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- Converted Ettin and Centaur to DECORATE.
- Made the Ettin's and Centaur's howling sound an actor property. - Added A_CustomComboAttack function to finally have something that can replace the old A_ComboAttack function. - Added A_SpawnItemEx function that removes the problems with A_SpawnItem and which also should make most of the A_CustomMissile abuse unnecessary. - Added A_QueueCorpse to the list of DECORATE code pointers. - Made the size of Hexen's corpse queue configurable by CVAR (sv_corpsequeuesize.) Setting this CVAR to -1 will disable corpse queuing completely so that even in Hexen all corpses will stay forever. SVN r392 (trunk)
This commit is contained in:
parent
d840d9b68a
commit
a90ba9deb6
20 changed files with 648 additions and 701 deletions
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@ -1,4 +1,14 @@
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November 26, 2006 (Changes by Graf Zahl)
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- Converted Ettin and Centaur to DECORATE.
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- Made the Ettin's and Centaur's howling sound an actor property.
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- Added A_CustomComboAttack function to finally have something that can
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replace the old A_ComboAttack function.
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- Added A_SpawnItemEx function that removes the problems with A_SpawnItem
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and which also should make most of the A_CustomMissile abuse unnecessary.
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- Added A_QueueCorpse to the list of DECORATE code pointers.
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- Made the size of Hexen's corpse queue configurable by CVAR
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(sv_corpsequeuesize.) Setting this CVAR to -1 will disable corpse
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queuing completely so that even in Hexen all corpses will stay forever.
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- Added random2 function to DECORATE's expression evaluator. This is to
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better emulate some calculation of internal code pointers.
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- Added named RNG support to DECORATE's expression evaluator. Just use
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@ -418,6 +418,7 @@ enum
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AMETA_FastSpeed, // Speed in fast mode
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AMETA_RDFactor, // Radius damage factor
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AMETA_CameraHeight, // Height of camera when used as such
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AMETA_HowlSound, // Sound being played when electrocuted or poisoned
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};
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// Map Object definition.
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@ -476,7 +477,8 @@ public:
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virtual int TakeSpecialDamage (AActor *inflictor, AActor *source, int damage, FName damagetype);
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// Centaurs and ettins squeal when electrocuted, poisoned, or "holy"-ed
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virtual void Howl ();
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// Made a metadata property so no longer virtual
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void Howl ();
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// Called by A_NoBlocking in case the actor wants to drop some presents
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virtual void NoBlockingSet ();
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@ -504,9 +506,6 @@ public:
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// Called by RoughBlockCheck
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virtual bool IsOkayToAttack (AActor *target);
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virtual void ChangeSpecial (int special, int data1, int data2,
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int data3, int data4, int data5);
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// Plays the actor's ActiveSound if its voice isn't already making noise.
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void PlayActiveSound ();
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@ -1,326 +1,10 @@
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#include "actor.h"
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#include "info.h"
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#include "p_local.h"
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#include "s_sound.h"
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#include "p_enemy.h"
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#include "a_action.h"
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#include "m_random.h"
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#include "a_hexenglobal.h"
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static FRandom pr_centaurdefend ("CentaurDefend");
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static FRandom pr_reflect ("CentaurDeflect");
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static FRandom pr_centaurattack ("CentaurAttack");
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static FRandom pr_centaurdrop ("CentaurDrop");
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void A_CentaurDefend (AActor *);
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void A_CentaurAttack (AActor *);
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void A_CentaurAttack2 (AActor *);
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void A_CentaurDropStuff (AActor *);
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// Centaur ------------------------------------------------------------------
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FState ACentaur::States[] =
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{
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#define S_CENTAUR_LOOK1 0
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S_NORMAL (CENT, 'A', 10, A_Look , &States[S_CENTAUR_LOOK1+1]),
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S_NORMAL (CENT, 'B', 10, A_Look , &States[S_CENTAUR_LOOK1]),
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#define S_CENTAUR_WALK1 (S_CENTAUR_LOOK1+2)
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S_NORMAL (CENT, 'A', 4, A_Chase , &States[S_CENTAUR_WALK1+1]),
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S_NORMAL (CENT, 'B', 4, A_Chase , &States[S_CENTAUR_WALK1+2]),
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S_NORMAL (CENT, 'C', 4, A_Chase , &States[S_CENTAUR_WALK1+3]),
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S_NORMAL (CENT, 'D', 4, A_Chase , &States[S_CENTAUR_WALK1]),
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#define S_CENTAUR_PAIN1 (S_CENTAUR_WALK1+4)
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S_NORMAL (CENT, 'G', 6, A_Pain , &States[S_CENTAUR_PAIN1+1]),
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S_NORMAL (CENT, 'G', 6, A_SetReflectiveInvulnerable, &States[S_CENTAUR_PAIN1+2]),
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S_NORMAL (CENT, 'E', 15, A_CentaurDefend , &States[S_CENTAUR_PAIN1+3]),
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S_NORMAL (CENT, 'E', 15, A_CentaurDefend , &States[S_CENTAUR_PAIN1+4]),
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S_NORMAL (CENT, 'E', 15, A_CentaurDefend , &States[S_CENTAUR_PAIN1+5]),
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S_NORMAL (CENT, 'E', 1, A_UnSetReflectiveInvulnerable, &States[S_CENTAUR_WALK1]),
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#define S_CENTAUR_ATK1 (S_CENTAUR_PAIN1+6)
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S_NORMAL (CENT, 'H', 5, A_FaceTarget , &States[S_CENTAUR_ATK1+1]),
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S_NORMAL (CENT, 'I', 4, A_FaceTarget , &States[S_CENTAUR_ATK1+2]),
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S_NORMAL (CENT, 'J', 7, A_CentaurAttack , &States[S_CENTAUR_WALK1]),
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#define S_CENTAUR_MISSILE1 (S_CENTAUR_ATK1+3)
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S_NORMAL (CENT, 'E', 10, A_FaceTarget , &States[S_CENTAUR_MISSILE1+1]),
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S_BRIGHT (CENT, 'F', 8, A_CentaurAttack2 , &States[S_CENTAUR_MISSILE1+2]),
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S_NORMAL (CENT, 'E', 10, A_FaceTarget , &States[S_CENTAUR_MISSILE1+3]),
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S_BRIGHT (CENT, 'F', 8, A_CentaurAttack2 , &States[S_CENTAUR_WALK1]),
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#define S_CENTAUR_DEATH1 (S_CENTAUR_MISSILE1+4)
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S_NORMAL (CENT, 'K', 4, NULL , &States[S_CENTAUR_DEATH1+1]),
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S_NORMAL (CENT, 'L', 4, A_Scream , &States[S_CENTAUR_DEATH1+2]),
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S_NORMAL (CENT, 'M', 4, NULL , &States[S_CENTAUR_DEATH1+3]),
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S_NORMAL (CENT, 'N', 4, NULL , &States[S_CENTAUR_DEATH1+4]),
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S_NORMAL (CENT, 'O', 4, A_NoBlocking , &States[S_CENTAUR_DEATH1+5]),
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S_NORMAL (CENT, 'P', 4, NULL , &States[S_CENTAUR_DEATH1+6]),
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S_NORMAL (CENT, 'Q', 4, NULL , &States[S_CENTAUR_DEATH1+7]),
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S_NORMAL (CENT, 'R', 4, A_QueueCorpse , &States[S_CENTAUR_DEATH1+8]),
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S_NORMAL (CENT, 'S', 4, NULL , &States[S_CENTAUR_DEATH1+9]),
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S_NORMAL (CENT, 'T', -1, NULL , NULL),
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#define S_CENTAUR_DEATH_X1 (S_CENTAUR_DEATH1+10)
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S_NORMAL (CTXD, 'A', 4, NULL , &States[S_CENTAUR_DEATH_X1+1]),
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S_NORMAL (CTXD, 'B', 4, A_NoBlocking , &States[S_CENTAUR_DEATH_X1+2]),
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S_NORMAL (CTXD, 'C', 4, A_CentaurDropStuff , &States[S_CENTAUR_DEATH_X1+3]),
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S_NORMAL (CTXD, 'D', 3, A_Scream , &States[S_CENTAUR_DEATH_X1+4]),
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S_NORMAL (CTXD, 'E', 4, A_QueueCorpse , &States[S_CENTAUR_DEATH_X1+5]),
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S_NORMAL (CTXD, 'F', 3, NULL , &States[S_CENTAUR_DEATH_X1+6]),
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S_NORMAL (CTXD, 'G', 4, NULL , &States[S_CENTAUR_DEATH_X1+7]),
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S_NORMAL (CTXD, 'H', 3, NULL , &States[S_CENTAUR_DEATH_X1+8]),
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S_NORMAL (CTXD, 'I', 4, NULL , &States[S_CENTAUR_DEATH_X1+9]),
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S_NORMAL (CTXD, 'J', 3, NULL , &States[S_CENTAUR_DEATH_X1+10]),
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S_NORMAL (CTXD, 'K', -1, NULL , NULL),
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#define S_CENTAUR_ICE1 (S_CENTAUR_DEATH_X1+11)
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S_NORMAL (CENT, 'U', 5, A_FreezeDeath , &States[S_CENTAUR_ICE1+1]),
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S_NORMAL (CENT, 'U', 1, A_FreezeDeathChunks , &States[S_CENTAUR_ICE1+1]),
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};
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IMPLEMENT_ACTOR (ACentaur, Hexen, 107, 1)
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PROP_SpawnHealth (200)
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PROP_PainChance (135)
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PROP_SpeedFixed (13)
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PROP_HeightFixed (64)
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PROP_Mass (120)
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PROP_Flags (MF_SOLID|MF_SHOOTABLE|MF_COUNTKILL)
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PROP_Flags2 (MF2_FLOORCLIP|MF2_PASSMOBJ|MF2_TELESTOMP|MF2_PUSHWALL|MF2_MCROSS)
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PROP_Flags4 (MF4_SHIELDREFLECT)
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PROP_SpawnState (S_CENTAUR_LOOK1)
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PROP_SeeState (S_CENTAUR_WALK1)
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PROP_PainState (S_CENTAUR_PAIN1)
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PROP_MeleeState (S_CENTAUR_ATK1)
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PROP_DeathState (S_CENTAUR_DEATH1)
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PROP_XDeathState (S_CENTAUR_DEATH_X1)
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PROP_IDeathState (S_CENTAUR_ICE1)
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PROP_SeeSound ("CentaurSight")
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PROP_AttackSound ("CentaurAttack")
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PROP_PainSound ("CentaurPain")
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PROP_DeathSound ("CentaurDeath")
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PROP_ActiveSound ("CentaurActive")
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END_DEFAULTS
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void ACentaur::Howl ()
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{
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int howl = S_FindSound ("PuppyBeat");
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if (!S_GetSoundPlayingInfo (this, howl))
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{
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S_SoundID (this, CHAN_BODY, howl, 1, ATTN_NORM);
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}
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}
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// Centaur Leader -----------------------------------------------------------
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class ACentaurLeader : public ACentaur
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{
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DECLARE_STATELESS_ACTOR (ACentaurLeader, ACentaur)
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};
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IMPLEMENT_STATELESS_ACTOR (ACentaurLeader, Hexen, 115, 2)
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PROP_SpawnHealth (250)
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PROP_PainChance (96)
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PROP_SpeedFixed (10)
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PROP_MissileState (S_CENTAUR_MISSILE1)
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END_DEFAULTS
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// Mashed centaur -----------------------------------------------------------
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//
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// The mashed centaur is only placed through ACS. Nowhere in the game source
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// is it ever referenced.
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class ACentaurMash : public ACentaur
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{
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DECLARE_STATELESS_ACTOR (ACentaurMash, ACentaur)
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};
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IMPLEMENT_STATELESS_ACTOR (ACentaurMash, Hexen, -1, 103)
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PROP_FlagsSet (MF_NOBLOOD)
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PROP_Flags2Set (MF2_BLASTED)
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PROP_Flags2Clear (MF2_TELESTOMP)
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PROP_Flags4Set(MF4_NOICEDEATH)
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PROP_RenderStyle (STYLE_Translucent)
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PROP_Alpha (HX_ALTSHADOW)
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PROP_DeathState (~0)
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PROP_XDeathState (~0)
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PROP_IDeathState (~0)
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END_DEFAULTS
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// Centaur projectile -------------------------------------------------------
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class ACentaurFX : public AActor
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{
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DECLARE_ACTOR (ACentaurFX, AActor)
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};
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FState ACentaurFX::States[] =
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{
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#define S_CENTAUR_FX1 0
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S_BRIGHT (CTFX, 'A', -1, NULL , NULL),
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#define S_CENTAUR_FX_X1 (S_CENTAUR_FX1+1)
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S_BRIGHT (CTFX, 'B', 4, NULL , &States[S_CENTAUR_FX_X1+1]),
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S_BRIGHT (CTFX, 'C', 3, NULL , &States[S_CENTAUR_FX_X1+2]),
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S_BRIGHT (CTFX, 'D', 4, NULL , &States[S_CENTAUR_FX_X1+3]),
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S_BRIGHT (CTFX, 'E', 3, NULL , &States[S_CENTAUR_FX_X1+4]),
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S_BRIGHT (CTFX, 'F', 2, NULL , NULL),
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};
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IMPLEMENT_ACTOR (ACentaurFX, Hexen, -1, 0)
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PROP_SpeedFixed (20)
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PROP_Damage (4)
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PROP_Flags (MF_NOBLOCKMAP|MF_NOGRAVITY|MF_DROPOFF|MF_MISSILE)
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PROP_Flags2 (MF2_NOTELEPORT|MF2_IMPACT|MF2_PCROSS)
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PROP_RenderStyle (STYLE_Add)
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PROP_SpawnState (S_CENTAUR_FX1)
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PROP_DeathState (S_CENTAUR_FX_X1)
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PROP_DeathSound ("CentaurMissileExplode")
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END_DEFAULTS
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// Centaur shield (debris) --------------------------------------------------
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class ACentaurShield : public AActor
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{
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DECLARE_ACTOR (ACentaurShield, AActor)
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};
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FState ACentaurShield::States[] =
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{
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#define S_CENTAUR_SHIELD1 0
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S_NORMAL (CTDP, 'A', 3, NULL , &States[S_CENTAUR_SHIELD1+1]),
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S_NORMAL (CTDP, 'B', 3, NULL , &States[S_CENTAUR_SHIELD1+2]),
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S_NORMAL (CTDP, 'C', 3, NULL , &States[S_CENTAUR_SHIELD1+3]),
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S_NORMAL (CTDP, 'D', 3, NULL , &States[S_CENTAUR_SHIELD1+4]),
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S_NORMAL (CTDP, 'E', 3, NULL , &States[S_CENTAUR_SHIELD1+5]),
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S_NORMAL (CTDP, 'F', 3, NULL , &States[S_CENTAUR_SHIELD1+2]),
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#define S_CENTAUR_SHIELD_X1 (S_CENTAUR_SHIELD1+6)
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S_NORMAL (CTDP, 'G', 4, NULL , &States[S_CENTAUR_SHIELD_X1+1]),
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S_NORMAL (CTDP, 'H', 4, A_QueueCorpse , &States[S_CENTAUR_SHIELD_X1+2]),
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S_NORMAL (CTDP, 'I', 4, NULL , &States[S_CENTAUR_SHIELD_X1+3]),
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S_NORMAL (CTDP, 'J', -1, NULL , NULL),
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};
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IMPLEMENT_ACTOR (ACentaurShield, Hexen, -1, 0)
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PROP_Flags (MF_DROPOFF|MF_CORPSE)
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PROP_Flags2 (MF2_NOTELEPORT)
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PROP_SpawnState (S_CENTAUR_SHIELD1)
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PROP_CrashState (S_CENTAUR_SHIELD_X1)
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END_DEFAULTS
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// Centaur sword (debris) ---------------------------------------------------
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class ACentaurSword : public AActor
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{
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DECLARE_ACTOR (ACentaurSword, AActor)
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};
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FState ACentaurSword::States[] =
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{
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#define S_CENTAUR_SWORD1 0
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S_NORMAL (CTDP, 'K', 3, NULL , &States[S_CENTAUR_SWORD1+1]),
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S_NORMAL (CTDP, 'L', 3, NULL , &States[S_CENTAUR_SWORD1+2]),
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S_NORMAL (CTDP, 'M', 3, NULL , &States[S_CENTAUR_SWORD1+3]),
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S_NORMAL (CTDP, 'N', 3, NULL , &States[S_CENTAUR_SWORD1+4]),
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S_NORMAL (CTDP, 'O', 3, NULL , &States[S_CENTAUR_SWORD1+5]),
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S_NORMAL (CTDP, 'P', 3, NULL , &States[S_CENTAUR_SWORD1+6]),
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S_NORMAL (CTDP, 'Q', 3, NULL , &States[S_CENTAUR_SWORD1+2]),
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#define S_CENTAUR_SWORD_X1 (S_CENTAUR_SWORD1+7)
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S_NORMAL (CTDP, 'R', 4, NULL , &States[S_CENTAUR_SWORD_X1+1]),
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S_NORMAL (CTDP, 'S', 4, A_QueueCorpse , &States[S_CENTAUR_SWORD_X1+2]),
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S_NORMAL (CTDP, 'T', -1, NULL , NULL),
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};
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IMPLEMENT_ACTOR (ACentaurSword, Hexen, -1, 0)
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PROP_Flags (MF_DROPOFF|MF_CORPSE)
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PROP_Flags2 (MF2_NOTELEPORT)
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PROP_SpawnState (S_CENTAUR_SWORD1)
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PROP_CrashState (S_CENTAUR_SWORD_X1)
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END_DEFAULTS
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//============================================================================
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//
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// A_CentaurAttack
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//
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//============================================================================
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void A_CentaurAttack (AActor *actor)
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{
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if (!actor->target)
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{
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return;
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}
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if (actor->CheckMeleeRange ())
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{
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int damage = pr_centaurattack()%7+3;
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P_DamageMobj (actor->target, actor, actor, damage, NAME_Melee);
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P_TraceBleed (damage, actor->target, actor);
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}
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}
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//============================================================================
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//
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// A_CentaurAttack2
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//
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//============================================================================
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void A_CentaurAttack2 (AActor *actor)
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{
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if (!actor->target)
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{
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return;
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}
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P_SpawnMissileZ (actor, actor->z + 45*FRACUNIT,
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actor->target, RUNTIME_CLASS(ACentaurFX));
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S_Sound (actor, CHAN_WEAPON, "CentaurLeaderAttack", 1, ATTN_NORM);
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}
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//============================================================================
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//
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// A_CentaurDropStuff
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//
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// Spawn shield/sword sprites when the centaur pulps
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//============================================================================
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void A_CentaurDropStuff (AActor *actor)
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{
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const PClass *const DropTypes[] =
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{
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RUNTIME_CLASS(ACentaurSword),
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RUNTIME_CLASS(ACentaurShield)
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};
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for (int i = countof(DropTypes)-1; i >= 0; --i)
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{
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AActor *mo;
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mo = Spawn (DropTypes[i], actor->x, actor->y, actor->z+45*FRACUNIT, ALLOW_REPLACE);
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if (mo)
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{
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angle_t angle = actor->angle + (i ? ANGLE_90 : ANGLE_270);
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mo->momz = FRACUNIT*8+(pr_centaurdrop()<<10);
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mo->momx = FixedMul(((pr_centaurdrop()-128)<<11)+FRACUNIT,
|
||||
finecosine[angle>>ANGLETOFINESHIFT]);
|
||||
mo->momy = FixedMul(((pr_centaurdrop()-128)<<11)+FRACUNIT,
|
||||
finesine[angle>>ANGLETOFINESHIFT]);
|
||||
mo->target = actor;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//============================================================================
|
||||
//
|
||||
// A_CentaurDefend
|
||||
|
|
|
@ -1,185 +0,0 @@
|
|||
#include "actor.h"
|
||||
#include "info.h"
|
||||
#include "p_local.h"
|
||||
#include "s_sound.h"
|
||||
#include "p_enemy.h"
|
||||
#include "a_action.h"
|
||||
#include "m_random.h"
|
||||
|
||||
static FRandom pr_ettinatk ("EttinAttack");
|
||||
static FRandom pr_dropmace ("DropMace");
|
||||
|
||||
// Ettin --------------------------------------------------------------------
|
||||
|
||||
void A_EttinAttack (AActor *);
|
||||
void A_DropMace (AActor *);
|
||||
|
||||
class AEttin : public AActor
|
||||
{
|
||||
DECLARE_ACTOR (AEttin, AActor)
|
||||
public:
|
||||
void Howl ();
|
||||
};
|
||||
|
||||
FState AEttin::States[] =
|
||||
{
|
||||
#define S_ETTIN_LOOK 0
|
||||
S_NORMAL (ETTN, 'A', 10, A_Look , &States[S_ETTIN_LOOK+1]),
|
||||
S_NORMAL (ETTN, 'A', 10, A_Look , &States[S_ETTIN_LOOK+0]),
|
||||
|
||||
#define S_ETTIN_CHASE (S_ETTIN_LOOK+2)
|
||||
S_NORMAL (ETTN, 'A', 5, A_Chase , &States[S_ETTIN_CHASE+1]),
|
||||
S_NORMAL (ETTN, 'B', 5, A_Chase , &States[S_ETTIN_CHASE+2]),
|
||||
S_NORMAL (ETTN, 'C', 5, A_Chase , &States[S_ETTIN_CHASE+3]),
|
||||
S_NORMAL (ETTN, 'D', 5, A_Chase , &States[S_ETTIN_CHASE+0]),
|
||||
|
||||
#define S_ETTIN_PAIN (S_ETTIN_CHASE+4)
|
||||
S_NORMAL (ETTN, 'H', 7, A_Pain , &States[S_ETTIN_CHASE+0]),
|
||||
|
||||
#define S_ETTIN_ATK1 (S_ETTIN_PAIN+1)
|
||||
S_NORMAL (ETTN, 'E', 6, A_FaceTarget , &States[S_ETTIN_ATK1+1]),
|
||||
S_NORMAL (ETTN, 'F', 6, A_FaceTarget , &States[S_ETTIN_ATK1+2]),
|
||||
S_NORMAL (ETTN, 'G', 8, A_EttinAttack , &States[S_ETTIN_CHASE+0]),
|
||||
|
||||
#define S_ETTIN_DEATH1 (S_ETTIN_ATK1+3)
|
||||
S_NORMAL (ETTN, 'I', 4, NULL , &States[S_ETTIN_DEATH1+1]),
|
||||
S_NORMAL (ETTN, 'J', 4, NULL , &States[S_ETTIN_DEATH1+2]),
|
||||
S_NORMAL (ETTN, 'K', 4, A_Scream , &States[S_ETTIN_DEATH1+3]),
|
||||
S_NORMAL (ETTN, 'L', 4, A_NoBlocking , &States[S_ETTIN_DEATH1+4]),
|
||||
S_NORMAL (ETTN, 'M', 4, A_QueueCorpse , &States[S_ETTIN_DEATH1+5]),
|
||||
S_NORMAL (ETTN, 'N', 4, NULL , &States[S_ETTIN_DEATH1+6]),
|
||||
S_NORMAL (ETTN, 'O', 4, NULL , &States[S_ETTIN_DEATH1+7]),
|
||||
S_NORMAL (ETTN, 'P', 4, NULL , &States[S_ETTIN_DEATH1+8]),
|
||||
S_NORMAL (ETTN, 'Q', -1, NULL , NULL),
|
||||
|
||||
#define S_ETTIN_DEATH2 (S_ETTIN_DEATH1+9)
|
||||
S_NORMAL (ETTB, 'A', 4, NULL , &States[S_ETTIN_DEATH2+1]),
|
||||
S_NORMAL (ETTB, 'B', 4, A_NoBlocking , &States[S_ETTIN_DEATH2+2]),
|
||||
S_NORMAL (ETTB, 'C', 4, A_DropMace , &States[S_ETTIN_DEATH2+3]),
|
||||
S_NORMAL (ETTB, 'D', 4, A_Scream , &States[S_ETTIN_DEATH2+4]),
|
||||
S_NORMAL (ETTB, 'E', 4, A_QueueCorpse , &States[S_ETTIN_DEATH2+5]),
|
||||
S_NORMAL (ETTB, 'F', 4, NULL , &States[S_ETTIN_DEATH2+6]),
|
||||
S_NORMAL (ETTB, 'G', 4, NULL , &States[S_ETTIN_DEATH2+7]),
|
||||
S_NORMAL (ETTB, 'H', 4, NULL , &States[S_ETTIN_DEATH2+8]),
|
||||
S_NORMAL (ETTB, 'I', 4, NULL , &States[S_ETTIN_DEATH2+9]),
|
||||
S_NORMAL (ETTB, 'J', 4, NULL , &States[S_ETTIN_DEATH2+10]),
|
||||
S_NORMAL (ETTB, 'K', 4, NULL , &States[S_ETTIN_DEATH2+11]),
|
||||
S_NORMAL (ETTB, 'L', -1, NULL , NULL),
|
||||
|
||||
#define S_ETTIN_ICE (S_ETTIN_DEATH2+12)
|
||||
S_NORMAL (ETTN, 'R', 5, A_FreezeDeath , &States[S_ETTIN_ICE+1]),
|
||||
S_NORMAL (ETTN, 'R', 1, A_FreezeDeathChunks , &States[S_ETTIN_ICE+1])
|
||||
};
|
||||
IMPLEMENT_ACTOR (AEttin, Hexen, 10030, 4)
|
||||
PROP_SpawnHealth (175)
|
||||
PROP_RadiusFixed (25)
|
||||
PROP_HeightFixed (68)
|
||||
PROP_Mass (175)
|
||||
PROP_SpeedFixed (13)
|
||||
PROP_Damage (3)
|
||||
PROP_PainChance (60)
|
||||
PROP_Flags (MF_SOLID|MF_SHOOTABLE|MF_COUNTKILL)
|
||||
PROP_Flags2 (MF2_FLOORCLIP|MF2_PUSHWALL|MF2_MCROSS|MF2_TELESTOMP)
|
||||
|
||||
PROP_SpawnState (S_ETTIN_LOOK)
|
||||
PROP_SeeState (S_ETTIN_CHASE)
|
||||
PROP_PainState (S_ETTIN_PAIN)
|
||||
PROP_MeleeState (S_ETTIN_ATK1)
|
||||
PROP_DeathState (S_ETTIN_DEATH1)
|
||||
PROP_XDeathState (S_ETTIN_DEATH2)
|
||||
PROP_IDeathState (S_ETTIN_ICE)
|
||||
|
||||
PROP_SeeSound ("EttinSight")
|
||||
PROP_AttackSound ("EttinAttack")
|
||||
PROP_PainSound ("EttinPain")
|
||||
PROP_DeathSound ("EttinDeath")
|
||||
PROP_ActiveSound ("EttinActive")
|
||||
END_DEFAULTS
|
||||
|
||||
void AEttin::Howl ()
|
||||
{
|
||||
int howl = S_FindSound ("PuppyBeat");
|
||||
if (!S_GetSoundPlayingInfo (this, howl))
|
||||
{
|
||||
S_SoundID (this, CHAN_BODY, howl, 1, ATTN_NORM);
|
||||
}
|
||||
}
|
||||
|
||||
// Ettin mace ---------------------------------------------------------------
|
||||
|
||||
class AEttinMace : public AActor
|
||||
{
|
||||
DECLARE_ACTOR (AEttinMace, AActor)
|
||||
};
|
||||
|
||||
FState AEttinMace::States[] =
|
||||
{
|
||||
S_NORMAL (ETTB, 'M', 5, NULL , &States[1]),
|
||||
S_NORMAL (ETTB, 'N', 5, NULL , &States[2]),
|
||||
S_NORMAL (ETTB, 'O', 5, NULL , &States[3]),
|
||||
S_NORMAL (ETTB, 'P', 5, NULL , &States[0]),
|
||||
|
||||
S_NORMAL (ETTB, 'Q', 5, NULL , &States[5]),
|
||||
S_NORMAL (ETTB, 'R', 5, A_QueueCorpse , &States[6]),
|
||||
S_NORMAL (ETTB, 'S', -1, NULL , NULL)
|
||||
};
|
||||
|
||||
IMPLEMENT_ACTOR (AEttinMace, Hexen, -1, 0)
|
||||
PROP_RadiusFixed (5)
|
||||
PROP_HeightFixed (5)
|
||||
PROP_Flags (MF_DROPOFF|MF_CORPSE)
|
||||
PROP_Flags2 (MF2_NOTELEPORT|MF2_FLOORCLIP)
|
||||
|
||||
PROP_SpawnState (0)
|
||||
PROP_CrashState (4)
|
||||
END_DEFAULTS
|
||||
|
||||
// Ettin mash ---------------------------------------------------------------
|
||||
|
||||
class AEttinMash : public AEttin
|
||||
{
|
||||
DECLARE_STATELESS_ACTOR (AEttinMash, AEttin)
|
||||
};
|
||||
|
||||
IMPLEMENT_STATELESS_ACTOR (AEttinMash, Hexen, -1, 102)
|
||||
PROP_FlagsSet (MF_NOBLOOD)
|
||||
PROP_Flags2Set (MF2_FLOORCLIP|MF2_PASSMOBJ|MF2_MCROSS|MF2_PUSHWALL|MF2_BLASTED)
|
||||
PROP_Flags4Set(MF4_NOICEDEATH)
|
||||
PROP_RenderStyle (STYLE_Translucent)
|
||||
PROP_Alpha (HX_ALTSHADOW)
|
||||
|
||||
PROP_DeathState (~0)
|
||||
PROP_XDeathState (~0)
|
||||
PROP_IDeathState (~0)
|
||||
END_DEFAULTS
|
||||
|
||||
//============================================================================
|
||||
// Ettin AI
|
||||
//============================================================================
|
||||
|
||||
void A_EttinAttack (AActor *actor)
|
||||
{
|
||||
if (actor->CheckMeleeRange())
|
||||
{
|
||||
int damage = pr_ettinatk.HitDice (2);
|
||||
P_DamageMobj (actor->target, actor, actor, damage, NAME_Melee);
|
||||
P_TraceBleed (damage, actor->target, actor);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
void A_DropMace (AActor *actor)
|
||||
{
|
||||
AEttinMace *mo;
|
||||
|
||||
mo = Spawn<AEttinMace> (actor->x, actor->y,
|
||||
actor->z + (actor->height>>1), ALLOW_REPLACE);
|
||||
if (mo)
|
||||
{
|
||||
mo->momx = (pr_dropmace()-128) << 11;
|
||||
mo->momy = (pr_dropmace()-128) << 11;
|
||||
mo->momz = FRACUNIT*10+(pr_dropmace()<<10);
|
||||
mo->target = actor;
|
||||
}
|
||||
}
|
||||
|
|
@ -52,13 +52,6 @@ public:
|
|||
void BeginPlay ();
|
||||
};
|
||||
|
||||
class ACentaur : public AActor
|
||||
{
|
||||
DECLARE_ACTOR (ACentaur, AActor)
|
||||
public:
|
||||
void Howl ();
|
||||
};
|
||||
|
||||
class AFourthWeaponPiece : public AInventory
|
||||
{
|
||||
DECLARE_STATELESS_ACTOR (AFourthWeaponPiece, AInventory)
|
||||
|
|
|
@ -683,10 +683,6 @@ AActor *P_SpawnKoraxMissile (fixed_t x, fixed_t y, fixed_t z,
|
|||
|
||||
z -= source->floorclip;
|
||||
th = Spawn (type, x, y, z, ALLOW_REPLACE);
|
||||
if (th->SeeSound)
|
||||
{
|
||||
S_SoundID (th, CHAN_BODY, th->SeeSound, 1, ATTN_NORM);
|
||||
}
|
||||
th->target = source; // Originator
|
||||
an = R_PointToAngle2(x, y, dest->x, dest->y);
|
||||
if (dest->flags & MF_SHADOW)
|
||||
|
|
|
@ -130,7 +130,11 @@ int ALightning::SpecialMissileHit (AActor *thing)
|
|||
if ((!thing->player && !(thing->flags2&MF2_BOSS))
|
||||
|| !(level.time&1))
|
||||
{
|
||||
if (thing->IsKindOf(RUNTIME_CLASS(ACentaur)))
|
||||
// There needs to be a better way to do this...
|
||||
static const PClass *centaur=NULL;
|
||||
if (!centaur) centaur = PClass::FindClass("Centaur");
|
||||
|
||||
if (thing->IsKindOf(centaur))
|
||||
{ // Lightning does more damage to centaurs
|
||||
P_DamageMobj(thing, this, target, 9, NAME_Electric);
|
||||
}
|
||||
|
|
|
@ -321,7 +321,6 @@ void A_FreezeDeathChunks (AActor *actor)
|
|||
//----------------------------------------------------------------------------
|
||||
|
||||
// Corpse queue for monsters - this should be saved out
|
||||
#define CORPSEQUEUESIZE 64
|
||||
|
||||
class DCorpsePointer : public DThinker
|
||||
{
|
||||
|
@ -341,6 +340,22 @@ IMPLEMENT_POINTY_CLASS(DCorpsePointer)
|
|||
DECLARE_POINTER(Corpse)
|
||||
END_POINTERS
|
||||
|
||||
CUSTOM_CVAR(Int, sv_corpsequeuesize, 64, CVAR_ARCHIVE|CVAR_SERVERINFO)
|
||||
{
|
||||
if (self > 0)
|
||||
{
|
||||
TThinkerIterator<DCorpsePointer> iterator (STAT_CORPSEPOINTER);
|
||||
DCorpsePointer *first = iterator.Next ();
|
||||
while (first != NULL && first->Count > (DWORD)self)
|
||||
{
|
||||
DCorpsePointer *next = iterator.Next ();
|
||||
next->Count = first->Count;
|
||||
first->Destroy ();
|
||||
first = next;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
DCorpsePointer::DCorpsePointer (AActor *ptr)
|
||||
: DThinker (STAT_CORPSEPOINTER), Corpse (ptr)
|
||||
|
@ -354,7 +369,7 @@ DCorpsePointer::DCorpsePointer (AActor *ptr)
|
|||
|
||||
if (first != this)
|
||||
{
|
||||
if (first->Count >= CORPSEQUEUESIZE)
|
||||
if (first->Count >= (DWORD)sv_corpsequeuesize)
|
||||
{
|
||||
DCorpsePointer *next = iterator.Next ();
|
||||
next->Count = first->Count;
|
||||
|
@ -399,6 +414,7 @@ void DCorpsePointer::Serialize (FArchive &arc)
|
|||
// throw another corpse on the queue
|
||||
void A_QueueCorpse (AActor *actor)
|
||||
{
|
||||
if (sv_corpsequeuesize > 0)
|
||||
new DCorpsePointer (actor);
|
||||
}
|
||||
|
||||
|
|
|
@ -2319,6 +2319,11 @@ int AActor::GetMissileDamage (int mask, int add)
|
|||
|
||||
void AActor::Howl ()
|
||||
{
|
||||
int howl = GetClass()->Meta.GetMetaInt(AMETA_HowlSound);
|
||||
if (!S_GetSoundPlayingInfo (this, howl))
|
||||
{
|
||||
S_SoundID (this, CHAN_BODY, howl, 1, ATTN_NORM);
|
||||
}
|
||||
}
|
||||
|
||||
void AActor::NoBlockingSet ()
|
||||
|
@ -2433,17 +2438,6 @@ bool AActor::IsOkayToAttack (AActor *link)
|
|||
return false;
|
||||
}
|
||||
|
||||
void AActor::ChangeSpecial (int special, int data1, int data2,
|
||||
int data3, int data4, int data5)
|
||||
{
|
||||
this->special = special;
|
||||
args[0] = data1;
|
||||
args[1] = data2;
|
||||
args[2] = data3;
|
||||
args[3] = data4;
|
||||
args[4] = data5;
|
||||
}
|
||||
|
||||
void AActor::SetShade (DWORD rgb)
|
||||
{
|
||||
PalEntry *entry = (PalEntry *)&rgb;
|
||||
|
|
|
@ -140,6 +140,9 @@ static int DoomSpecificInfo (char *buffer, char *end)
|
|||
|
||||
int main (int argc, char **argv)
|
||||
{
|
||||
printf("ZDoom v%s - SVN revision %s - SDL version\nCompiled on %s\n\n",
|
||||
DOTVERSIONSTR_NOREV,SVN_REVISION_STRING,__DATE__);
|
||||
|
||||
{
|
||||
int s[4] = { SIGSEGV, SIGILL, SIGFPE, SIGBUS };
|
||||
cc_install_handlers(4, s, "zdoom-crash.log", DoomSpecificInfo);
|
||||
|
|
|
@ -348,7 +348,7 @@ int I_PickIWad (WadStuff *wads, int numwads, bool queryiwad, int defaultiwad)
|
|||
{
|
||||
int i;
|
||||
|
||||
printf ("Please select a game wad:\n");
|
||||
printf ("Please select a game wad (or 0 to exit):\n");
|
||||
for (i = 0; i < numwads; ++i)
|
||||
{
|
||||
const char *filepart = strrchr (wads[i].Path, '/');
|
||||
|
|
|
@ -132,6 +132,7 @@ static flagdef ActorFlags[]=
|
|||
DEFINE_FLAG2(MF2_LOGRAV, LOWGRAVITY, AActor, flags2),
|
||||
DEFINE_FLAG(MF2, WINDTHRUST, AActor, flags2),
|
||||
DEFINE_FLAG(MF2, HERETICBOUNCE , AActor, flags2),
|
||||
DEFINE_FLAG(MF2, BLASTED, AActor, flags2),
|
||||
DEFINE_FLAG(MF2, FLOORCLIP, AActor, flags2),
|
||||
DEFINE_FLAG(MF2, SPAWNFLOAT, AActor, flags2),
|
||||
DEFINE_FLAG(MF2, NOTELEPORT, AActor, flags2),
|
||||
|
@ -477,6 +478,7 @@ ACTOR(LightInverse)
|
|||
ACTOR(GiveInventory)
|
||||
ACTOR(TakeInventory)
|
||||
ACTOR(SpawnItem)
|
||||
ACTOR(SpawnItemEx)
|
||||
ACTOR(ThrowGrenade)
|
||||
ACTOR(Recoil)
|
||||
ACTOR(SelectWeapon)
|
||||
|
@ -506,6 +508,7 @@ ACTOR(TakeFromTarget)
|
|||
ACTOR(JumpIfInTargetInventory)
|
||||
ACTOR(CountdownArg)
|
||||
ACTOR(CustomMeleeAttack)
|
||||
ACTOR(CustomComboAttack)
|
||||
ACTOR(Light)
|
||||
ACTOR(Burst)
|
||||
ACTOR(SkullPop)
|
||||
|
@ -517,6 +520,7 @@ ACTOR(SPosAttackUseAtkSound)
|
|||
ACTOR(Respawn)
|
||||
ACTOR(BarrelDestroy)
|
||||
ACTOR(PlayerSkinCheck)
|
||||
ACTOR(QueueCorpse)
|
||||
|
||||
|
||||
#include "d_dehackedactions.h"
|
||||
|
@ -697,6 +701,7 @@ AFuncDesc AFTable[]=
|
|||
FUNC(A_GiveInventory, "Mx" )
|
||||
FUNC(A_TakeInventory, "Mx" )
|
||||
FUNC(A_SpawnItem, "Mxxyx" )
|
||||
FUNC(A_SpawnItemEx, "Mxxxxxxxx" )
|
||||
FUNC(A_ThrowGrenade, "Mxxxy" )
|
||||
FUNC(A_SelectWeapon, "M")
|
||||
FUNC(A_Print, "Txt")
|
||||
|
@ -728,12 +733,14 @@ AFuncDesc AFTable[]=
|
|||
FUNC(A_TakeFromTarget, "Mx" )
|
||||
FUNC(A_CountdownArg, "X")
|
||||
FUNC(A_CustomMeleeAttack, "Xssty" )
|
||||
FUNC(A_CustomComboAttack, "MXXsty" )
|
||||
FUNC(A_Burst, "M")
|
||||
FUNC(A_RadiusThrust, "xxy")
|
||||
{"A_Explode", A_ExplodeParms, "xxy" },
|
||||
FUNC(A_Stop, NULL)
|
||||
FUNC(A_Respawn, "y")
|
||||
FUNC(A_BarrelDestroy, NULL)
|
||||
FUNC(A_QueueCorpse, NULL)
|
||||
};
|
||||
|
||||
//==========================================================================
|
||||
|
@ -2819,6 +2826,15 @@ static void ActorActiveSound (AActor *defaults, Baggage &bag)
|
|||
defaults->ActiveSound=S_FindSound(sc_String);
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
//==========================================================================
|
||||
static void ActorHowlSound (AActor *defaults, Baggage &bag)
|
||||
{
|
||||
SC_MustGetString();
|
||||
bag.Info->Class->Meta.SetMetaInt (AMETA_HowlSound, S_FindSound(sc_String));
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
//==========================================================================
|
||||
|
@ -4138,6 +4154,7 @@ static const ActorProps props[] =
|
|||
{ "health.lowmessage", (apf)HealthLowMessage, RUNTIME_CLASS(AHealth) },
|
||||
{ "height", ActorHeight, RUNTIME_CLASS(AActor) },
|
||||
{ "hitobituary", ActorHitObituary, RUNTIME_CLASS(AActor) },
|
||||
{ "howlsound", ActorHowlSound, RUNTIME_CLASS(AActor) },
|
||||
{ "ice", ActorIceState, RUNTIME_CLASS(AActor) },
|
||||
{ "inventory.amount", (apf)InventoryAmount, RUNTIME_CLASS(AInventory) },
|
||||
{ "inventory.defmaxamount", (apf)InventoryDefMaxAmount, RUNTIME_CLASS(AInventory) },
|
||||
|
|
|
@ -844,6 +844,63 @@ void A_CustomMeleeAttack (AActor *self)
|
|||
}
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// A fully customizable combo attack
|
||||
//
|
||||
//==========================================================================
|
||||
void A_CustomComboAttack (AActor *self)
|
||||
{
|
||||
int index=CheckIndex(6);
|
||||
if (index<0) return;
|
||||
|
||||
ENamedName MissileName=(ENamedName)StateParameters[index];
|
||||
fixed_t SpawnHeight=fixed_t(EvalExpressionF (StateParameters[index+1], self) * FRACUNIT);
|
||||
int damage = EvalExpressionI (StateParameters[index+2], self);
|
||||
int MeleeSound = StateParameters[index+3];
|
||||
ENamedName DamageType = (ENamedName)StateParameters[index+4];
|
||||
bool bleed = EvalExpressionN (StateParameters[index+5], self);
|
||||
|
||||
|
||||
if (!self->target)
|
||||
return;
|
||||
|
||||
A_FaceTarget (self);
|
||||
if (self->CheckMeleeRange ())
|
||||
{
|
||||
if (DamageType==NAME_None) DamageType = NAME_Melee; // Melee is the default type
|
||||
if (MeleeSound) S_SoundID (self, CHAN_WEAPON, MeleeSound, 1, ATTN_NORM);
|
||||
P_DamageMobj (self->target, self, self, damage, DamageType);
|
||||
if (bleed) P_TraceBleed (damage, self->target, self);
|
||||
}
|
||||
else
|
||||
{
|
||||
const PClass * ti=PClass::FindClass(MissileName);
|
||||
if (ti)
|
||||
{
|
||||
// Although there is a P_SpawnMissileZ function its
|
||||
// aiming is much too bad to be of any use
|
||||
self->z+=SpawnHeight-32*FRACUNIT;
|
||||
AActor * missile = P_SpawnMissile (self, self->target, ti);
|
||||
self->z-=SpawnHeight-32*FRACUNIT;
|
||||
|
||||
if (missile)
|
||||
{
|
||||
// automatic handling of seeker missiles
|
||||
if (missile->flags2&MF2_SEEKERMISSILE)
|
||||
{
|
||||
missile->tracer=self->target;
|
||||
}
|
||||
// set the health value so that the missile works properly
|
||||
if (missile->flags4&MF4_SPECTRAL)
|
||||
{
|
||||
missile->health=-2;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// State jump function
|
||||
|
@ -1228,6 +1285,71 @@ void A_TakeFromTarget(AActor * self)
|
|||
DoTakeInventory(self, self->target);
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
// Common code for A_SpawnItem and A_SpawnItemEx
|
||||
//
|
||||
//===========================================================================
|
||||
|
||||
static void InitSpawnedItem(AActor *self, AActor *mo, INTBOOL transfer_translation, INTBOOL setmaster)
|
||||
{
|
||||
if (mo)
|
||||
{
|
||||
AActor * originator = self;
|
||||
|
||||
if (transfer_translation)
|
||||
{
|
||||
mo->Translation = self->Translation;
|
||||
}
|
||||
|
||||
mo->angle=self->angle;
|
||||
while (originator && isMissile(originator)) originator = originator->target;
|
||||
|
||||
if (mo->flags3&MF3_ISMONSTER)
|
||||
{
|
||||
if (!P_TestMobjLocation(mo))
|
||||
{
|
||||
// The monster is blocked so don't spawn it at all!
|
||||
if (mo->CountsAsKill()) level.total_monsters--;
|
||||
mo->Destroy();
|
||||
if (pStateCall != NULL) pStateCall->Result=false; // for an inventory iten's use state
|
||||
return;
|
||||
}
|
||||
else if (originator)
|
||||
{
|
||||
if (originator->flags3&MF3_ISMONSTER)
|
||||
{
|
||||
// If this is a monster transfer all friendliness information
|
||||
mo->CopyFriendliness(originator, true);
|
||||
if (setmaster) mo->master = originator; // don't let it attack you (optional)!
|
||||
}
|
||||
else if (originator->player)
|
||||
{
|
||||
// A player always spawns a monster friendly to him
|
||||
mo->flags|=MF_FRIENDLY;
|
||||
mo->FriendPlayer = originator->player-players+1;
|
||||
|
||||
AActor * attacker=originator->player->attacker;
|
||||
if (attacker)
|
||||
{
|
||||
if (!(attacker->flags&MF_FRIENDLY) ||
|
||||
(deathmatch && attacker->FriendPlayer!=0 && attacker->FriendPlayer!=mo->FriendPlayer))
|
||||
{
|
||||
// Target the monster which last attacked the player
|
||||
mo->target = attacker;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// If this is a missile or something else set the target to the originator
|
||||
mo->target=originator? originator : self;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
// A_SpawnItem
|
||||
|
@ -1235,6 +1357,7 @@ void A_TakeFromTarget(AActor * self)
|
|||
// Spawns an item in front of the caller like Heretic's time bomb
|
||||
//
|
||||
//===========================================================================
|
||||
|
||||
void A_SpawnItem(AActor * self)
|
||||
{
|
||||
FState * CallingState;
|
||||
|
@ -1276,60 +1399,88 @@ void A_SpawnItem(AActor * self)
|
|||
self->y + FixedMul(distance, finesine[self->angle>>ANGLETOFINESHIFT]),
|
||||
self->z - self->floorclip + zheight, ALLOW_REPLACE);
|
||||
|
||||
if (mo)
|
||||
{
|
||||
AActor * originator = self;
|
||||
|
||||
if (transfer_translation)
|
||||
{
|
||||
mo->Translation = self->Translation;
|
||||
InitSpawnedItem(self, mo, transfer_translation, useammo);
|
||||
}
|
||||
|
||||
mo->angle=self->angle;
|
||||
while (originator && isMissile(originator)) originator = originator->target;
|
||||
//===========================================================================
|
||||
//
|
||||
// A_SpawnItemEx
|
||||
//
|
||||
// Enhanced spawning function
|
||||
//
|
||||
//===========================================================================
|
||||
enum SIX_Flags
|
||||
{
|
||||
SIXF_TRANSFERTRANSLATION=1,
|
||||
SIXF_ABSOLUTEPOSITION=2,
|
||||
SIXF_ABSOLUTEANGLE=4,
|
||||
SIXF_ABSOLUTEMOMENTUM=8,
|
||||
SIXF_SETMASTER=16
|
||||
};
|
||||
|
||||
if (mo->flags3&MF3_ISMONSTER)
|
||||
void A_SpawnItemEx(AActor * self)
|
||||
{
|
||||
if (!P_TestMobjLocation(mo))
|
||||
FState * CallingState;
|
||||
int index=CheckIndex(9, &CallingState);
|
||||
if (index<0) return;
|
||||
|
||||
const PClass * missile= PClass::FindClass((ENamedName)StateParameters[index]);
|
||||
fixed_t xofs = fixed_t(EvalExpressionF (StateParameters[index+1], self) * FRACUNIT);
|
||||
fixed_t yofs = fixed_t(EvalExpressionF (StateParameters[index+2], self) * FRACUNIT);
|
||||
fixed_t zofs = fixed_t(EvalExpressionF (StateParameters[index+3], self) * FRACUNIT);
|
||||
fixed_t xmom = fixed_t(EvalExpressionF (StateParameters[index+4], self) * FRACUNIT);
|
||||
fixed_t ymom = fixed_t(EvalExpressionF (StateParameters[index+5], self) * FRACUNIT);
|
||||
fixed_t zmom = fixed_t(EvalExpressionF (StateParameters[index+6], self) * FRACUNIT);
|
||||
angle_t Angle= angle_t(EvalExpressionF (StateParameters[index+7], self) * ANGLE_1);
|
||||
int flags = EvalExpressionI (StateParameters[index+8], self);
|
||||
|
||||
if (!missile)
|
||||
{
|
||||
// The monster is blocked so don't spawn it at all!
|
||||
if (mo->CountsAsKill()) level.total_monsters--;
|
||||
mo->Destroy();
|
||||
if (pStateCall != NULL) pStateCall->Result=false; // for an inventory iten's use state
|
||||
if (pStateCall != NULL) pStateCall->Result=false;
|
||||
return;
|
||||
}
|
||||
else if (originator)
|
||||
{
|
||||
if (originator->flags3&MF3_ISMONSTER)
|
||||
{
|
||||
// If this is a monster transfer all friendliness information
|
||||
mo->CopyFriendliness(originator, true);
|
||||
if (useammo) mo->master = originator; // don't let it attack you (optional)!
|
||||
}
|
||||
else if (originator->player)
|
||||
{
|
||||
// A player always spawns a monster friendly to him
|
||||
mo->flags|=MF_FRIENDLY;
|
||||
mo->FriendPlayer = originator->player-players+1;
|
||||
|
||||
AActor * attacker=originator->player->attacker;
|
||||
if (attacker)
|
||||
// Don't spawn monsters if this actor has been massacred
|
||||
if (self->DamageType == NAME_Massacre && GetDefaultByType(missile)->flags3&MF3_ISMONSTER) return;
|
||||
|
||||
fixed_t x,y,z;
|
||||
|
||||
if (!(flags & SIXF_ABSOLUTEANGLE))
|
||||
{
|
||||
if (!(attacker->flags&MF_FRIENDLY) ||
|
||||
(deathmatch && attacker->FriendPlayer!=0 && attacker->FriendPlayer!=mo->FriendPlayer))
|
||||
Angle += self->angle;
|
||||
}
|
||||
|
||||
angle_t ang = Angle >> ANGLETOFINESHIFT;
|
||||
|
||||
if (flags & SIXF_ABSOLUTEPOSITION)
|
||||
{
|
||||
// Target the monster which last attacked the player
|
||||
mo->target = attacker;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
x = self->x + xofs;
|
||||
y = self->y + yofs;
|
||||
}
|
||||
else
|
||||
{
|
||||
// If this is a missile or something else set the target to the originator
|
||||
mo->target=originator? originator : self;
|
||||
// in relative mode negative y values mean 'left' and positive ones mean 'right'
|
||||
// This is the inverse orientation of the absolute mode!
|
||||
x = self->x + FixedMul(xofs, finecosine[ang]) + FixedMul(yofs, finesine[ang]);
|
||||
y = self->y + FixedMul(xofs, finesine[ang]) - FixedMul(yofs, finecosine[ang]);
|
||||
}
|
||||
|
||||
if (!(flags & SIXF_ABSOLUTEMOMENTUM))
|
||||
{
|
||||
// Same orientation issue here!
|
||||
fixed_t newxmom = FixedMul(xmom, finecosine[ang]) + FixedMul(ymom, finesine[ang]);
|
||||
ymom = FixedMul(xmom, finesine[ang]) - FixedMul(ymom, finecosine[ang]);
|
||||
xmom = newxmom;
|
||||
}
|
||||
|
||||
AActor * mo = Spawn( missile, x, y, self->z + self->floorclip + zofs, ALLOW_REPLACE);
|
||||
InitSpawnedItem(self, mo, (flags & SIXF_TRANSFERTRANSLATION), (flags&SIXF_SETMASTER));
|
||||
if (mo)
|
||||
{
|
||||
mo->momx=xmom;
|
||||
mo->momy=ymom;
|
||||
mo->momz=zmom;
|
||||
mo->angle=Angle;
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -1,7 +1,7 @@
|
|||
<?xml version="1.0" encoding="Windows-1252"?>
|
||||
<VisualStudioProject
|
||||
ProjectType="Visual C++"
|
||||
Version="8.00"
|
||||
Version="8,00"
|
||||
Name="updaterevision"
|
||||
ProjectGUID="{6077B7D6-349F-4077-B552-3BC302EF5859}"
|
||||
RootNamespace="updaterevision"
|
||||
|
@ -27,7 +27,7 @@
|
|||
>
|
||||
<Tool
|
||||
Name="VCPreBuildEventTool"
|
||||
CommandLine="echo ------------------- VERY IMPORTANT: --------------------
echo You must copy the mt.exe from
echo $(VSINSTALLDIR)\Common7\Tools\bin
echo on top of the version in
echo $(VSINSTALLDIR)\VC\bin
echo or your computer may restart while building."
|
||||
CommandLine="echo ------------------- VERY IMPORTANT: --------------------
echo You must copy the mt.exe from
echo $(VSINSTALLDIR)\Common7\Tools\bin
echo on top of the version in
echo $(VSINSTALLDIR)\VC\bin
echo or your computer may restart while building.
"
|
||||
/>
|
||||
<Tool
|
||||
Name="VCCustomBuildTool"
|
||||
|
@ -96,6 +96,83 @@
|
|||
Name="VCPostBuildEventTool"
|
||||
/>
|
||||
</Configuration>
|
||||
<Configuration
|
||||
Name="Release|Win32"
|
||||
OutputDirectory="$(SolutionDir)$(ConfigurationName)"
|
||||
IntermediateDirectory="$(ConfigurationName)"
|
||||
ConfigurationType="1"
|
||||
CharacterSet="1"
|
||||
WholeProgramOptimization="1"
|
||||
>
|
||||
<Tool
|
||||
Name="VCPreBuildEventTool"
|
||||
CommandLine="echo ------------------- VERY IMPORTANT: --------------------
echo You must copy the mt.exe from
echo $(VSINSTALLDIR)\Common7\Tools\bin
echo on top of the version in
echo $(VSINSTALLDIR)\VC\bin
echo or your computer may restart while building.
"
|
||||
/>
|
||||
<Tool
|
||||
Name="VCCustomBuildTool"
|
||||
/>
|
||||
<Tool
|
||||
Name="VCXMLDataGeneratorTool"
|
||||
/>
|
||||
<Tool
|
||||
Name="VCWebServiceProxyGeneratorTool"
|
||||
/>
|
||||
<Tool
|
||||
Name="VCMIDLTool"
|
||||
/>
|
||||
<Tool
|
||||
Name="VCCLCompilerTool"
|
||||
PreprocessorDefinitions="WIN32;NDEBUG;_CONSOLE"
|
||||
RuntimeLibrary="2"
|
||||
UsePrecompiledHeader="0"
|
||||
WarningLevel="3"
|
||||
Detect64BitPortabilityProblems="true"
|
||||
DebugInformationFormat="3"
|
||||
/>
|
||||
<Tool
|
||||
Name="VCManagedResourceCompilerTool"
|
||||
/>
|
||||
<Tool
|
||||
Name="VCResourceCompilerTool"
|
||||
/>
|
||||
<Tool
|
||||
Name="VCPreLinkEventTool"
|
||||
/>
|
||||
<Tool
|
||||
Name="VCLinkerTool"
|
||||
LinkIncremental="1"
|
||||
GenerateDebugInformation="true"
|
||||
SubSystem="1"
|
||||
OptimizeReferences="2"
|
||||
EnableCOMDATFolding="2"
|
||||
TargetMachine="1"
|
||||
/>
|
||||
<Tool
|
||||
Name="VCALinkTool"
|
||||
/>
|
||||
<Tool
|
||||
Name="VCManifestTool"
|
||||
AdditionalManifestFiles="$(InputDir)trustinfo.txt"
|
||||
/>
|
||||
<Tool
|
||||
Name="VCXDCMakeTool"
|
||||
/>
|
||||
<Tool
|
||||
Name="VCBscMakeTool"
|
||||
/>
|
||||
<Tool
|
||||
Name="VCFxCopTool"
|
||||
/>
|
||||
<Tool
|
||||
Name="VCAppVerifierTool"
|
||||
/>
|
||||
<Tool
|
||||
Name="VCWebDeploymentTool"
|
||||
/>
|
||||
<Tool
|
||||
Name="VCPostBuildEventTool"
|
||||
/>
|
||||
</Configuration>
|
||||
<Configuration
|
||||
Name="Debug|x64"
|
||||
OutputDirectory="$(SolutionDir)$(PlatformName)\$(ConfigurationName)"
|
||||
|
@ -172,83 +249,6 @@
|
|||
Name="VCPostBuildEventTool"
|
||||
/>
|
||||
</Configuration>
|
||||
<Configuration
|
||||
Name="Release|Win32"
|
||||
OutputDirectory="$(SolutionDir)$(ConfigurationName)"
|
||||
IntermediateDirectory="$(ConfigurationName)"
|
||||
ConfigurationType="1"
|
||||
CharacterSet="1"
|
||||
WholeProgramOptimization="1"
|
||||
>
|
||||
<Tool
|
||||
Name="VCPreBuildEventTool"
|
||||
CommandLine="echo ------------------- VERY IMPORTANT: --------------------
echo You must copy the mt.exe from
echo $(VSINSTALLDIR)\Common7\Tools\bin
echo on top of the version in
echo $(VSINSTALLDIR)\VC\bin
echo or your computer may restart while building."
|
||||
/>
|
||||
<Tool
|
||||
Name="VCCustomBuildTool"
|
||||
/>
|
||||
<Tool
|
||||
Name="VCXMLDataGeneratorTool"
|
||||
/>
|
||||
<Tool
|
||||
Name="VCWebServiceProxyGeneratorTool"
|
||||
/>
|
||||
<Tool
|
||||
Name="VCMIDLTool"
|
||||
/>
|
||||
<Tool
|
||||
Name="VCCLCompilerTool"
|
||||
PreprocessorDefinitions="WIN32;NDEBUG;_CONSOLE"
|
||||
RuntimeLibrary="2"
|
||||
UsePrecompiledHeader="0"
|
||||
WarningLevel="3"
|
||||
Detect64BitPortabilityProblems="true"
|
||||
DebugInformationFormat="3"
|
||||
/>
|
||||
<Tool
|
||||
Name="VCManagedResourceCompilerTool"
|
||||
/>
|
||||
<Tool
|
||||
Name="VCResourceCompilerTool"
|
||||
/>
|
||||
<Tool
|
||||
Name="VCPreLinkEventTool"
|
||||
/>
|
||||
<Tool
|
||||
Name="VCLinkerTool"
|
||||
LinkIncremental="1"
|
||||
GenerateDebugInformation="true"
|
||||
SubSystem="1"
|
||||
OptimizeReferences="2"
|
||||
EnableCOMDATFolding="2"
|
||||
TargetMachine="1"
|
||||
/>
|
||||
<Tool
|
||||
Name="VCALinkTool"
|
||||
/>
|
||||
<Tool
|
||||
Name="VCManifestTool"
|
||||
AdditionalManifestFiles="$(InputDir)trustinfo.txt"
|
||||
/>
|
||||
<Tool
|
||||
Name="VCXDCMakeTool"
|
||||
/>
|
||||
<Tool
|
||||
Name="VCBscMakeTool"
|
||||
/>
|
||||
<Tool
|
||||
Name="VCFxCopTool"
|
||||
/>
|
||||
<Tool
|
||||
Name="VCAppVerifierTool"
|
||||
/>
|
||||
<Tool
|
||||
Name="VCWebDeploymentTool"
|
||||
/>
|
||||
<Tool
|
||||
Name="VCPostBuildEventTool"
|
||||
/>
|
||||
</Configuration>
|
||||
<Configuration
|
||||
Name="Release|x64"
|
||||
OutputDirectory="$(SolutionDir)$(PlatformName)\$(ConfigurationName)"
|
||||
|
|
|
@ -55,6 +55,8 @@
|
|||
#include "actors/hexen/puzzleitems.txt"
|
||||
#include "actors/hexen/scriptprojectiles.txt"
|
||||
#include "actors/hexen/speedboots.txt"
|
||||
#include "actors/hexen/ettin.txt"
|
||||
#include "actors/hexen/centaur.txt"
|
||||
|
||||
#include "actors/strife/beggars.txt"
|
||||
#include "actors/strife/merchants.txt"
|
||||
|
|
188
wadsrc/decorate/hexen/centaur.txt
Normal file
188
wadsrc/decorate/hexen/centaur.txt
Normal file
|
@ -0,0 +1,188 @@
|
|||
// Centaur ------------------------------------------------------------------
|
||||
|
||||
ACTOR Centaur 107
|
||||
{
|
||||
Game Hexen
|
||||
SpawnID 1
|
||||
Health 200
|
||||
Painchance 135
|
||||
Speed 13
|
||||
Height 64
|
||||
Mass 120
|
||||
Monster
|
||||
+FLOORCLIP
|
||||
+TELESTOMP
|
||||
+SHIELDREFLECT
|
||||
SeeSound "CentaurSight"
|
||||
AttackSound "CentaurAttack"
|
||||
PainSound "CentaurPain"
|
||||
DeathSound "CentaurDeath"
|
||||
ActiveSound "CentaurActive"
|
||||
HowlSound "PuppyBeat"
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
CENT AB 10 A_Look
|
||||
Loop
|
||||
See:
|
||||
CENT ABCD 4 A_Chase
|
||||
Loop
|
||||
Pain:
|
||||
CENT G 6 A_Pain
|
||||
CENT G 6 A_SetReflectiveInvulnerable
|
||||
CENT EEE 15 A_CentaurDefend
|
||||
CENT E 1 A_UnsetReflectiveInvulnerable
|
||||
Goto See
|
||||
Melee:
|
||||
CENT H 5 A_FaceTarget
|
||||
CENT I 4 A_FaceTarget
|
||||
CENT J 7 A_CustomMeleeAttack(random[CentaurAttack](3,9))
|
||||
Goto See
|
||||
Death:
|
||||
CENT K 4
|
||||
CENT L 4 A_Scream
|
||||
CENT MN 4
|
||||
CENT O 4 A_NoBlocking
|
||||
CENT PQ 4
|
||||
CENT R 4 A_QueueCorpse
|
||||
CENT S 4
|
||||
CENT T -1
|
||||
Stop
|
||||
XDeath:
|
||||
CTXD A 4
|
||||
CTXD B 4 A_NoBlocking
|
||||
CTXD C 0 A_SpawnItemEx("CentaurSword", 0, 0, 45,
|
||||
1 + random[CentaurDrop](-128,127)*0.03125,
|
||||
1 + random[CentaurDrop](-128,127)*0.03125,
|
||||
8 + random[CentaurDrop](0,255)*0.015625, 270)
|
||||
CTXD C 4 A_SpawnItemEx("CentaurShield", 0, 0, 45,
|
||||
1 + random[CentaurDrop](-128,127)*0.03125,
|
||||
1 + random[CentaurDrop](-128,127)*0.03125,
|
||||
8 + random[CentaurDrop](0,255)*0.015625, 90)
|
||||
CTXD D 3 A_Scream
|
||||
CTXD E 4 A_QueueCorpse
|
||||
CTXD F 3
|
||||
CTXD G 4
|
||||
CTXD H 3
|
||||
CTXD I 4
|
||||
CTXD J 3
|
||||
CTXD K -1
|
||||
Ice:
|
||||
CENT U 5 A_FreezeDeath
|
||||
CENT U 1 A_FreezeDeathChunks
|
||||
Wait
|
||||
}
|
||||
}
|
||||
|
||||
// Centaur Leader -----------------------------------------------------------
|
||||
|
||||
ACTOR CentaurLeader : Centaur 115
|
||||
{
|
||||
Game Hexen
|
||||
SpawnID 2
|
||||
Health 250
|
||||
PainChance 96
|
||||
Speed 10
|
||||
States
|
||||
{
|
||||
Missile:
|
||||
CENT E 10 A_FaceTarget
|
||||
CENT F 8 Bright A_CustomMissile("CentaurFX", 45, 0, 0, 1)
|
||||
CENT E 10 A_FaceTarget
|
||||
CENT F 8 Bright A_CustomMissile("CentaurFX", 45, 0, 0, 1)
|
||||
Goto See
|
||||
}
|
||||
}
|
||||
|
||||
// Mashed centaur -----------------------------------------------------------
|
||||
//
|
||||
// The mashed centaur is only placed through ACS. Nowhere in the game source
|
||||
// is it ever referenced.
|
||||
|
||||
ACTOR CentaurMash
|
||||
{
|
||||
Game Hexen
|
||||
SpawnID 103
|
||||
+NOBLOOD
|
||||
+BLASTED
|
||||
-TELESTOMP
|
||||
+NOICEDEATH
|
||||
RenderStyle Translucent
|
||||
Alpha 0.4
|
||||
States
|
||||
{
|
||||
Death:
|
||||
XDeath:
|
||||
Ice:
|
||||
Stop
|
||||
}
|
||||
}
|
||||
|
||||
// Centaur projectile -------------------------------------------------------
|
||||
|
||||
ACTOR CentaurFX
|
||||
{
|
||||
Speed 20
|
||||
Damage 4
|
||||
Projectile
|
||||
+SPAWNSOUNDSOURCE
|
||||
RenderStyle Add
|
||||
SeeSound "CentaurLeaderAttack"
|
||||
DeathSound "CentaurMissileExplode"
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
CTFX A -1 Bright
|
||||
Stop
|
||||
Death:
|
||||
CTFX B 4 Bright
|
||||
CTFX C 3 Bright
|
||||
CTFX D 4 Bright
|
||||
CTFX E 3 Bright
|
||||
CTFX F 2 Bright
|
||||
Stop
|
||||
}
|
||||
}
|
||||
|
||||
// Centaur shield (debris) --------------------------------------------------
|
||||
|
||||
ACTOR CentaurShield
|
||||
{
|
||||
+DROPOFF
|
||||
+CORPSE
|
||||
+NOTELEPORT
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
CTDP ABCDEF 3
|
||||
Goto Spawn+2
|
||||
Crash:
|
||||
CTDP G 4
|
||||
CTDP H 4 A_QueueCorpse
|
||||
CTDP I 4
|
||||
CTDP J -1
|
||||
Stop
|
||||
}
|
||||
}
|
||||
|
||||
// Centaur sword (debris) ---------------------------------------------------
|
||||
|
||||
ACTOR CentaurSword
|
||||
{
|
||||
+DROPOFF
|
||||
+CORPSE
|
||||
+NOTELEPORT
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
CTDP KLMNOPQ 3
|
||||
Goto Spawn+2
|
||||
Crash:
|
||||
CTDP R 4
|
||||
CTDP S 4 A_QueueCorpse
|
||||
CTDP T -1
|
||||
Stop
|
||||
}
|
||||
}
|
||||
|
||||
|
109
wadsrc/decorate/hexen/ettin.txt
Normal file
109
wadsrc/decorate/hexen/ettin.txt
Normal file
|
@ -0,0 +1,109 @@
|
|||
|
||||
// Ettin --------------------------------------------------------------------
|
||||
|
||||
ACTOR Ettin 10030
|
||||
{
|
||||
Game Hexen
|
||||
SpawnID 4
|
||||
Health 175
|
||||
Radius 25
|
||||
Height 68
|
||||
Mass 175
|
||||
Speed 13
|
||||
Damage 3
|
||||
Painchance 60
|
||||
Monster
|
||||
+FLOORCLIP
|
||||
+TELESTOMP
|
||||
SeeSound "EttinSight"
|
||||
AttackSound "EttinAttack"
|
||||
PainSound "EttinPain"
|
||||
DeathSound "EttinDeath"
|
||||
ActiveSound "EttinActive"
|
||||
HowlSound "PuppyBeat"
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
ETTN AA 10 A_Look
|
||||
Loop
|
||||
See:
|
||||
ETTN ABCD 5 A_Chase
|
||||
Loop
|
||||
Pain:
|
||||
ETTN H 7 A_Pain
|
||||
Goto See
|
||||
Melee:
|
||||
ETTN EF 6 A_FaceTarget
|
||||
ETTN G 8 A_CustomMeleeAttack(random[EttinAttack](1,8)*2)
|
||||
Goto See
|
||||
Death:
|
||||
ETTN IJ 4
|
||||
ETTN K 4 A_Scream
|
||||
ETTN L 4 A_NoBlocking
|
||||
ETTN M 4 A_QueueCorpse
|
||||
ETTN NOP 4
|
||||
ETTN Q -1
|
||||
Stop
|
||||
XDeath:
|
||||
ETTB A 4
|
||||
ETTB B 4 A_NoBlocking
|
||||
ETTB C 4 A_SpawnItemEx("EttinMace", 0,0,8.5,
|
||||
random[DropMace](-128,127) * 0.03125,
|
||||
random[DropMace](-128,127) * 0.03125,
|
||||
10 + random[DropMace](0,255) * 0.015625, 0, 4)
|
||||
ETTB D 4 A_Scream
|
||||
ETTB E 4 A_QueueCorpse
|
||||
ETTB FGHIJK 4
|
||||
ETTB L -1
|
||||
Stop
|
||||
Ice:
|
||||
ETTN R 5 A_FreezeDeath
|
||||
ETTN R 1 A_FreezeDeathChunks
|
||||
Wait
|
||||
}
|
||||
}
|
||||
|
||||
// Ettin mace ---------------------------------------------------------------
|
||||
|
||||
ACTOR EttinMace
|
||||
{
|
||||
Radius 5
|
||||
Height 5
|
||||
+DROPOFF
|
||||
+CORPSE
|
||||
+NOTELEPORT
|
||||
+FLOORCLIP
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
ETTB MNOP 5
|
||||
Loop
|
||||
Crash:
|
||||
ETTB Q 5
|
||||
ETTB R 5 A_QueueCorpse
|
||||
ETTB S -1
|
||||
Stop
|
||||
}
|
||||
}
|
||||
|
||||
// Ettin mash ---------------------------------------------------------------
|
||||
|
||||
ACTOR EttinMash : Ettin
|
||||
{
|
||||
Game Hexen
|
||||
SpawnID 102
|
||||
+NOBLOOD
|
||||
+NOICEDEATH
|
||||
RenderStyle Translucent
|
||||
Alpha 0.4
|
||||
States
|
||||
{
|
||||
Death:
|
||||
XDeath:
|
||||
Ice:
|
||||
Stop
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
|
@ -54,7 +54,7 @@ ACTOR ZombieSpawner 170
|
|||
States
|
||||
{
|
||||
Spawn:
|
||||
TNT1 A 175 A_SpawnItem("Zombie", 0.1, 0)
|
||||
TNT1 A 175 A_SpawnItemEx("Zombie")
|
||||
Loop
|
||||
}
|
||||
}
|
||||
|
|
|
@ -298,6 +298,8 @@ actors/hexen/mana.txt decorate/hexen/mana.txt
|
|||
actors/hexen/puzzleitems.txt decorate/hexen/puzzleitems.txt
|
||||
actors/hexen/scriptprojectiles.txt decorate/hexen/scriptprojectiles.txt
|
||||
actors/hexen/speedboots.txt decorate/hexen/speedboots.txt
|
||||
actors/hexen/ettin.txt decorate/hexen/ettin.txt
|
||||
actors/hexen/centaur.txt decorate/hexen/centaur.txt
|
||||
|
||||
actors/strife/beggars.txt decorate/strife/beggars.txt
|
||||
actors/strife/merchants.txt decorate/strife/merchants.txt
|
||||
|
|
36
zdoom.vcproj
36
zdoom.vcproj
|
@ -7920,42 +7920,6 @@
|
|||
/>
|
||||
</FileConfiguration>
|
||||
</File>
|
||||
<File
|
||||
RelativePath=".\src\g_hexen\a_ettin.cpp"
|
||||
>
|
||||
<FileConfiguration
|
||||
Name="Release|Win32"
|
||||
>
|
||||
<Tool
|
||||
Name="VCCLCompilerTool"
|
||||
AdditionalOptions="" /I /fmod/api/inc" " /I /fmod/api/inc" " /I /fmod/api/inc" " /I /fmod/api/inc" " /I /fmod/api/inc" " /I /fmod/api/inc" " /I /fmod/api/inc" " /I /fmod/api/inc" "
|
||||
/>
|
||||
</FileConfiguration>
|
||||
<FileConfiguration
|
||||
Name="Debug|Win32"
|
||||
>
|
||||
<Tool
|
||||
Name="VCCLCompilerTool"
|
||||
AdditionalOptions="" /I /fmod/api/inc" " /I /fmod/api/inc" " /I /fmod/api/inc" " /I /fmod/api/inc" " /I /fmod/api/inc" " /I /fmod/api/inc" " /I /fmod/api/inc" " /I /fmod/api/inc" "
|
||||
/>
|
||||
</FileConfiguration>
|
||||
<FileConfiguration
|
||||
Name="Release|x64"
|
||||
>
|
||||
<Tool
|
||||
Name="VCCLCompilerTool"
|
||||
AdditionalOptions="" /I /fmod/api/inc" " /I /fmod/api/inc" " /I /fmod/api/inc" " /I /fmod/api/inc" " /I /fmod/api/inc" " /I /fmod/api/inc" " /I /fmod/api/inc" " /I /fmod/api/inc" "
|
||||
/>
|
||||
</FileConfiguration>
|
||||
<FileConfiguration
|
||||
Name="Debug|x64"
|
||||
>
|
||||
<Tool
|
||||
Name="VCCLCompilerTool"
|
||||
AdditionalOptions="" /I /fmod/api/inc" " /I /fmod/api/inc" " /I /fmod/api/inc" " /I /fmod/api/inc" " /I /fmod/api/inc" " /I /fmod/api/inc" " /I /fmod/api/inc" " /I /fmod/api/inc" "
|
||||
/>
|
||||
</FileConfiguration>
|
||||
</File>
|
||||
<File
|
||||
RelativePath=".\src\g_hexen\a_fighteraxe.cpp"
|
||||
>
|
||||
|
|
Loading…
Reference in a new issue