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- scriptified A_HeadAttack, A_CyberAttack and A_Hoof.
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9f8a5dae21
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3f1673f34f
7 changed files with 55 additions and 69 deletions
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@ -1,35 +0,0 @@
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/*
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#include "actor.h"
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#include "info.h"
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#include "m_random.h"
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#include "p_local.h"
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#include "p_enemy.h"
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#include "gstrings.h"
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#include "a_action.h"
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#include "s_sound.h"
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#include "vm.h"
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*/
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static FRandom pr_headattack ("HeadAttack");
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DEFINE_ACTION_FUNCTION(AActor, A_HeadAttack)
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{
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PARAM_SELF_PROLOGUE(AActor);
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if (!self->target)
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return 0;
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A_FaceTarget (self);
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if (self->CheckMeleeRange ())
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{
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int damage = (pr_headattack()%6+1)*10;
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S_Sound (self, CHAN_WEAPON, self->AttackSound, 1, ATTN_NORM);
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int newdam = P_DamageMobj (self->target, self, self, damage, NAME_Melee);
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P_TraceBleed (newdam > 0 ? newdam : damage, self->target, self);
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return 0;
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}
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// launch a missile
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P_SpawnMissile (self, self->target, PClass::FindActor("CacodemonBall"));
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return 0;
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}
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@ -1,29 +0,0 @@
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/*
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#include "actor.h"
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#include "p_local.h"
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#include "s_sound.h"
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#include "p_enemy.h"
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#include "a_action.h"
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#include "vm.h"
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*/
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DEFINE_ACTION_FUNCTION(AActor, A_CyberAttack)
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{
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PARAM_SELF_PROLOGUE(AActor);
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if (!self->target)
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return 0;
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A_FaceTarget (self);
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P_SpawnMissile (self, self->target, PClass::FindActor("Rocket"));
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return 0;
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}
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DEFINE_ACTION_FUNCTION(AActor, A_Hoof)
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{
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PARAM_SELF_PROLOGUE(AActor);
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S_Sound (self, CHAN_BODY, "cyber/hoof", 1, ATTN_IDLE);
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A_Chase (stack, self);
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return 0;
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}
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@ -24,8 +24,6 @@
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// Include all the other Doom stuff here to reduce compile time
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#include "a_archvile.cpp"
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#include "a_bossbrain.cpp"
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#include "a_cacodemon.cpp"
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#include "a_cyberdemon.cpp"
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#include "a_demon.cpp"
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#include "a_doomimp.cpp"
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#include "a_doomweaps.cpp"
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@ -676,6 +676,7 @@ void InitThingdef()
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symt.AddSymbol(new PField(NAME_VisibleStartPitch, TypeFloat64, VARF_Native, myoffsetof(AActor, VisibleStartPitch)));
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symt.AddSymbol(new PField(NAME_VisibleEndAngle, TypeFloat64, VARF_Native, myoffsetof(AActor, VisibleEndAngle)));
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symt.AddSymbol(new PField(NAME_VisibleEndPitch, TypeFloat64, VARF_Native, myoffsetof(AActor, VisibleEndPitch)));
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symt.AddSymbol(new PField("AttackSound", TypeSound, VARF_Native, myoffsetof(AActor, AttackSound)));
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symt.AddSymbol(new PField(NAME_Target, TypeActor, VARF_Native, myoffsetof(AActor, target)));
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symt.AddSymbol(new PField(NAME_Master, TypeActor, VARF_Native, myoffsetof(AActor, master)));
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symt.AddSymbol(new PField(NAME_Tracer, TypeActor, VARF_Native, myoffsetof(AActor, tracer)));
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@ -112,13 +112,10 @@ class Actor : Thinker native
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native void A_CPosRefire();
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native void A_TroopAttack();
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native void A_SargAttack();
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native void A_HeadAttack();
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native void A_SkullAttack(float speed = 20);
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native void A_BetaSkullAttack();
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native void A_Metal();
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native void A_SpidRefire();
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native void A_Hoof();
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native void A_CyberAttack();
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native void A_PainAttack(class<Actor> spawntype = "LostSoul", float angle = 0, int flags = 0, int limit = -1);
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native void A_DualPainAttack(class<Actor> spawntype = "LostSoul");
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native void A_PainDie(class<Actor> spawntype = "LostSoul");
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@ -86,3 +86,32 @@ class CacodemonBall : Actor
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Stop;
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}
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}
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//===========================================================================
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//
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// Code (must be attached to Actor)
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//
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//===========================================================================
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extend class Actor
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{
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void A_HeadAttack()
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{
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if (target)
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{
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if (CheckMeleeRange())
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{
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int damage = random[pr_headattack](1, 6) * 10;
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A_PlaySound (AttackSound, CHAN_WEAPON);
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int newdam = target.DamageMobj (self, self, damage, "Melee");
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target.TraceBleed (newdam > 0 ? newdam : damage, self);
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}
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else
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{
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// launch a missile
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SpawnMissile (target, "CacodemonBall");
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}
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}
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}
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}
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@ -62,3 +62,28 @@ class Cyberdemon : Actor
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}
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}
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//===========================================================================
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//
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// Code (must be attached to Actor)
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//
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//===========================================================================
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extend class Actor
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{
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void A_CyberAttack()
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{
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if (target)
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{
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A_FaceTarget();
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SpawnMissile (target, "Rocket");
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}
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}
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void A_Hoof()
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{
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A_PlaySound("cyber/hoof", CHAN_BODY, 1, false, ATTN_IDLE);
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A_Chase();
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}
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}
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