mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-11-28 15:02:01 +00:00
- scriptified the remaining Cleric weapons.
This commit is contained in:
parent
659a592f16
commit
997e4a2ac4
11 changed files with 210 additions and 272 deletions
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@ -855,8 +855,6 @@ set( NOT_COMPILED_SOURCE_FILES
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${OTHER_SYSTEM_SOURCES}
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sc_man_scanner.h
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sc_man_scanner.re
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g_hexen/a_clericmace.cpp
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g_hexen/a_clericstaff.cpp
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g_hexen/a_fighteraxe.cpp
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g_hexen/a_fighterhammer.cpp
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g_hexen/a_fighterplayer.cpp
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@ -1,59 +0,0 @@
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/*
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#include "m_random.h"
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#include "p_local.h"
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#include "a_hexenglobal.h"
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#include "vm.h"
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*/
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static FRandom pr_maceatk ("CMaceAttack");
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//===========================================================================
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//
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// A_CMaceAttack
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//
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//===========================================================================
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DEFINE_ACTION_FUNCTION(AActor, A_CMaceAttack)
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{
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PARAM_ACTION_PROLOGUE(AActor);
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DAngle angle;
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int damage;
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DAngle slope;
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int i;
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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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PClassActor *hammertime = PClass::FindActor("HammerPuff");
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damage = 25+(pr_maceatk()&15);
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for (i = 0; i < 16; i++)
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{
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for (int j = 1; j >= -1; j -= 2)
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{
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angle = player->mo->Angles.Yaw + j*i*(45. / 16);
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slope = P_AimLineAttack(player->mo, angle, 2 * MELEERANGE, &t);
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if (t.linetarget)
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{
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P_LineAttack(player->mo, angle, 2 * MELEERANGE, slope, damage, NAME_Melee, hammertime, true, &t);
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if (t.linetarget != NULL)
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{
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AdjustPlayerAngle(player->mo, &t);
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return 0;
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}
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}
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}
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}
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// didn't find any creatures, so try to strike any walls
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player->mo->weaponspecial = 0;
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angle = player->mo->Angles.Yaw;
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slope = P_AimLineAttack (player->mo, angle, MELEERANGE);
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P_LineAttack (player->mo, angle, MELEERANGE, slope, damage, NAME_Melee, hammertime);
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return 0;
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}
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@ -1,199 +0,0 @@
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/*
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#include "actor.h"
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#include "gi.h"
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#include "m_random.h"
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#include "s_sound.h"
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#include "d_player.h"
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#include "a_action.h"
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#include "p_local.h"
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#include "a_action.h"
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#include "p_pspr.h"
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#include "gstrings.h"
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#include "a_hexenglobal.h"
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#include "vm.h"
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*/
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static FRandom pr_staffcheck ("CStaffCheck");
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static FRandom pr_blink ("CStaffBlink");
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// Serpent Staff Missile ----------------------------------------------------
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class ACStaffMissile : public AActor
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{
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DECLARE_CLASS (ACStaffMissile, 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(ACStaffMissile, false, false)
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int ACStaffMissile::DoSpecialDamage (AActor *target, int damage, FName damagetype)
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{
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// Cleric Serpent Staff does poison damage
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if (target->player)
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{
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P_PoisonPlayer (target->player, this, this->target, 20);
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damage >>= 1;
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}
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return damage;
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}
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//============================================================================
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//
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// A_CStaffCheck
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//
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//============================================================================
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DEFINE_ACTION_FUNCTION(AActor, A_CStaffCheck)
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{
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PARAM_ACTION_PROLOGUE(AActor);
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APlayerPawn *pmo;
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int damage;
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int newLife, max;
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DAngle angle;
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DAngle slope;
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int i;
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player_t *player;
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FTranslatedLineTarget t;
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PClassActor *puff;
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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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AWeapon *weapon = self->player->ReadyWeapon;
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pmo = player->mo;
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damage = 20 + (pr_staffcheck() & 15);
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max = pmo->GetMaxHealth();
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puff = PClass::FindActor("CStaffPuff");
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for (i = 0; i < 3; i++)
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{
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for (int j = 1; j >= -1; j -= 2)
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{
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angle = pmo->Angles.Yaw + j*i*(45. / 16);
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slope = P_AimLineAttack(pmo, angle, 1.5 * MELEERANGE, &t, 0., ALF_CHECK3D);
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if (t.linetarget)
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{
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P_LineAttack(pmo, angle, 1.5 * MELEERANGE, slope, damage, NAME_Melee, puff, false, &t);
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if (t.linetarget != nullptr)
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{
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pmo->Angles.Yaw = t.angleFromSource;
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if (((t.linetarget->player && (!t.linetarget->IsTeammate(pmo) || level.teamdamage != 0)) || t.linetarget->flags3&MF3_ISMONSTER)
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&& (!(t.linetarget->flags2&(MF2_DORMANT | MF2_INVULNERABLE))))
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{
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newLife = player->health + (damage >> 3);
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newLife = newLife > max ? max : newLife;
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if (newLife > player->health)
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{
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pmo->health = player->health = newLife;
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}
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if (weapon != nullptr)
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{
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FState * newstate = weapon->FindState("Drain");
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if (newstate != nullptr) P_SetPsprite(player, PSP_WEAPON, newstate);
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}
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}
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if (weapon != nullptr)
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{
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weapon->DepleteAmmo(weapon->bAltFire, false);
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}
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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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return 0;
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}
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//============================================================================
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//
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// A_CStaffAttack
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//
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//============================================================================
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DEFINE_ACTION_FUNCTION(AActor, A_CStaffAttack)
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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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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 = self->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, RUNTIME_CLASS(ACStaffMissile), self->Angles.Yaw - 3.0);
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if (mo)
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{
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mo->WeaveIndexXY = 32;
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}
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mo = P_SpawnPlayerMissile (self, RUNTIME_CLASS(ACStaffMissile), self->Angles.Yaw + 3.0);
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if (mo)
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{
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mo->WeaveIndexXY = 0;
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}
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S_Sound (self, CHAN_WEAPON, "ClericCStaffFire", 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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// A_CStaffMissileSlither
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//
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//============================================================================
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DEFINE_ACTION_FUNCTION(AActor, A_CStaffMissileSlither)
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{
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PARAM_SELF_PROLOGUE(AActor);
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A_Weave(self, 3, 0, 1., 0.);
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return 0;
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}
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//============================================================================
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//
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// A_CStaffInitBlink
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//
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//============================================================================
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DEFINE_ACTION_FUNCTION(AActor, A_CStaffInitBlink)
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{
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PARAM_ACTION_PROLOGUE(AActor);
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self->weaponspecial = (pr_blink()>>1)+20;
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return 0;
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}
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//============================================================================
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//
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// A_CStaffCheckBlink
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//
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//============================================================================
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DEFINE_ACTION_FUNCTION(AActor, A_CStaffCheckBlink)
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{
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PARAM_ACTION_PROLOGUE(AActor);
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if (self->player && self->player->ReadyWeapon)
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{
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if (!--self->weaponspecial)
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{
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P_SetPsprite(self->player, PSP_WEAPON, self->player->ReadyWeapon->FindState ("Blink"));
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self->weaponspecial = (pr_blink()+50)>>2;
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}
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else
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{
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DoReadyWeapon(self);
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}
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}
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return 0;
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}
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@ -24,8 +24,6 @@
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#include "serializer.h"
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// Include all the Hexen stuff here to reduce compile time
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#include "a_clericmace.cpp"
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#include "a_clericstaff.cpp"
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#include "a_fighteraxe.cpp"
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#include "a_fighterhammer.cpp"
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#include "a_fighterplayer.cpp"
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@ -1734,6 +1734,15 @@ bool P_PoisonPlayer (player_t *player, AActor *poisoner, AActor *source, int poi
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return true;
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}
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DEFINE_ACTION_FUNCTION(_PlayerInfo, PoisonPlayer)
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{
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PARAM_SELF_STRUCT_PROLOGUE(player_t);
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PARAM_OBJECT(poisoner, AActor);
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PARAM_OBJECT(source, AActor);
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PARAM_INT(poison);
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ACTION_RETURN_BOOL(P_PoisonPlayer(self, poisoner, source, poison));
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}
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//==========================================================================
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//
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// P_PoisonDamage - Similar to P_DamageMobj
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@ -1207,6 +1207,12 @@ int APlayerPawn::GetMaxHealth() const
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return MaxHealth > 0? MaxHealth : ((i_compatflags&COMPATF_DEHHEALTH)? 100 : deh.MaxHealth);
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}
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DEFINE_ACTION_FUNCTION(APlayerPawn, GetMaxHealth)
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{
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PARAM_SELF_PROLOGUE(APlayerPawn);
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ACTION_RETURN_INT(self->GetMaxHealth());
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}
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//===========================================================================
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//
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// APlayerPawn :: UpdateWaterLevel
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@ -406,10 +406,12 @@ void ParseScripts()
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int lump, lastlump = 0;
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FScriptPosition::ResetErrorCounter();
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while ((lump = Wads.FindLump("ZSCRIPT", &lastlump)) != -1)
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{
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DoParse(lump);
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}
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}
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/*
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@ -592,7 +592,6 @@ class Actor : Thinker native
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native void A_FreezeDeathChunks();
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native void A_GenericFreezeDeath();
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native void A_IceGuyDie();
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native void A_CStaffMissileSlither();
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native void A_PlayerScream();
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native void A_SkullPop(class<PlayerChunk> skulltype = "BloodySkull");
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native void A_CheckPlayerDone();
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@ -13,8 +13,6 @@ class CWeapMace : ClericWeapon
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Tag "$TAG_CWEAPMACE";
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}
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action native void A_CMaceAttack();
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States
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{
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Select:
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@ -46,4 +44,44 @@ class CWeapMace : ClericWeapon
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CMCE A 1 Offset (8, 45);
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Goto Ready;
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}
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//===========================================================================
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//
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// A_CMaceAttack
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//
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//===========================================================================
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action void A_CMaceAttack()
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{
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FTranslatedLineTarget t;
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if (player == null)
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{
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return;
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}
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int damage = 25+(random[MaceAtk]()&15);
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for (int i = 0; i < 16; i++)
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{
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for (int j = 1; j >= -1; j -= 2)
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{
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double ang = angle + j*i*(45. / 16);
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double slope = AimLineAttack(ang, 2 * MELEERANGE, t);
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if (t.linetarget)
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{
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LineAttack(ang, 2 * MELEERANGE, slope, damage, 'Melee', "HammerPuff", true, t);
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if (t.linetarget != null)
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{
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AdjustPlayerAngle(t);
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return;
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}
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}
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}
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}
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// didn't find any creatures, so try to strike any walls
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weaponspecial = 0;
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double slope = AimLineAttack (angle, MELEERANGE);
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LineAttack (angle, MELEERANGE, slope, damage, 'Melee', "HammerPuff");
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}
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}
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@ -16,11 +16,6 @@ class CWeapStaff : ClericWeapon
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Tag "$TAG_CWEAPSTAFF";
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}
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action native void A_CStaffInitBlink();
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action native void A_CStaffCheckBlink();
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action native void A_CStaffCheck();
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action native void A_CStaffAttack();
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States
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{
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Spawn:
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@ -55,11 +50,132 @@ class CWeapStaff : ClericWeapon
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CSSF K 10 Offset (0, 36);
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Goto Ready + 2;
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}
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//============================================================================
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//
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// A_CStaffCheck
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//
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//============================================================================
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action void A_CStaffCheck()
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{
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FTranslatedLineTarget t;
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if (player == null)
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{
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return;
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}
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Weapon weapon = player.ReadyWeapon;
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int damage = 20 + (random[StaffCheck]() & 15);
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int max = player.mo.GetMaxHealth();
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for (int i = 0; i < 3; i++)
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{
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for (int j = 1; j >= -1; j -= 2)
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{
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double ang = angle + j*i*(45. / 16);
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double slope = AimLineAttack(ang, 1.5 * MELEERANGE, t, 0., ALF_CHECK3D);
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if (t.linetarget)
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{
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LineAttack(ang, 1.5 * MELEERANGE, slope, damage, 'Melee', "CStaffPuff", false, t);
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if (t.linetarget != null)
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{
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angle = t.angleFromSource;
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if (((t.linetarget.player && (!t.linetarget.IsTeammate(self) || level.teamdamage != 0)) || t.linetarget.bIsMonster)
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&& (!t.linetarget.bDormant && !bInvulnerable))
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{
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int newLife = player.health + (damage >> 3);
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newLife = newLife > max ? max : newLife;
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if (newLife > player.health)
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{
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health = player.health = newLife;
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}
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if (weapon != null)
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{
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State newstate = weapon.FindState("Drain");
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if (newstate != null) player.SetPsprite(PSP_WEAPON, newstate);
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}
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}
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if (weapon != null)
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{
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weapon.DepleteAmmo(weapon.bAltFire, false);
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}
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}
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return;
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}
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}
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}
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}
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//============================================================================
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//
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// A_CStaffAttack
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//
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//============================================================================
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action void A_CStaffAttack()
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{
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if (player == null)
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{
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return;
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}
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Weapon 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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Actor mo = SpawnPlayerMissile ("CStaffMissile", angle - 3.0);
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if (mo)
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{
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mo.WeaveIndexXY = 32;
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}
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mo = SpawnPlayerMissile ("CStaffMissile", angle + 3.0);
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if (mo)
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{
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mo.WeaveIndexXY = 0;
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}
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A_PlaySound ("ClericCStaffFire", CHAN_WEAPON);
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}
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//============================================================================
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//
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// A_CStaffInitBlink
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//
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//============================================================================
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action void A_CStaffInitBlink()
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{
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weaponspecial = (random[CStaffBlink]() >> 1) + 20;
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}
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//============================================================================
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//
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// A_CStaffCheckBlink
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//
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//============================================================================
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action void A_CStaffCheckBlink()
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{
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if (player && player.ReadyWeapon)
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{
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if (!--weaponspecial)
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{
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player.SetPsprite(PSP_WEAPON, player.ReadyWeapon.FindState ("Blink"));
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weaponspecial = (random[CStaffBlink]() + 50) >> 2;
|
||||
}
|
||||
else
|
||||
{
|
||||
A_WeaponReady();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Serpent Staff Missile ----------------------------------------------------
|
||||
|
||||
class CStaffMissile : Actor native
|
||||
class CStaffMissile : Actor
|
||||
{
|
||||
Default
|
||||
{
|
||||
|
@ -82,6 +198,34 @@ class CStaffMissile : Actor native
|
|||
CSSF HI 3 Bright;
|
||||
Stop;
|
||||
}
|
||||
|
||||
override int DoSpecialDamage (Actor target, int damage, Name damagetype)
|
||||
{
|
||||
// Cleric Serpent Staff does poison damage
|
||||
if (target.player)
|
||||
{
|
||||
target.player.PoisonPlayer (self, self.target, 20);
|
||||
damage >>= 1;
|
||||
}
|
||||
return damage;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
extend class Actor
|
||||
{
|
||||
|
||||
//============================================================================
|
||||
//
|
||||
// A_CStaffMissileSlither
|
||||
//
|
||||
//============================================================================
|
||||
|
||||
void A_CStaffMissileSlither()
|
||||
{
|
||||
A_Weave(3, 0, 1., 0.);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
// Serpent Staff Puff -------------------------------------------------------
|
||||
|
|
|
@ -79,6 +79,7 @@ class PlayerPawn : Actor native
|
|||
{
|
||||
}
|
||||
|
||||
native int GetMaxHealth();
|
||||
}
|
||||
|
||||
class PlayerChunk : PlayerPawn native
|
||||
|
@ -214,6 +215,7 @@ FWeaponSlots weapons;
|
|||
|
||||
|
||||
native bool UndoPlayerMorph(playerinfo player, int unmorphflag = 0, bool force = false);
|
||||
native bool PoisonPlayer(Actor poisoner, Actor source, int poison);
|
||||
native void SetPsprite(int id, State stat, bool pending = false);
|
||||
native void SetSafeFlash(Weapon weap, State flashstate, int index);
|
||||
native PSprite GetPSprite(int id);
|
||||
|
|
Loading…
Reference in a new issue