FaceTarget (self);
|
||||
P_GunShot2 (self, false, P_AimLineAttack (self, self->angle, MISSILERANGE),
|
||||
RUNTIME_CLASS(ABulletPuff));
|
||||
PClass::FindClass(NAME_BulletPuff));
|
||||
}
|
||||
|
||||
//============================================================================
|
||||
|
@ -565,7 +565,7 @@ void A_M_FireShotgun (AActor *self)
|
|||
pitch = P_AimLineAttack (self, self->angle, MISSILERANGE);
|
||||
for (int i = 0; i < 7; ++i)
|
||||
{
|
||||
P_GunShot2 (self, false, pitch, RUNTIME_CLASS(ABulletPuff));
|
||||
P_GunShot2 (self, false, pitch, PClass::FindClass(NAME_BulletPuff));
|
||||
}
|
||||
self->special1 = level.maptime + 27;
|
||||
}
|
||||
|
@ -611,7 +611,7 @@ void A_M_FireShotgun2 (AActor *self)
|
|||
|
||||
P_LineAttack (self, angle, MISSILERANGE,
|
||||
pitch + (pr_m_fireshotgun2.Random2() * 332063), damage,
|
||||
NAME_None, RUNTIME_CLASS(ABulletPuff));
|
||||
NAME_None, PClass::FindClass(NAME_BulletPuff));
|
||||
}
|
||||
self->special1 = level.maptime;
|
||||
}
|
||||
|
@ -630,7 +630,7 @@ void A_M_FireCGunAccurate (AActor *self)
|
|||
S_Sound (self, CHAN_WEAPON, "weapons/chngun", 1, ATTN_NORM);
|
||||
A_FaceTarget (self);
|
||||
P_GunShot2 (self, true, P_AimLineAttack (self, self->angle, MISSILERANGE),
|
||||
RUNTIME_CLASS(ABulletPuff));
|
||||
PClass::FindClass(NAME_BulletPuff));
|
||||
}
|
||||
|
||||
//============================================================================
|
||||
|
@ -647,7 +647,7 @@ void A_M_FireCGun (AActor *self)
|
|||
S_Sound (self, CHAN_WEAPON, "weapons/chngun", 1, ATTN_NORM);
|
||||
A_FaceTarget (self);
|
||||
P_GunShot2 (self, false, P_AimLineAttack (self, self->angle, MISSILERANGE),
|
||||
RUNTIME_CLASS(ABulletPuff));
|
||||
PClass::FindClass(NAME_BulletPuff));
|
||||
}
|
||||
|
||||
//============================================================================
|
||||
|
|
|
@ -26,9 +26,9 @@ void A_MakePod (AActor *);
|
|||
|
||||
// Pod ----------------------------------------------------------------------
|
||||
|
||||
class APod : public AExplosiveBarrel
|
||||
class APod : public AActor
|
||||
{
|
||||
DECLARE_ACTOR (APod, AExplosiveBarrel)
|
||||
DECLARE_ACTOR (APod, AActor)
|
||||
HAS_OBJECT_POINTERS
|
||||
public:
|
||||
void BeginPlay ();
|
||||
|
|
|
@ -1762,6 +1762,7 @@ void AHexenArmor::AbsorbDamage (int damage, FName damageType, int &newdamage)
|
|||
}
|
||||
|
||||
IMPLEMENT_STATELESS_ACTOR (AHealth, Any, -1, 0)
|
||||
PROP_Inventory_Amount (1)
|
||||
PROP_Inventory_MaxAmount (0)
|
||||
PROP_Inventory_PickupSound ("misc/health_pkup")
|
||||
END_DEFAULTS
|
||||
|
|
|
@ -342,7 +342,7 @@ void cht_DoCheat (player_t *player, int cheat)
|
|||
// a very very cheap kill.
|
||||
P_LineAttack (player->mo, player->mo->angle, PLAYERMISSILERANGE,
|
||||
P_AimLineAttack (player->mo, player->mo->angle, PLAYERMISSILERANGE), 1000000,
|
||||
NAME_None, RUNTIME_CLASS(ABulletPuff));
|
||||
NAME_None, NAME_BulletPuff);
|
||||
}
|
||||
break;
|
||||
|
||||
|
|
|
@ -32,6 +32,8 @@ xx(DoorCreak)
|
|||
xx(DoorMetal2)
|
||||
xx(Wind)
|
||||
|
||||
xx(BulletPuff)
|
||||
|
||||
// Special bosses A_BossDeath knows about
|
||||
xx(Fatso)
|
||||
xx(Arachnotron)
|
||||
|
|
|
@ -1045,11 +1045,6 @@ void P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage
|
|||
if (target->health <= 0)
|
||||
{ // Death
|
||||
target->special1 = damage;
|
||||
if (source && target->IsKindOf (RUNTIME_CLASS(AExplosiveBarrel))
|
||||
&& !source->IsKindOf (RUNTIME_CLASS(AExplosiveBarrel)))
|
||||
{ // Make sure players get frags for chain-reaction kills
|
||||
target->target = source;
|
||||
}
|
||||
// check for special fire damage or ice damage deaths
|
||||
if (mod == NAME_Fire)
|
||||
{
|
||||
|
|
|
@ -978,7 +978,8 @@ FUNC(LS_HealThing)
|
|||
|
||||
if (max == 0 || it->player == NULL)
|
||||
{
|
||||
max = it->GetDefault()->health;
|
||||
P_GiveBody(it, arg0);
|
||||
return true;
|
||||
}
|
||||
else if (max == 1)
|
||||
{
|
||||
|
|
|
@ -300,6 +300,7 @@ extern AActor *PuffSpawned; // points to last puff spawned
|
|||
|
||||
fixed_t P_AimLineAttack (AActor *t1, angle_t angle, fixed_t distance, fixed_t vrange=0);
|
||||
void P_LineAttack (AActor *t1, angle_t angle, fixed_t distance, int pitch, int damage, FName damageType, const PClass *pufftype);
|
||||
void P_LineAttack (AActor *t1, angle_t angle, fixed_t distance, int pitch, int damage, FName damageType, FName pufftype);
|
||||
void P_TraceBleed (int damage, fixed_t x, fixed_t y, fixed_t z, AActor *target, angle_t angle, int pitch);
|
||||
void P_TraceBleed (int damage, AActor *target, angle_t angle, int pitch);
|
||||
void P_TraceBleed (int damage, AActor *target, AActor *missile); // missile version
|
||||
|
|
|
@ -2838,6 +2838,20 @@ void P_LineAttack (AActor *t1, angle_t angle, fixed_t distance,
|
|||
}
|
||||
}
|
||||
|
||||
void P_LineAttack (AActor *t1, angle_t angle, fixed_t distance,
|
||||
int pitch, int damage, FName damageType, FName pufftype)
|
||||
{
|
||||
const PClass * type = PClass::FindClass(pufftype);
|
||||
if (type == NULL)
|
||||
{
|
||||
Printf("Attempt to spawn unknown actor type '%s'\n", pufftype.GetChars());
|
||||
}
|
||||
else
|
||||
{
|
||||
P_LineAttack(t1, angle, distance, pitch, damage, damageType, type);
|
||||
}
|
||||
}
|
||||
|
||||
void P_TraceBleed (int damage, fixed_t x, fixed_t y, fixed_t z, AActor *actor, angle_t angle, int pitch)
|
||||
{
|
||||
if (!cl_bloodsplats)
|
||||
|
@ -3061,7 +3075,7 @@ void P_RailAttack (AActor *source, int damage, int offset, int color1, int color
|
|||
}
|
||||
if (trace.CrossedWater)
|
||||
{
|
||||
AActor *puff = Spawn<ABulletPuff> (0, 0, 0, ALLOW_REPLACE);
|
||||
AActor *puff = Spawn ("BulletPuff", 0, 0, 0, ALLOW_REPLACE);
|
||||
if (puff != NULL)
|
||||
{
|
||||
SpawnDeepSplash (source, trace, puff, vx, vy, vz);
|
||||
|
@ -3083,7 +3097,7 @@ void P_RailAttack (AActor *source, int damage, int offset, int color1, int color
|
|||
if ((RailHits[i].HitActor->flags & MF_NOBLOOD) ||
|
||||
(RailHits[i].HitActor->flags2 & (MF2_DORMANT|MF2_INVULNERABLE)))
|
||||
{
|
||||
P_SpawnPuff (RUNTIME_CLASS(ABulletPuff), x, y, z, source->angle - ANG180, 1, true);
|
||||
P_SpawnPuff (PClass::FindClass(NAME_BulletPuff), x, y, z, source->angle - ANG180, 1, true);
|
||||
}
|
||||
else
|
||||
{
|
||||
|
|
|
@ -3106,6 +3106,15 @@ AActor *AActor::StaticSpawn (const PClass *type, fixed_t ix, fixed_t iy, fixed_t
|
|||
FState *st = actor->SpawnState;
|
||||
actor->state = st;
|
||||
actor->tics = st->GetTics();
|
||||
|
||||
// [RH] Don't decrement tics if they are already less than 1
|
||||
if ((actor->flags4 & MF4_RANDOMIZE) && actor->tics > 0)
|
||||
{
|
||||
actor->tics -= pr_checkmissilespawn() & 3;
|
||||
if (actor->tics < 1)
|
||||
actor->tics = 1;
|
||||
}
|
||||
|
||||
actor->sprite = st->sprite.index;
|
||||
actor->frame = st->GetFrame();
|
||||
actor->renderflags = (actor->renderflags & ~RF_FULLBRIGHT) | st->GetFullbright();
|
||||
|
@ -4194,14 +4203,6 @@ bool P_HitFloor (AActor *thing)
|
|||
|
||||
bool P_CheckMissileSpawn (AActor* th)
|
||||
{
|
||||
// [RH] Don't decrement tics if they are already less than 1
|
||||
if ((th->flags4 & MF4_RANDOMIZE) && th->tics > 0)
|
||||
{
|
||||
th->tics -= pr_checkmissilespawn() & 3;
|
||||
if (th->tics < 1)
|
||||
th->tics = 1;
|
||||
}
|
||||
|
||||
// move a little forward so an angle can be computed if it immediately explodes
|
||||
if (th->Speed >= 100*FRACUNIT)
|
||||
{ // Ultra-fast ripper spawning missile
|
||||
|
|
|
@ -511,6 +511,8 @@ ACTOR(CheckSkullDone)
|
|||
ACTOR(RadiusThrust)
|
||||
ACTOR(Stop)
|
||||
ACTOR(SPosAttackUseAtkSound)
|
||||
ACTOR(Respawn)
|
||||
ACTOR(BarrelDestroy)
|
||||
|
||||
|
||||
#include "d_dehackedactions.h"
|
||||
|
@ -725,6 +727,8 @@ AFuncDesc AFTable[]=
|
|||
FUNC(A_RadiusThrust, "xxy")
|
||||
{"A_Explode", A_ExplodeParms, "xxy" },
|
||||
FUNC(A_Stop, NULL)
|
||||
FUNC(A_Respawn, "y")
|
||||
FUNC(A_BarrelDestroy, NULL)
|
||||
};
|
||||
|
||||
//==========================================================================
|
||||
|
@ -3254,6 +3258,15 @@ static void ActorCameraheight (AActor *defaults, Baggage &bag)
|
|||
bag.Info->Class->Meta.SetMetaFixed (AMETA_CameraHeight, fixed_t(sc_Float*FRACUNIT));
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
//==========================================================================
|
||||
static void ActorVSpeed (AActor *defaults, Baggage &bag)
|
||||
{
|
||||
SC_MustGetFloat();
|
||||
defaults->momz = fixed_t(sc_Float*FRACUNIT);
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
//==========================================================================
|
||||
|
@ -4107,6 +4120,7 @@ static const ActorProps props[] =
|
|||
{ "states", ActorStates, RUNTIME_CLASS(AActor) },
|
||||
{ "tag", ActorTag, RUNTIME_CLASS(AActor) },
|
||||
{ "translation", ActorTranslation, RUNTIME_CLASS(AActor) },
|
||||
{ "vspeed", ActorVSpeed, RUNTIME_CLASS(AActor) },
|
||||
{ "weapon.ammogive", (apf)WeaponAmmoGive1, RUNTIME_CLASS(AWeapon) },
|
||||
{ "weapon.ammogive1", (apf)WeaponAmmoGive1, RUNTIME_CLASS(AWeapon) },
|
||||
{ "weapon.ammogive2", (apf)WeaponAmmoGive2, RUNTIME_CLASS(AWeapon) },
|
||||
|
|
|
@ -369,7 +369,7 @@ void A_BulletAttack (AActor *self)
|
|||
int angle = bangle + (pr_cabullet.Random2() << 20);
|
||||
int damage = ((pr_cabullet()%5)+1)*3;
|
||||
P_LineAttack(self, angle, MISSILERANGE, slope, damage,
|
||||
GetDefaultByType(RUNTIME_CLASS(ABulletPuff))->DamageType, RUNTIME_CLASS(ABulletPuff));
|
||||
NAME_None, NAME_BulletPuff);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -752,7 +752,7 @@ void A_CustomBulletAttack (AActor *self)
|
|||
bangle = self->angle;
|
||||
|
||||
pufftype = PClass::FindClass(PuffType);
|
||||
if (!pufftype) pufftype=RUNTIME_CLASS(ABulletPuff);
|
||||
if (!pufftype) pufftype = PClass::FindClass(NAME_BulletPuff);
|
||||
|
||||
bslope = P_AimLineAttack (self, bangle, MISSILERANGE);
|
||||
|
||||
|
@ -855,7 +855,7 @@ void A_FireBullets (AActor *self)
|
|||
bslope = bulletpitch;
|
||||
|
||||
PuffType = PClass::FindClass(PuffTypeName);
|
||||
if (!PuffType) PuffType=RUNTIME_CLASS(ABulletPuff);
|
||||
if (!PuffType) PuffType = PClass::FindClass(NAME_BulletPuff);
|
||||
|
||||
S_SoundID (self, CHAN_WEAPON, weapon->AttackSound, 1, ATTN_NORM);
|
||||
|
||||
|
@ -977,7 +977,7 @@ void A_CustomPunch (AActor *self)
|
|||
}
|
||||
|
||||
PuffType = PClass::FindClass(PuffTypeName);
|
||||
if (!PuffType) PuffType=RUNTIME_CLASS(ABulletPuff);
|
||||
if (!PuffType) PuffType = PClass::FindClass(NAME_BulletPuff);
|
||||
|
||||
P_LineAttack (self, angle, Range, pitch, Damage, GetDefaultByType(PuffType)->DamageType, PuffType);
|
||||
|
||||
|
@ -1383,6 +1383,7 @@ void A_SelectWeapon(AActor * actor)
|
|||
else if (pStateCall != NULL) pStateCall->Result=false;
|
||||
}
|
||||
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
// A_Print
|
||||
|
@ -1782,3 +1783,44 @@ void A_Stop (AActor *self)
|
|||
{
|
||||
self->momx = self->momy = self->momz = 0;
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
// A_Respawn
|
||||
//
|
||||
//===========================================================================
|
||||
void A_Respawn (AActor *actor)
|
||||
{
|
||||
fixed_t x = actor->SpawnPoint[0] << FRACBITS;
|
||||
fixed_t y = actor->SpawnPoint[1] << FRACBITS;
|
||||
sector_t *sec;
|
||||
|
||||
actor->flags |= MF_SOLID;
|
||||
sec = R_PointInSubsector (x, y)->sector;
|
||||
actor->SetOrigin (x, y, sec->floorplane.ZatPoint (x, y));
|
||||
actor->height = actor->GetDefault()->height;
|
||||
if (P_TestMobjLocation (actor))
|
||||
{
|
||||
AActor *defs = actor->GetDefault();
|
||||
actor->health = defs->health;
|
||||
|
||||
actor->flags = (defs->flags & ~MF_FRIENDLY) | (actor->flags & MF_FRIENDLY);
|
||||
actor->flags2 = defs->flags2;
|
||||
actor->flags3 = (defs->flags3 & ~(MF3_NOSIGHTCHECK | MF3_HUNTPLAYERS)) | (actor->flags3 & (MF3_NOSIGHTCHECK | MF3_HUNTPLAYERS));
|
||||
actor->flags4 = (defs->flags4 & ~MF4_NOHATEPLAYERS) | (actor->flags4 & MF4_NOHATEPLAYERS);
|
||||
actor->flags5 = defs->flags5;
|
||||
actor->SetState (actor->SpawnState);
|
||||
actor->renderflags &= ~RF_INVISIBLE;
|
||||
|
||||
int index=CheckIndex(1, NULL);
|
||||
if (index<0 || EvalExpressionN (StateParameters[index+2], actor))
|
||||
{
|
||||
Spawn<ATeleportFog> (x, y, actor->z + TELEFOGHEIGHT, ALLOW_REPLACE);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
actor->flags &= ~MF_SOLID;
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -15,6 +15,7 @@
|
|||
#include "actors/doom/doomartifacts.txt"
|
||||
#include "actors/doom/doomhealth.txt"
|
||||
#include "actors/doom/doomkeys.txt"
|
||||
#include "actors/doom/doommisc.txt"
|
||||
#include "actors/doom/doomdecorations.txt"
|
||||
#include "actors/doom/stealthmonsters.txt"
|
||||
|
||||
|
|
|
@ -42,6 +42,34 @@ ACTOR Soulsphere : Health 2013
|
|||
}
|
||||
}
|
||||
|
||||
// Mega sphere --------------------------------------------------------------
|
||||
|
||||
ACTOR MegasphereHealth : Health // for manipulation by Dehacked
|
||||
{
|
||||
Inventory.Amount 200
|
||||
Inventory.MaxAmount 200
|
||||
+INVENTORY.ALWAYSPICKUP
|
||||
}
|
||||
|
||||
ACTOR Megasphere : CustomInventory 83
|
||||
{
|
||||
Game Doom
|
||||
SpawnID 132
|
||||
+COUNTITEM
|
||||
+INVENTORY.ALWAYSPICKUP
|
||||
Inventory.PickupMessage "$GOTMSPHERE"
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
MEGA ABCD 6 BRIGHT
|
||||
Loop
|
||||
Pickup:
|
||||
TNT1 A 0 A_GiveInventory("BlueArmor", 1)
|
||||
TNT1 A 0 A_GiveInventory("MegasphereHealth", 1)
|
||||
Stop
|
||||
}
|
||||
}
|
||||
|
||||
// Invisibility -------------------------------------------------------------
|
||||
|
||||
ACTOR BlurSphere : PowerupGiver 2024
|
||||
|
@ -126,3 +154,25 @@ ACTOR Allmap : MapRevealer 2026
|
|||
}
|
||||
}
|
||||
|
||||
// Berserk ------------------------------------------------------------------
|
||||
|
||||
ACTOR Berserk : CustomInventory 2023
|
||||
{
|
||||
Game Doom
|
||||
SpawnID 134
|
||||
+COUNTITEM
|
||||
+INVENTORY.ALWAYSPICKUP
|
||||
Inventory.PickupMessage "$GOTBERSERK"
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
PSTR A -1
|
||||
Stop
|
||||
Pickup:
|
||||
TNT1 A 0 A_GiveInventory("PowerStrength")
|
||||
TNT1 A 0 HealThing(100, 0)
|
||||
TNT1 A 0 A_SelectWeapon("Fist")
|
||||
Stop
|
||||
}
|
||||
}
|
||||
|
||||
|
|
77
wadsrc/decorate/doom/doommisc.txt
Normal file
77
wadsrc/decorate/doom/doommisc.txt
Normal file
|
@ -0,0 +1,77 @@
|
|||
// The barrel of green goop ------------------------------------------------
|
||||
|
||||
ACTOR ExplosiveBarrel 2035
|
||||
{
|
||||
Game Doom
|
||||
SpawnID 125
|
||||
Health 20
|
||||
Radius 10
|
||||
Height 34
|
||||
+SOLID
|
||||
+SHOOTABLE
|
||||
+NOBLOOD
|
||||
+ACTIVATEMCROSS
|
||||
+DONTGIB
|
||||
+NOICEDEATH
|
||||
+OLDRADIUSDMG
|
||||
DeathSound "world/barrelx"
|
||||
Obituary "$OB_BARREL"
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
BAR1 AB 6
|
||||
Loop
|
||||
Death:
|
||||
BEXP A 5 BRIGHT
|
||||
BEXP B 5 BRIGHT A_Scream
|
||||
BEXP C 5 BRIGHT
|
||||
BEXP D 5 BRIGHT A_Explode
|
||||
BEXP E 10 BRIGHT
|
||||
BEXP E 1050 BRIGHT A_BarrelDestroy
|
||||
BEXP E 5 A_Respawn
|
||||
Wait
|
||||
}
|
||||
}
|
||||
|
||||
// Bullet puff -------------------------------------------------------------
|
||||
|
||||
ACTOR BulletPuff
|
||||
{
|
||||
Game Doom
|
||||
SpawnID 131
|
||||
+NOBLOCKMAP
|
||||
+NOGRAVITY
|
||||
+ALLOWPARTICLES
|
||||
+RANDOMIZE
|
||||
RenderStyle Translucent
|
||||
Alpha 0.5
|
||||
VSpeed 1
|
||||
Mass 5
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
PUFF A 4 Bright
|
||||
PUFF B 4
|
||||
Melee:
|
||||
PUFF CD 4
|
||||
Stop
|
||||
}
|
||||
}
|
||||
|
||||
// Container for an unused state -------------------------------------------
|
||||
|
||||
/* Doom defined the states S_STALAG, S_DEADTORSO, and S_DEADBOTTOM but never
|
||||
* actually used them. For compatibility with DeHackEd patches, they still
|
||||
* need to be kept around. This actor serves that purpose.
|
||||
*/
|
||||
|
||||
ACTOR DoomUnusedStates
|
||||
{
|
||||
States
|
||||
{
|
||||
SMT2 A -1
|
||||
Death:
|
||||
PLAY N -1
|
||||
PLAY S -1
|
||||
}
|
||||
}
|
|
@ -258,6 +258,7 @@ actors/doom/doomarmor.txt decorate/doom/doomarmor.txt
|
|||
actors/doom/doomartifacts.txt decorate/doom/doomartifacts.txt
|
||||
actors/doom/doomhealth.txt decorate/doom/doomhealth.txt
|
||||
actors/doom/doomkeys.txt decorate/doom/doomkeys.txt
|
||||
actors/doom/doommisc.txt decorate/doom/doommisc.txt
|
||||
actors/doom/doomdecorations.txt decorate/doom/doomdecorations.txt
|
||||
actors/doom/stealthmonsters.txt decorate/doom/stealthmonsters.txt
|
||||
|
||||
|
|
1316
zdoom.vcproj
1316
zdoom.vcproj
File diff suppressed because it is too large
Load diff
Loading…
Reference in a new issue