mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-11-10 14:51:51 +00:00
- scriptified Heretic's mace.
- fixed: FxAssignSelf did not the correct number of registers for vector operations. - fixed a few asserts in vector2 instructions. - turned the virtual AActor::HitFloor method into a flag MF7_SMASHABLE. The only use of this function was to kill Hexen's pottery when they hit the floor, and this looks like something that can be exposed to modders less clumsily.
This commit is contained in:
parent
3a059cbfd6
commit
3f5bf88d69
15 changed files with 529 additions and 595 deletions
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@ -385,6 +385,7 @@ enum ActorFlag7
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MF7_USEKILLSCRIPTS = 0x00800000, // [JM] Use "KILL" Script on death if not forced by GameInfo.
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MF7_NOKILLSCRIPTS = 0x01000000, // [JM] No "KILL" Script on death whatsoever, even if forced by GameInfo.
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MF7_SPRITEANGLE = 0x02000000, // [MC] Utilize the SpriteAngle property and lock the rotation to the degrees specified.
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MF7_SMASHABLE = 0x04000000, // dies if hitting the floor.
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};
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// --- mobj.renderflags ---
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@ -636,9 +637,6 @@ public:
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// Made a metadata property so no longer virtual
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void Howl ();
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// Actor just hit the floor
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virtual void HitFloor ();
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// plays bouncing sound
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void PlayBounceSound(bool onfloor);
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@ -45,349 +45,6 @@ void P_DSparilTeleport (AActor *actor);
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extern bool P_AutoUseChaosDevice (player_t *player);
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// --- Mace -----------------------------------------------------------------
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#define MAGIC_JUNK 1234
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// Mace FX4 -----------------------------------------------------------------
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class AMaceFX4 : public AActor
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{
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DECLARE_CLASS (AMaceFX4, AActor)
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public:
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int DoSpecialDamage (AActor *target, int damage, FName damagetype);
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};
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IMPLEMENT_CLASS(AMaceFX4, false, false, false, false)
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int AMaceFX4::DoSpecialDamage (AActor *target, int damage, FName damagetype)
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{
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if ((target->flags2 & MF2_BOSS) || (target->flags3 & MF3_DONTSQUASH) || target->IsTeammate (this->target))
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{ // Don't allow cheap boss kills and don't instagib teammates
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return damage;
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}
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else if (target->player)
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{ // Player specific checks
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if (target->player->mo->flags2 & MF2_INVULNERABLE)
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{ // Can't hurt invulnerable players
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return -1;
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}
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if (P_AutoUseChaosDevice (target->player))
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{ // Player was saved using chaos device
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return -1;
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}
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}
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return TELEFRAG_DAMAGE; // Something's gonna die
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}
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//----------------------------------------------------------------------------
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//
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// PROC A_FireMacePL1B
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//
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//----------------------------------------------------------------------------
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void FireMacePL1B (AActor *actor)
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{
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AActor *ball;
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player_t *player;
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if (NULL == (player = actor->player))
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{
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return;
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}
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AWeapon *weapon = player->ReadyWeapon;
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if (weapon != NULL)
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{
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if (!weapon->DepleteAmmo (weapon->bAltFire))
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return;
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}
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ball = Spawn("MaceFX2", actor->PosPlusZ(28 - actor->Floorclip), ALLOW_REPLACE);
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ball->Vel.Z = 2 - player->mo->Angles.Pitch.TanClamped();
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ball->target = actor;
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ball->Angles.Yaw = actor->Angles.Yaw;
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ball->AddZ(ball->Vel.Z);
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ball->VelFromAngle();
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ball->Vel += actor->Vel.XY()/2;
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S_Sound (ball, CHAN_BODY, "weapons/maceshoot", 1, ATTN_NORM);
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P_CheckMissileSpawn (ball, actor->radius);
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}
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//----------------------------------------------------------------------------
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//
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// PROC A_FireMacePL1
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//
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//----------------------------------------------------------------------------
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DEFINE_ACTION_FUNCTION(AActor, A_FireMacePL1)
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{
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PARAM_ACTION_PROLOGUE(AActor);
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AActor *ball;
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player_t *player;
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if (nullptr == (player = self->player))
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{
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return 0;
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}
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if (pr_maceatk() < 28)
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{
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FireMacePL1B(self);
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return 0;
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}
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AWeapon *weapon = player->ReadyWeapon;
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if (weapon != nullptr)
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{
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if (!weapon->DepleteAmmo(weapon->bAltFire))
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return 0;
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player->GetPSprite(PSP_WEAPON)->x = ((pr_maceatk() & 3) - 2);
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player->GetPSprite(PSP_WEAPON)->y = WEAPONTOP + (pr_maceatk() & 3);
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}
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ball = P_SpawnPlayerMissile(self, PClass::FindActor("MaceFX1"), self->Angles.Yaw + (((pr_maceatk() & 7) - 4) * (360. / 256)));
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if (ball)
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{
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ball->special1 = 16; // tics till dropoff
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}
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return 0;
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}
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//----------------------------------------------------------------------------
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//
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// PROC A_MacePL1Check
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//
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//----------------------------------------------------------------------------
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DEFINE_ACTION_FUNCTION(AActor, A_MacePL1Check)
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{
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PARAM_SELF_PROLOGUE(AActor);
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if (self->special1 == 0)
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{
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return 0;
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}
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self->special1 -= 4;
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if (self->special1 > 0)
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{
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return 0;
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}
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self->special1 = 0;
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self->flags &= ~MF_NOGRAVITY;
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self->Gravity = 1. / 8;;
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// [RH] Avoid some precision loss by scaling the velocity directly
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#if 0
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// This is the original code, for reference.
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a.ngle_t ang = self->ang>>ANGLETOF.INESHIFT;
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self->velx = F.ixedMul(7*F.RACUNIT, f.inecosine[ang]);
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self->vely = F.ixedMul(7*F.RACUNIT, f.inesine[ang]);
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#else
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double velscale = 7 / self->Vel.XY().Length();
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self->Vel.X *= velscale;
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self->Vel.Y *= velscale;
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#endif
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self->Vel.Z *= 0.5;
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return 0;
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}
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//----------------------------------------------------------------------------
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//
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// PROC A_MaceBallImpact
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//
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//----------------------------------------------------------------------------
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DEFINE_ACTION_FUNCTION(AActor, A_MaceBallImpact)
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{
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PARAM_SELF_PROLOGUE(AActor);
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if ((self->health != MAGIC_JUNK) && (self->flags & MF_INBOUNCE))
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{ // Bounce
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self->health = MAGIC_JUNK;
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self->Vel.Z *= 0.75;
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self->BounceFlags = BOUNCE_None;
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self->SetState (self->SpawnState);
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S_Sound (self, CHAN_BODY, "weapons/macebounce", 1, ATTN_NORM);
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}
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else
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{ // Explode
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self->Vel.Zero();
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self->flags |= MF_NOGRAVITY;
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self->Gravity = 1;
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S_Sound (self, CHAN_BODY, "weapons/macehit", 1, ATTN_NORM);
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}
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return 0;
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}
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//----------------------------------------------------------------------------
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//
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// PROC A_MaceBallImpact2
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//
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//----------------------------------------------------------------------------
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DEFINE_ACTION_FUNCTION(AActor, A_MaceBallImpact2)
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{
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PARAM_SELF_PROLOGUE(AActor);
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AActor *tiny;
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if ((self->Z() <= self->floorz) && P_HitFloor (self))
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{ // Landed in some sort of liquid
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self->Destroy ();
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return 0;
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}
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if (self->flags & MF_INBOUNCE)
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{
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if (self->Vel.Z < 2)
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{
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goto boom;
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}
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// Bounce
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self->Vel.Z *= 0.75;
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self->SetState (self->SpawnState);
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tiny = Spawn("MaceFX3", self->Pos(), ALLOW_REPLACE);
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tiny->target = self->target;
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tiny->Angles.Yaw = self->Angles.Yaw + 90.;
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tiny->VelFromAngle(self->Vel.Z - 1.);
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tiny->Vel += { self->Vel.X * .5, self->Vel.Y * .5, self->Vel.Z };
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P_CheckMissileSpawn (tiny, self->radius);
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tiny = Spawn("MaceFX3", self->Pos(), ALLOW_REPLACE);
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tiny->target = self->target;
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tiny->Angles.Yaw = self->Angles.Yaw - 90.;
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tiny->VelFromAngle(self->Vel.Z - 1.);
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tiny->Vel += { self->Vel.X * .5, self->Vel.Y * .5, self->Vel.Z };
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P_CheckMissileSpawn (tiny, self->radius);
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}
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else
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{ // Explode
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boom:
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self->Vel.Zero();
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self->flags |= MF_NOGRAVITY;
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self->BounceFlags = BOUNCE_None;
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self->Gravity = 1;
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}
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return 0;
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}
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//----------------------------------------------------------------------------
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//
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// PROC A_FireMacePL2
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//
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//----------------------------------------------------------------------------
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DEFINE_ACTION_FUNCTION(AActor, A_FireMacePL2)
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{
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PARAM_ACTION_PROLOGUE(AActor);
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AActor *mo;
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player_t *player;
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FTranslatedLineTarget t;
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if (NULL == (player = self->player))
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{
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return 0;
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}
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AWeapon *weapon = player->ReadyWeapon;
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if (weapon != NULL)
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{
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if (!weapon->DepleteAmmo (weapon->bAltFire))
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return 0;
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}
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mo = P_SpawnPlayerMissile (self, 0,0,0, RUNTIME_CLASS(AMaceFX4), self->Angles.Yaw, &t);
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if (mo)
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{
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mo->Vel += self->Vel.XY();
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mo->Vel.Z = 2 - player->mo->Angles.Pitch.TanClamped();
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if (t.linetarget && !t.unlinked)
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{
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mo->tracer = t.linetarget;
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}
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}
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S_Sound (self, CHAN_WEAPON, "weapons/maceshoot", 1, ATTN_NORM);
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return 0;
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}
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//----------------------------------------------------------------------------
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//
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// PROC A_DeathBallImpact
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//
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//----------------------------------------------------------------------------
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DEFINE_ACTION_FUNCTION(AActor, A_DeathBallImpact)
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{
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PARAM_SELF_PROLOGUE(AActor);
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int i;
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AActor *target;
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DAngle ang = 0.;
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bool newAngle;
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FTranslatedLineTarget t;
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if ((self->Z() <= self->floorz) && P_HitFloor (self))
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{ // Landed in some sort of liquid
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self->Destroy ();
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return 0;
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}
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if (self->flags & MF_INBOUNCE)
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{
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if (self->Vel.Z < 2)
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{
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goto boom;
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}
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// Bounce
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newAngle = false;
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target = self->tracer;
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if (target)
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{
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if (!(target->flags&MF_SHOOTABLE))
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{ // Target died
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self->tracer = NULL;
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}
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else
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{ // Seek
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ang = self->AngleTo(target);
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newAngle = true;
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}
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}
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else
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{ // Find new target
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ang = 0.;
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for (i = 0; i < 16; i++)
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{
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P_AimLineAttack (self, ang, 640., &t, 0., ALF_NOFRIENDS|ALF_PORTALRESTRICT, NULL, self->target);
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if (t.linetarget && self->target != t.linetarget)
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{
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self->tracer = t.linetarget;
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ang = t.angleFromSource;
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newAngle = true;
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break;
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}
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ang += 22.5;
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}
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}
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if (newAngle)
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{
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self->Angles.Yaw = ang;
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self->VelFromAngle();
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}
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self->SetState (self->SpawnState);
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S_Sound (self, CHAN_BODY, "weapons/macestop", 1, ATTN_NORM);
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}
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else
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{ // Explode
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boom:
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self->Vel.Zero();
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self->flags |= MF_NOGRAVITY;
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self->Gravity = 1;
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S_Sound (self, CHAN_BODY, "weapons/maceexplode", 1, ATTN_NORM);
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}
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return 0;
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}
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// Blaster FX 1 -------------------------------------------------------------
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@ -32,21 +32,6 @@ void A_PotteryExplode (AActor *);
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void A_PotteryChooseBit (AActor *);
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void A_PotteryCheck (AActor *);
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class APottery1 : public AActor
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{
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DECLARE_CLASS (APottery1, AActor)
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public:
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void HitFloor ();
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};
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IMPLEMENT_CLASS(APottery1, false, false, false, false)
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void APottery1::HitFloor ()
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{
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Super::HitFloor ();
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P_DamageMobj (this, NULL, NULL, 25, NAME_None);
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}
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//============================================================================
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//
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// A_PotteryExplode
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@ -61,21 +61,3 @@ bool AArtiTeleport::Use (bool pickup)
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return true;
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}
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//---------------------------------------------------------------------------
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//
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// FUNC P_AutoUseChaosDevice
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//
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//---------------------------------------------------------------------------
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bool P_AutoUseChaosDevice (player_t *player)
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{
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AInventory *arti = player->mo->FindInventory(PClass::FindActor("ArtiTeleport"));
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if (arti != NULL)
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{
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player->mo->UseInventory (arti);
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player->health = player->mo->health = (player->health+1)/2;
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return true;
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}
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return false;
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}
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@ -209,6 +209,7 @@ xx(XDeath)
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xx(Burn)
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//xx(Ice) // already defined above
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xx(Disintegrate)
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xx(Smash)
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// Weapon animator names.
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xx(Select)
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@ -948,6 +948,14 @@ bool AActor::UseInventory (AInventory *item)
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return true;
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}
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DEFINE_ACTION_FUNCTION(AActor, UseInventory)
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{
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PARAM_SELF_PROLOGUE(AActor);
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PARAM_OBJECT(item, AInventory);
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self->VMSuperCall();
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ACTION_RETURN_BOOL(self->UseInventory(item));
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}
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//===========================================================================
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//
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// AActor :: DropInventory
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@ -2741,7 +2749,10 @@ void P_ZMovement (AActor *mo, double oldfloorz)
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return;
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}
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// Let the actor do something special for hitting the floor
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mo->HitFloor ();
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if (mo->flags7 & MF7_SMASHABLE)
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{
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P_DamageMobj(mo, nullptr, nullptr, mo->health, NAME_Smash);
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}
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if (mo->player)
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{
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if (mo->player->jumpTics < 0 || mo->Vel.Z < minvel)
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@ -3230,10 +3241,6 @@ void AActor::Howl ()
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}
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}
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void AActor::HitFloor ()
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{
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}
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bool AActor::Slam (AActor *thing)
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{
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flags &= ~MF_SKULLFLY;
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@ -5945,6 +5952,12 @@ bool P_HitFloor (AActor *thing)
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return P_HitWater (thing, m->m_sector, pos);
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}
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DEFINE_ACTION_FUNCTION(AActor, HitFloor)
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{
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PARAM_SELF_PROLOGUE(AActor);
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ACTION_RETURN_BOOL(P_HitFloor(self));
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}
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//---------------------------------------------------------------------------
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//
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// P_CheckSplash
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@ -6543,6 +6556,13 @@ bool AActor::IsTeammate (AActor *other)
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return false;
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}
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DEFINE_ACTION_FUNCTION(AActor, isTeammate)
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{
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PARAM_SELF_PROLOGUE(AActor);
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PARAM_OBJECT(other, AActor);
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ACTION_RETURN_BOOL(self->IsTeammate(other));
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}
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//==========================================================================
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//
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// AActor :: GetSpecies
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@ -2323,7 +2323,7 @@ ExpEmit FxAssignSelf::Emit(VMFunctionBuilder *build)
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ExpEmit pointer = Assignment->Address; // FxAssign should have already emitted it
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if (!pointer.Target)
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{
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ExpEmit out(build, ValueType->GetRegType());
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ExpEmit out(build, ValueType->GetRegType(), ValueType->GetRegCount());
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if (Assignment->IsBitWrite != -1)
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{
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build->Emit(OP_LBIT, out.RegNum, pointer.RegNum, 1 << Assignment->IsBitWrite);
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@ -294,6 +294,7 @@ static FFlagDef ActorFlagDefs[]=
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DEFINE_FLAG(MF7, USEKILLSCRIPTS, AActor, flags7),
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||||
DEFINE_FLAG(MF7, NOKILLSCRIPTS, AActor, flags7),
|
||||
DEFINE_FLAG(MF7, SPRITEANGLE, AActor, flags7),
|
||||
DEFINE_FLAG(MF7, SMASHABLE, AActor, flags7),
|
||||
|
||||
// Effect flags
|
||||
DEFINE_FLAG(FX, VISIBILITYPULSE, AActor, effects),
|
||||
|
|
|
@ -217,7 +217,7 @@ begin:
|
|||
reg.atag[a] = ATAG_GENERIC;
|
||||
NEXTOP;
|
||||
OP(LV2):
|
||||
ASSERTF(a+2); ASSERTA(B); ASSERTKD(C);
|
||||
ASSERTF(a+1); ASSERTA(B); ASSERTKD(C);
|
||||
GETADDR(PB,KC,X_READ_NIL);
|
||||
{
|
||||
auto v = (double *)ptr;
|
||||
|
@ -226,7 +226,7 @@ begin:
|
|||
}
|
||||
NEXTOP;
|
||||
OP(LV2_R):
|
||||
ASSERTF(a+2); ASSERTA(B); ASSERTD(C);
|
||||
ASSERTF(a+1); ASSERTA(B); ASSERTD(C);
|
||||
GETADDR(PB,RC,X_READ_NIL);
|
||||
{
|
||||
auto v = (double *)ptr;
|
||||
|
@ -331,7 +331,7 @@ begin:
|
|||
*(void **)ptr = reg.a[B];
|
||||
NEXTOP;
|
||||
OP(SV2):
|
||||
ASSERTA(a); ASSERTF(B+2); ASSERTKD(C);
|
||||
ASSERTA(a); ASSERTF(B+1); ASSERTKD(C);
|
||||
GETADDR(PA,KC,X_WRITE_NIL);
|
||||
{
|
||||
auto v = (double *)ptr;
|
||||
|
@ -340,7 +340,7 @@ begin:
|
|||
}
|
||||
NEXTOP;
|
||||
OP(SV2_R):
|
||||
ASSERTA(a); ASSERTF(B+2); ASSERTD(C);
|
||||
ASSERTA(a); ASSERTF(B+1); ASSERTD(C);
|
||||
GETADDR(PA,RC,X_WRITE_NIL);
|
||||
{
|
||||
auto v = (double *)ptr;
|
||||
|
|
|
@ -39,6 +39,7 @@ VMEXPORTED_NATIVES_START
|
|||
VMEXPORTED_NATIVES_FUNC(Activate)
|
||||
VMEXPORTED_NATIVES_FUNC(Deactivate)
|
||||
VMEXPORTED_NATIVES_FUNC(DoSpecialDamage)
|
||||
VMEXPORTED_NATIVES_FUNC(UseInventory)
|
||||
VMEXPORTED_NATIVES_END
|
||||
|
||||
|
||||
|
@ -213,6 +214,26 @@ public:
|
|||
return retval;
|
||||
}
|
||||
}
|
||||
bool UseInventory(AInventory *item)
|
||||
{
|
||||
if (this->ObjectFlags & OF_SuperCall)
|
||||
{
|
||||
this->ObjectFlags &= ~OF_SuperCall;
|
||||
return ExportedNatives<T>::Get()->template UseInventory<bool, T>(this, item);
|
||||
}
|
||||
else
|
||||
{
|
||||
VINDEX(AActor, UseInventory);
|
||||
// Without the type cast this picks the 'void *' assignment...
|
||||
VMValue params[2] = { (DObject*)this, (DObject*)item };
|
||||
VMReturn ret;
|
||||
VMFrameStack stack;
|
||||
int retval;
|
||||
ret.IntAt(&retval);
|
||||
stack.Call(VFUNC, params, 2, &ret, 1, nullptr);
|
||||
return !!retval;
|
||||
}
|
||||
}
|
||||
|
||||
};
|
||||
|
||||
|
@ -245,6 +266,7 @@ VMEXPORT_NATIVES_START(AActor, DThinker)
|
|||
VMEXPORT_NATIVES_FUNC(Activate)
|
||||
VMEXPORT_NATIVES_FUNC(Deactivate)
|
||||
VMEXPORT_NATIVES_FUNC(DoSpecialDamage)
|
||||
VMEXPORT_NATIVES_FUNC(UseInventory)
|
||||
VMEXPORT_NATIVES_END(AActor)
|
||||
|
||||
/*
|
||||
|
|
|
@ -99,6 +99,7 @@ zscript/heretic/weaponstaff.txt
|
|||
zscript/heretic/weaponwand.txt
|
||||
zscript/heretic/weaponcrossbow.txt
|
||||
zscript/heretic/weapongauntlets.txt
|
||||
zscript/heretic/weaponmace.txt
|
||||
|
||||
zscript/hexen/baseweapons.txt
|
||||
zscript/hexen/korax.txt
|
||||
|
|
|
@ -238,6 +238,7 @@ class Actor : Thinker native
|
|||
virtual native void Activate(Actor activator);
|
||||
virtual native void Deactivate(Actor activator);
|
||||
virtual native int DoSpecialDamage (Actor target, int damage, Name damagetype);
|
||||
virtual native bool UseInventory(Inventory item);
|
||||
|
||||
native void AdjustPlayerAngle(FTranslatedLineTarget t);
|
||||
native static readonly<Actor> GetDefaultByType(class<Actor> cls);
|
||||
|
@ -247,6 +248,8 @@ class Actor : Thinker native
|
|||
native double GetBobOffset(double frac = 0);
|
||||
native void ClearCounters();
|
||||
native bool GiveBody (int num, int max=0);
|
||||
native bool HitFloor();
|
||||
native bool isTeammate(Actor other);
|
||||
|
||||
native void RestoreDamage();
|
||||
native int SpawnHealth();
|
||||
|
|
|
@ -7,210 +7,6 @@ class HereticWeapon : Weapon
|
|||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
// The mace itself ----------------------------------------------------------
|
||||
|
||||
class Mace : HereticWeapon
|
||||
{
|
||||
Default
|
||||
{
|
||||
Weapon.SelectionOrder 1400;
|
||||
Weapon.AmmoUse 1;
|
||||
Weapon.AmmoGive1 50;
|
||||
Weapon.YAdjust 15;
|
||||
Weapon.AmmoType "MaceAmmo";
|
||||
Weapon.SisterWeapon "MacePowered";
|
||||
Inventory.PickupMessage "$TXT_WPNMACE";
|
||||
Tag "$TAG_MACE";
|
||||
}
|
||||
|
||||
action native void A_FireMacePL1();
|
||||
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
WMCE A -1;
|
||||
Stop;
|
||||
Ready:
|
||||
MACE A 1 A_WeaponReady;
|
||||
Loop;
|
||||
Deselect:
|
||||
MACE A 1 A_Lower;
|
||||
Loop;
|
||||
Select:
|
||||
MACE A 1 A_Raise;
|
||||
Loop;
|
||||
Fire:
|
||||
MACE B 4;
|
||||
Hold:
|
||||
MACE CDEF 3 A_FireMacePL1;
|
||||
MACE C 4 A_ReFire;
|
||||
MACE DEFB 4;
|
||||
Goto Ready;
|
||||
}
|
||||
}
|
||||
|
||||
class MacePowered : Mace
|
||||
{
|
||||
Default
|
||||
{
|
||||
+WEAPON.POWERED_UP
|
||||
Weapon.AmmoUse 5;
|
||||
Weapon.AmmoGive 0;
|
||||
Weapon.SisterWeapon "Mace";
|
||||
Tag "$TAG_MACEP";
|
||||
}
|
||||
|
||||
action native void A_FireMacePL2();
|
||||
|
||||
States
|
||||
{
|
||||
Fire:
|
||||
Hold:
|
||||
MACE B 4;
|
||||
MACE D 4 A_FireMacePL2;
|
||||
MACE B 4;
|
||||
MACE A 8 A_ReFire;
|
||||
Goto Ready;
|
||||
}
|
||||
}
|
||||
|
||||
// Mace FX1 -----------------------------------------------------------------
|
||||
|
||||
class MaceFX1 : Actor
|
||||
{
|
||||
Default
|
||||
{
|
||||
Radius 8;
|
||||
Height 6;
|
||||
Speed 20;
|
||||
Damage 2;
|
||||
Projectile;
|
||||
+THRUGHOST
|
||||
BounceType "HereticCompat";
|
||||
SeeSound "weapons/maceshoot";
|
||||
Obituary "$OB_MPMACE";
|
||||
}
|
||||
|
||||
native void A_MacePL1Check();
|
||||
native void A_MaceBallImpact();
|
||||
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
FX02 AB 4 A_MacePL1Check;
|
||||
Loop;
|
||||
Death:
|
||||
FX02 F 4 BRIGHT A_MaceBallImpact;
|
||||
FX02 GHIJ 4 BRIGHT;
|
||||
Stop;
|
||||
}
|
||||
}
|
||||
|
||||
// Mace FX2 -----------------------------------------------------------------
|
||||
|
||||
class MaceFX2 : MaceFX1
|
||||
{
|
||||
Default
|
||||
{
|
||||
Speed 10;
|
||||
Damage 6;
|
||||
Gravity 0.125;
|
||||
-NOGRAVITY
|
||||
SeeSound "";
|
||||
}
|
||||
|
||||
native void A_MaceBallImpact2();
|
||||
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
FX02 CD 4;
|
||||
Loop;
|
||||
Death:
|
||||
FX02 F 4 A_MaceBallImpact2;
|
||||
goto Super::Death+1;
|
||||
}
|
||||
}
|
||||
|
||||
// Mace FX3 -----------------------------------------------------------------
|
||||
|
||||
class MaceFX3 : MaceFX1
|
||||
{
|
||||
Default
|
||||
{
|
||||
Speed 7;
|
||||
Damage 4;
|
||||
-NOGRAVITY;
|
||||
Gravity 0.125;
|
||||
}
|
||||
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
FX02 AB 4;
|
||||
Loop;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
// Mace FX4 -----------------------------------------------------------------
|
||||
|
||||
class MaceFX4 : Actor native
|
||||
{
|
||||
Default
|
||||
{
|
||||
Radius 8;
|
||||
Height 6;
|
||||
Speed 7;
|
||||
Damage 18;
|
||||
Gravity 0.125;
|
||||
Projectile;
|
||||
-NOGRAVITY
|
||||
+TELESTOMP
|
||||
+THRUGHOST
|
||||
-NOTELEPORT
|
||||
BounceType "HereticCompat";
|
||||
SeeSound "";
|
||||
Obituary "$OB_MPPMACE";
|
||||
}
|
||||
|
||||
native void A_DeathBallImpact();
|
||||
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
FX02 E 99;
|
||||
Loop;
|
||||
Death:
|
||||
FX02 C 4 A_DeathBallImpact;
|
||||
FX02 GHIJ 4 BRIGHT;
|
||||
Stop;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
// Mace spawn spot ----------------------------------------------------------
|
||||
|
||||
class MaceSpawner : SpecialSpot
|
||||
{
|
||||
Default
|
||||
{
|
||||
+NOSECTOR
|
||||
+NOBLOCKMAP
|
||||
}
|
||||
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
TNT1 A 1;
|
||||
TNT1 A -1 A_SpawnSingleItem("Mace", 64, 64, 0);
|
||||
Stop;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
// Blaster ------------------------------------------------------------------
|
||||
|
||||
class Blaster : HereticWeapon
|
||||
|
|
468
wadsrc/static/zscript/heretic/weaponmace.txt
Normal file
468
wadsrc/static/zscript/heretic/weaponmace.txt
Normal file
|
@ -0,0 +1,468 @@
|
|||
// The mace itself ----------------------------------------------------------
|
||||
|
||||
class Mace : HereticWeapon
|
||||
{
|
||||
Default
|
||||
{
|
||||
Weapon.SelectionOrder 1400;
|
||||
Weapon.AmmoUse 1;
|
||||
Weapon.AmmoGive1 50;
|
||||
Weapon.YAdjust 15;
|
||||
Weapon.AmmoType "MaceAmmo";
|
||||
Weapon.SisterWeapon "MacePowered";
|
||||
Inventory.PickupMessage "$TXT_WPNMACE";
|
||||
Tag "$TAG_MACE";
|
||||
}
|
||||
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
WMCE A -1;
|
||||
Stop;
|
||||
Ready:
|
||||
MACE A 1 A_WeaponReady;
|
||||
Loop;
|
||||
Deselect:
|
||||
MACE A 1 A_Lower;
|
||||
Loop;
|
||||
Select:
|
||||
MACE A 1 A_Raise;
|
||||
Loop;
|
||||
Fire:
|
||||
MACE B 4;
|
||||
Hold:
|
||||
MACE CDEF 3 A_FireMacePL1;
|
||||
MACE C 4 A_ReFire;
|
||||
MACE DEFB 4;
|
||||
Goto Ready;
|
||||
}
|
||||
|
||||
//----------------------------------------------------------------------------
|
||||
//
|
||||
// PROC A_FireMacePL1
|
||||
//
|
||||
//----------------------------------------------------------------------------
|
||||
|
||||
action void A_FireMacePL1()
|
||||
{
|
||||
if (player == null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
Weapon weapon = player.ReadyWeapon;
|
||||
if (weapon != null)
|
||||
{
|
||||
if (!weapon.DepleteAmmo (weapon.bAltFire))
|
||||
return;
|
||||
}
|
||||
|
||||
if (random[MaceAtk]() < 28)
|
||||
{
|
||||
Actor ball = Spawn("MaceFX2", Pos + (0, 0, 28 - Floorclip), ALLOW_REPLACE);
|
||||
ball.Vel.Z = 2 - clamp(tan(pitch), -5, 5);
|
||||
ball.target = self;
|
||||
ball.angle = self.angle;
|
||||
ball.AddZ(ball.Vel.Z);
|
||||
ball.VelFromAngle();
|
||||
ball.Vel += Vel.xy / 2;
|
||||
ball.A_PlaySound ("weapons/maceshoot", CHAN_BODY);
|
||||
ball.CheckMissileSpawn (radius);
|
||||
}
|
||||
else
|
||||
{
|
||||
player.GetPSprite(PSP_WEAPON).x = ((random[MaceAtk]() & 3) - 2);
|
||||
player.GetPSprite(PSP_WEAPON).y = WEAPONTOP + (random[MaceAtk]() & 3);
|
||||
Actor ball = SpawnPlayerMissile("MaceFX1", angle + (((random[MaceAtk]() & 7) - 4) * (360. / 256)));
|
||||
if (ball)
|
||||
{
|
||||
ball.special1 = 16; // tics till dropoff
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
class MacePowered : Mace
|
||||
{
|
||||
Default
|
||||
{
|
||||
+WEAPON.POWERED_UP
|
||||
Weapon.AmmoUse 5;
|
||||
Weapon.AmmoGive 0;
|
||||
Weapon.SisterWeapon "Mace";
|
||||
Tag "$TAG_MACEP";
|
||||
}
|
||||
|
||||
States
|
||||
{
|
||||
Fire:
|
||||
Hold:
|
||||
MACE B 4;
|
||||
MACE D 4 A_FireMacePL2;
|
||||
MACE B 4;
|
||||
MACE A 8 A_ReFire;
|
||||
Goto Ready;
|
||||
}
|
||||
|
||||
//----------------------------------------------------------------------------
|
||||
//
|
||||
// PROC A_FireMacePL2
|
||||
//
|
||||
//----------------------------------------------------------------------------
|
||||
|
||||
action void A_FireMacePL2()
|
||||
{
|
||||
FTranslatedLineTarget t;
|
||||
|
||||
if (player == null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
Weapon weapon = player.ReadyWeapon;
|
||||
if (weapon != null)
|
||||
{
|
||||
if (!weapon.DepleteAmmo (weapon.bAltFire))
|
||||
return;
|
||||
}
|
||||
Actor mo = SpawnPlayerMissile ("MaceFX4", angle, pLineTarget:t);
|
||||
if (mo)
|
||||
{
|
||||
mo.Vel.xy += Vel.xy;
|
||||
mo.Vel.Z = 2 - clamp(tan(pitch), -5, 5);
|
||||
if (t.linetarget && !t.unlinked)
|
||||
{
|
||||
mo.tracer = t.linetarget;
|
||||
}
|
||||
}
|
||||
A_PlaySound ("weapons/maceshoot", CHAN_WEAPON);
|
||||
}
|
||||
}
|
||||
|
||||
// Mace FX1 -----------------------------------------------------------------
|
||||
|
||||
class MaceFX1 : Actor
|
||||
{
|
||||
const MAGIC_JUNK = 1234;
|
||||
|
||||
Default
|
||||
{
|
||||
Radius 8;
|
||||
Height 6;
|
||||
Speed 20;
|
||||
Damage 2;
|
||||
Projectile;
|
||||
+THRUGHOST
|
||||
BounceType "HereticCompat";
|
||||
SeeSound "weapons/maceshoot";
|
||||
Obituary "$OB_MPMACE";
|
||||
}
|
||||
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
FX02 AB 4 A_MacePL1Check;
|
||||
Loop;
|
||||
Death:
|
||||
FX02 F 4 BRIGHT A_MaceBallImpact;
|
||||
FX02 GHIJ 4 BRIGHT;
|
||||
Stop;
|
||||
}
|
||||
|
||||
//----------------------------------------------------------------------------
|
||||
//
|
||||
// PROC A_MacePL1Check
|
||||
//
|
||||
//----------------------------------------------------------------------------
|
||||
|
||||
void A_MacePL1Check()
|
||||
{
|
||||
if (special1 == 0) return;
|
||||
special1 -= 4;
|
||||
if (special1 > 0) return;
|
||||
special1 = 0;
|
||||
bNoGravity = false;
|
||||
Gravity = 1. / 8;
|
||||
// [RH] Avoid some precision loss by scaling the velocity directly
|
||||
double velscale = 7 / Vel.XY.Length();
|
||||
Vel.XY *= velscale;
|
||||
Vel.Z *= 0.5;
|
||||
}
|
||||
|
||||
//----------------------------------------------------------------------------
|
||||
//
|
||||
// PROC A_MaceBallImpact
|
||||
//
|
||||
//----------------------------------------------------------------------------
|
||||
|
||||
void A_MaceBallImpact()
|
||||
{
|
||||
if ((health != MAGIC_JUNK) && bInFloat)
|
||||
{ // Bounce
|
||||
health = MAGIC_JUNK;
|
||||
Vel.Z *= 0.75;
|
||||
bBounceOnFloors = bBounceOnCeilings = false;
|
||||
SetState (SpawnState);
|
||||
A_PlaySound ("weapons/macebounce", CHAN_BODY);
|
||||
}
|
||||
else
|
||||
{ // Explode
|
||||
Vel = (0,0,0);
|
||||
bNoGravity = true;
|
||||
Gravity = 1;
|
||||
A_PlaySound ("weapons/macehit", CHAN_BODY);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Mace FX2 -----------------------------------------------------------------
|
||||
|
||||
class MaceFX2 : MaceFX1
|
||||
{
|
||||
Default
|
||||
{
|
||||
Speed 10;
|
||||
Damage 6;
|
||||
Gravity 0.125;
|
||||
-NOGRAVITY
|
||||
SeeSound "";
|
||||
}
|
||||
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
FX02 CD 4;
|
||||
Loop;
|
||||
Death:
|
||||
FX02 F 4 A_MaceBallImpact2;
|
||||
goto Super::Death+1;
|
||||
}
|
||||
|
||||
//----------------------------------------------------------------------------
|
||||
//
|
||||
// PROC A_MaceBallImpact2
|
||||
//
|
||||
//----------------------------------------------------------------------------
|
||||
|
||||
void A_MaceBallImpact2()
|
||||
{
|
||||
if ((pos.Z <= floorz) && HitFloor ())
|
||||
{ // Landed in some sort of liquid
|
||||
Destroy ();
|
||||
return;
|
||||
}
|
||||
if (bInFloat)
|
||||
{
|
||||
if (Vel.Z >= 2)
|
||||
{
|
||||
// Bounce
|
||||
Vel.Z *= 0.75;
|
||||
SetState (SpawnState);
|
||||
|
||||
Actor tiny = Spawn("MaceFX3", Pos, ALLOW_REPLACE);
|
||||
tiny.target = target;
|
||||
tiny.angle = angle + 90.;
|
||||
tiny.VelFromAngle(Vel.Z - 1.);
|
||||
tiny.Vel += (Vel.XY * .5, Vel.Z);
|
||||
tiny.CheckMissileSpawn (radius);
|
||||
|
||||
tiny = Spawn("MaceFX3", Pos, ALLOW_REPLACE);
|
||||
tiny.target = target;
|
||||
tiny.angle = angle - 90.;
|
||||
tiny.VelFromAngle(Vel.Z - 1.);
|
||||
tiny.Vel += (Vel.XY * .5, Vel.Z);
|
||||
tiny.CheckMissileSpawn (radius);
|
||||
return;
|
||||
}
|
||||
}
|
||||
Vel = (0,0,0);
|
||||
bNoGravity = true;
|
||||
bBounceOnFloors = bBounceOnCeilings = false;
|
||||
Gravity = 1;
|
||||
}
|
||||
}
|
||||
|
||||
// Mace FX3 -----------------------------------------------------------------
|
||||
|
||||
class MaceFX3 : MaceFX1
|
||||
{
|
||||
Default
|
||||
{
|
||||
Speed 7;
|
||||
Damage 4;
|
||||
-NOGRAVITY;
|
||||
Gravity 0.125;
|
||||
}
|
||||
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
FX02 AB 4;
|
||||
Loop;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
// Mace FX4 -----------------------------------------------------------------
|
||||
|
||||
class MaceFX4 : Actor
|
||||
{
|
||||
Default
|
||||
{
|
||||
Radius 8;
|
||||
Height 6;
|
||||
Speed 7;
|
||||
Damage 18;
|
||||
Gravity 0.125;
|
||||
Projectile;
|
||||
-NOGRAVITY
|
||||
+TELESTOMP
|
||||
+THRUGHOST
|
||||
-NOTELEPORT
|
||||
BounceType "HereticCompat";
|
||||
SeeSound "";
|
||||
Obituary "$OB_MPPMACE";
|
||||
}
|
||||
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
FX02 E 99;
|
||||
Loop;
|
||||
Death:
|
||||
FX02 C 4 A_DeathBallImpact;
|
||||
FX02 GHIJ 4 BRIGHT;
|
||||
Stop;
|
||||
}
|
||||
|
||||
//---------------------------------------------------------------------------
|
||||
//
|
||||
// FUNC P_AutoUseChaosDevice
|
||||
//
|
||||
//---------------------------------------------------------------------------
|
||||
|
||||
private bool AutoUseChaosDevice (PlayerInfo player)
|
||||
{
|
||||
Inventory arti = player.mo.FindInventory("ArtiTeleport");
|
||||
|
||||
if (arti != null)
|
||||
{
|
||||
player.mo.UseInventory (arti);
|
||||
player.health = player.mo.health = (player.health+1)/2;
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
//----------------------------------------------------------------------------
|
||||
//
|
||||
// PROC DoSpecialDamage
|
||||
//
|
||||
//----------------------------------------------------------------------------
|
||||
|
||||
override int DoSpecialDamage (Actor target, int damage, Name damagetype)
|
||||
{
|
||||
if (target.bBoss || target.bDontSquash || target.IsTeammate (self.target))
|
||||
{ // Don't allow cheap boss kills and don't instagib teammates
|
||||
return damage;
|
||||
}
|
||||
else if (target.player)
|
||||
{ // Player specific checks
|
||||
if (target.player.mo.bInvulnerable)
|
||||
{ // Can't hurt invulnerable players
|
||||
return -1;
|
||||
}
|
||||
if (AutoUseChaosDevice (target.player))
|
||||
{ // Player was saved using chaos device
|
||||
return -1;
|
||||
}
|
||||
}
|
||||
return TELEFRAG_DAMAGE; // Something's gonna die
|
||||
}
|
||||
|
||||
//----------------------------------------------------------------------------
|
||||
//
|
||||
// PROC A_DeathBallImpact
|
||||
//
|
||||
//----------------------------------------------------------------------------
|
||||
|
||||
void A_DeathBallImpact()
|
||||
{
|
||||
FTranslatedLineTarget t;
|
||||
|
||||
if ((pos.Z <= floorz) && HitFloor ())
|
||||
{ // Landed in some sort of liquid
|
||||
Destroy ();
|
||||
return;
|
||||
}
|
||||
if (bInFloat)
|
||||
{
|
||||
if (Vel.Z >= 2)
|
||||
{
|
||||
// Bounce
|
||||
bool newAngle = false;
|
||||
double ang = 0;
|
||||
if (tracer)
|
||||
{
|
||||
if (!tracer.bShootable)
|
||||
{ // Target died
|
||||
tracer = null;
|
||||
}
|
||||
else
|
||||
{ // Seek
|
||||
ang = AngleTo(tracer);
|
||||
newAngle = true;
|
||||
}
|
||||
}
|
||||
else
|
||||
{ // Find new target
|
||||
ang = 0.;
|
||||
for (int i = 0; i < 16; i++)
|
||||
{
|
||||
AimLineAttack (ang, 640., t, 0., ALF_NOFRIENDS|ALF_PORTALRESTRICT, null, target);
|
||||
if (t.linetarget && target != t.linetarget)
|
||||
{
|
||||
tracer = t.linetarget;
|
||||
ang = t.angleFromSource;
|
||||
newAngle = true;
|
||||
break;
|
||||
}
|
||||
ang += 22.5;
|
||||
}
|
||||
}
|
||||
if (newAngle)
|
||||
{
|
||||
angle = ang;
|
||||
VelFromAngle();
|
||||
}
|
||||
SetState (SpawnState);
|
||||
A_PlaySound ("weapons/macestop", CHAN_BODY);
|
||||
return;
|
||||
}
|
||||
}
|
||||
Vel = (0,0,0);
|
||||
bNoGravity = true;
|
||||
Gravity = 1;
|
||||
A_PlaySound ("weapons/maceexplode", CHAN_BODY);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
// Mace spawn spot ----------------------------------------------------------
|
||||
|
||||
class MaceSpawner : SpecialSpot
|
||||
{
|
||||
Default
|
||||
{
|
||||
+NOSECTOR
|
||||
+NOBLOCKMAP
|
||||
}
|
||||
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
TNT1 A 1;
|
||||
TNT1 A -1 A_SpawnSingleItem("Mace", 64, 64, 0);
|
||||
Stop;
|
||||
}
|
||||
}
|
|
@ -83,14 +83,14 @@ class TreeDestructible : Actor
|
|||
|
||||
// Pottery1 ------------------------------------------------------------------
|
||||
|
||||
class Pottery1 : Actor native
|
||||
class Pottery1 : Actor
|
||||
{
|
||||
Default
|
||||
{
|
||||
Health 15;
|
||||
Speed 10;
|
||||
Height 32;
|
||||
+SOLID +SHOOTABLE +NOBLOOD +DROPOFF
|
||||
+SOLID +SHOOTABLE +NOBLOOD +DROPOFF +SMASHABLE
|
||||
+SLIDESONWALLS +PUSHABLE +TELESTOMP +CANPASS
|
||||
+NOICEDEATH
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue