mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-12-01 00:21:43 +00:00
- Removed FourthWeaponClass and based Hexen's fourth weapons on the generic weapon
pieces. - Added DECORATE conversions for Hexen's Fighter weapons by Karate Chris. - Added aWeaponGiver class to generalize the standing AssaultGun. - converted a_Strifeweapons.cpp to DECORATE, except for the Sigil. SVN r1129 (trunk)
This commit is contained in:
parent
6ab69165c7
commit
b695330e90
29 changed files with 1109 additions and 586 deletions
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@ -1,3 +1,10 @@
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August 8, 2008 (Changes by Graf Zahl)
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- Removed FourthWeaponClass and based Hexen's fourth weapons on the generic weapon
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pieces.
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- Added DECORATE conversions for Hexen's Fighter weapons by Karate Chris.
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- Added aWeaponGiver class to generalize the standing AssaultGun.
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- converted a_Strifeweapons.cpp to DECORATE, except for the Sigil.
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August 7, 2008 (Changes by Graf Zahl)
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- Converted the rest of a_strifestuff.cpp to DECORATE.
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- Fixed: AStalker::CheckMeleeRange did not perform all checks of AActor::CheckMeleeRange.
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@ -544,7 +544,6 @@ add_executable( zdoom WIN32
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g_hexen/a_spike.cpp
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g_hexen/a_summon.cpp
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g_hexen/a_teleportother.cpp
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g_hexen/a_weaponpieces.cpp
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g_hexen/a_wraith.cpp
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g_hexen/hexen_sbar.cpp
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g_raven/a_artitele.cpp
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@ -221,7 +221,6 @@ WEAPON(CFlameAttack)
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WEAPON(CFlameRotate)
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ACTOR(CFlamePuff)
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WEAPON(CFlameMissile)
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ACTOR(DropWraithvergePieces)
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WEAPON(CHolyAttack)
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WEAPON(CHolyAttack2)
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WEAPON(CHolyPalette)
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@ -243,7 +242,6 @@ ACTOR(LightningRemove)
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ACTOR(FreeTargMobj)
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ACTOR(LastZap)
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ACTOR(ZapMimic)
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ACTOR(DropBloodscourgePieces)
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WEAPON(MStaffAttack)
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WEAPON(MStaffPalette)
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ACTOR(MStaffTrack)
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@ -264,7 +262,7 @@ WEAPON(FAxeCheckUpG)
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WEAPON(FAxeCheckReadyG)
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WEAPON(FHammerAttack)
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WEAPON(FHammerThrow)
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ACTOR(DropQuietusPieces)
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ACTOR(DropWeaponPieces)
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WEAPON(FSwordAttack)
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WEAPON(FSwordFlames)
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ACTOR(Summon)
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@ -324,6 +322,20 @@ ACTOR(StalkerChaseDecide)
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ACTOR(StalkerWalk)
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ACTOR(StalkerAttack)
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ACTOR(StalkerDrop)
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ACTOR(JabDagger)
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ACTOR(ClearFlash)
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ACTOR(ShowElectricFlash)
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ACTOR(FireArrow)
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ACTOR(FireMiniMissile)
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ACTOR(FireFlamer)
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ACTOR(FlameDie)
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ACTOR(FireMauler1)
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ACTOR(FireMauler2Pre)
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ACTOR(FireMauler2)
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ACTOR(MaulerTorpedoWave)
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ACTOR(BurnArea)
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ACTOR(Burnination)
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ACTOR(FireGrenade)
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// Special code pointers for Strife's player - not to be used elsewhere!
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ACTOR(ItBurnsItBurns)
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@ -228,7 +228,6 @@ public:
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int inventorytics;
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BYTE CurrentPlayerClass; // class # for this player instance
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int pieces; // Fourth Weapon pieces
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bool backpack;
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int frags[MAXPLAYERS]; // kills of other players
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@ -6,6 +6,7 @@
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#include "p_enemy.h"
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#include "a_hexenglobal.h"
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#include "gstrings.h"
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#include "a_weaponpiece.h"
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#define BLAST_FULLSTRENGTH 255
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@ -30,72 +31,41 @@ void SpawnSpiritTail (AActor *spirit);
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//==========================================================================
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class AClericWeaponPiece : public AFourthWeaponPiece
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class AClericWeaponPiece : public AWeaponPiece
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{
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DECLARE_CLASS (AClericWeaponPiece, AFourthWeaponPiece)
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public:
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void BeginPlay ();
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DECLARE_CLASS (AClericWeaponPiece, AWeaponPiece)
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protected:
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bool MatchPlayerClass (AActor *toucher);
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bool TryPickup (AActor *toucher);
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};
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IMPLEMENT_CLASS (AClericWeaponPiece)
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bool AClericWeaponPiece::MatchPlayerClass (AActor *toucher)
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bool AClericWeaponPiece::TryPickup (AActor *toucher)
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{
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return !toucher->IsKindOf (PClass::FindClass(NAME_FighterPlayer)) &&
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!toucher->IsKindOf (PClass::FindClass(NAME_MagePlayer));
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if (!toucher->IsKindOf (PClass::FindClass(NAME_MagePlayer)) &&
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!toucher->IsKindOf (PClass::FindClass(NAME_FighterPlayer)))
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{
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return Super::TryPickup(toucher);
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}
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else
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{ // Wrong class, but try to pick up for ammo
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if (ShouldStay())
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{
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// Can't pick up weapons for other classes in coop netplay
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return false;
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}
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//==========================================================================
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AWeapon * Defaults=(AWeapon*)GetDefaultByType(WeaponClass);
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class ACWeaponPiece1 : public AClericWeaponPiece
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bool gaveSome = !!(toucher->GiveAmmo (Defaults->AmmoType1, Defaults->AmmoGive1) +
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toucher->GiveAmmo (Defaults->AmmoType2, Defaults->AmmoGive2));
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if (gaveSome)
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{
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DECLARE_CLASS (ACWeaponPiece1, AClericWeaponPiece)
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public:
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void BeginPlay ();
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};
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IMPLEMENT_CLASS (ACWeaponPiece1)
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void ACWeaponPiece1::BeginPlay ()
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{
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Super::BeginPlay ();
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PieceValue = WPIECE1<<3;
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GoAwayAndDie ();
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}
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//==========================================================================
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class ACWeaponPiece2 : public AClericWeaponPiece
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{
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DECLARE_CLASS (ACWeaponPiece2, AClericWeaponPiece)
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public:
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void BeginPlay ();
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};
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IMPLEMENT_CLASS (ACWeaponPiece2)
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void ACWeaponPiece2::BeginPlay ()
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{
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Super::BeginPlay ();
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PieceValue = WPIECE2<<3;
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return gaveSome;
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}
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//==========================================================================
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class ACWeaponPiece3 : public AClericWeaponPiece
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{
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DECLARE_CLASS (ACWeaponPiece3, AClericWeaponPiece)
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public:
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void BeginPlay ();
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};
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IMPLEMENT_CLASS (ACWeaponPiece3)
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void ACWeaponPiece3::BeginPlay ()
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{
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Super::BeginPlay ();
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PieceValue = WPIECE3<<3;
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}
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// Cleric's Wraithverge (Holy Symbol?) --------------------------------------
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}
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}
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void AClericWeaponPiece::BeginPlay ()
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{
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Super::BeginPlay ();
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FourthWeaponClass = RUNTIME_CLASS(ACWeapWraithverge);
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}
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//============================================================================
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//
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// A_DropWraithvergePieces
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//
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//============================================================================
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void A_DropWraithvergePieces (AActor *actor)
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{
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static const PClass *pieces[3] =
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{
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RUNTIME_CLASS(ACWeaponPiece1),
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RUNTIME_CLASS(ACWeaponPiece2),
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RUNTIME_CLASS(ACWeaponPiece3)
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};
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for (int i = 0, j = 0, fineang = 0; i < 3; ++i)
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{
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AActor *piece = Spawn (pieces[j], actor->x, actor->y, actor->z, ALLOW_REPLACE);
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if (piece != NULL)
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{
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piece->momx = actor->momx + finecosine[fineang];
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piece->momy = actor->momy + finesine[fineang];
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piece->momz = actor->momz;
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piece->flags |= MF_DROPPED;
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fineang += FINEANGLES/3;
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j = (j == 0) ? (pr_wraithvergedrop() & 1) + 1 : 3-j;
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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_ClericAttack
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@ -9,83 +9,82 @@
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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 "a_weaponpiece.h"
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#include "thingdef/thingdef.h"
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static FRandom pr_quietusdrop ("QuietusDrop");
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static FRandom pr_fswordflame ("FSwordFlame");
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void A_FSwordAttack (AActor *actor);
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void A_DropQuietusPieces (AActor *);
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void A_FSwordFlames (AActor *);
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//==========================================================================
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class AFighterWeaponPiece : public AFourthWeaponPiece
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class AFighterWeaponPiece : public AWeaponPiece
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{
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DECLARE_STATELESS_ACTOR (AFighterWeaponPiece, AFourthWeaponPiece)
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public:
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void BeginPlay ();
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DECLARE_CLASS (AFighterWeaponPiece, AWeaponPiece)
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protected:
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bool MatchPlayerClass (AActor *toucher);
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bool TryPickup (AActor *toucher);
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};
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IMPLEMENT_CLASS (AFighterWeaponPiece)
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bool AFighterWeaponPiece::MatchPlayerClass (AActor *toucher)
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bool AFighterWeaponPiece::TryPickup (AActor *toucher)
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{
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return !toucher->IsKindOf (PClass::FindClass(NAME_ClericPlayer)) &&
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!toucher->IsKindOf (PClass::FindClass(NAME_MagePlayer));
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if (!toucher->IsKindOf (PClass::FindClass(NAME_ClericPlayer)) &&
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!toucher->IsKindOf (PClass::FindClass(NAME_MagePlayer)))
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{
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return Super::TryPickup(toucher);
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}
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else
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{ // Wrong class, but try to pick up for ammo
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if (ShouldStay())
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{
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// Can't pick up weapons for other classes in coop netplay
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return false;
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}
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//==========================================================================
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AWeapon * Defaults=(AWeapon*)GetDefaultByType(WeaponClass);
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class AFWeaponPiece1 : public AFighterWeaponPiece
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bool gaveSome = !!(toucher->GiveAmmo (Defaults->AmmoType1, Defaults->AmmoGive1) +
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toucher->GiveAmmo (Defaults->AmmoType2, Defaults->AmmoGive2));
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if (gaveSome)
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{
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DECLARE_CLASS (AFWeaponPiece1, AFighterWeaponPiece)
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public:
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void BeginPlay ();
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};
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IMPLEMENT_CLASS (AFWeaponPiece1)
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void AFWeaponPiece1::BeginPlay ()
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{
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Super::BeginPlay ();
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PieceValue = WPIECE1;
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GoAwayAndDie ();
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}
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return gaveSome;
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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_DropQuietusPieces
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//
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//============================================================================
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class AFWeaponPiece2 : public AFighterWeaponPiece
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void A_DropWeaponPieces (AActor *actor)
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{
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DECLARE_CLASS (AFWeaponPiece2, AFighterWeaponPiece)
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public:
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void BeginPlay ();
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};
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int index=CheckIndex(3);
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if (index<0) return;
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IMPLEMENT_CLASS (AFWeaponPiece2)
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void AFWeaponPiece2::BeginPlay ()
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for (int i = 0, j = 0, fineang = 0; i < 3; ++i)
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{
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Super::BeginPlay ();
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PieceValue = WPIECE2;
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const PClass *cls = PClass::FindClass((ENamedName)StateParameters[index+j]);
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if (cls)
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{
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AActor *piece = Spawn (cls, actor->x, actor->y, actor->z, ALLOW_REPLACE);
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if (piece != NULL)
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{
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piece->momx = actor->momx + finecosine[fineang];
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piece->momy = actor->momy + finesine[fineang];
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piece->momz = actor->momz;
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piece->flags |= MF_DROPPED;
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fineang += FINEANGLES/3;
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j = (j == 0) ? (pr_quietusdrop() & 1) + 1 : 3-j;
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}
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}
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}
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}
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//==========================================================================
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class AFWeaponPiece3 : public AFighterWeaponPiece
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{
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DECLARE_CLASS (AFWeaponPiece3, AFighterWeaponPiece)
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public:
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void BeginPlay ();
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};
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IMPLEMENT_CLASS (AFWeaponPiece3)
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void AFWeaponPiece3::BeginPlay ()
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{
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Super::BeginPlay ();
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PieceValue = WPIECE3;
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}
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// Fighter Sword Missile ----------------------------------------------------
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@ -154,42 +153,6 @@ void A_FSwordFlames (AActor *actor)
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}
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}
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//============================================================================
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//
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// A_DropQuietusPieces
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//
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//============================================================================
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void A_DropQuietusPieces (AActor *actor)
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{
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static const PClass *pieces[3] =
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{
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RUNTIME_CLASS(AFWeaponPiece1),
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RUNTIME_CLASS(AFWeaponPiece2),
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RUNTIME_CLASS(AFWeaponPiece3)
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};
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for (int i = 0, j = 0, fineang = 0; i < 3; ++i)
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{
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AActor *piece = Spawn (pieces[j], actor->x, actor->y, actor->z, ALLOW_REPLACE);
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if (piece != NULL)
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{
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piece->momx = actor->momx + finecosine[fineang];
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piece->momy = actor->momy + finesine[fineang];
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piece->momz = actor->momz;
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piece->flags |= MF_DROPPED;
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fineang += FINEANGLES/3;
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j = (j == 0) ? (pr_quietusdrop() & 1) + 1 : 3-j;
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}
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}
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}
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void AFighterWeaponPiece::BeginPlay ()
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{
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Super::BeginPlay ();
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FourthWeaponClass = PClass::FindClass ("FWeapQuietus");
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}
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//============================================================================
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//
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// A_FighterAttack
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@ -38,24 +38,6 @@ public:
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bool IsOkayToAttack (AActor *link);
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};
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class AFourthWeaponPiece : public AInventory
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{
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DECLARE_STATELESS_ACTOR (AFourthWeaponPiece, AInventory)
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HAS_OBJECT_POINTERS
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public:
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void Serialize (FArchive &arc);
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bool TryPickup (AActor *toucher);
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const char *PickupMessage ();
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bool ShouldStay ();
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void PlayPickupSound (AActor *toucher);
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protected:
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virtual bool MatchPlayerClass (AActor *toucher);
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const PClass *FourthWeaponClass;
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int PieceValue;
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TObjPtr<AInventory> TempFourthWeapon;
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bool PrivateShouldStay ();
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};
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class AFighterWeapon : public AWeapon
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{
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DECLARE_STATELESS_ACTOR (AFighterWeapon, AWeapon);
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|
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@ -6,6 +6,7 @@
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#include "p_enemy.h"
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#include "a_hexenglobal.h"
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#include "gstrings.h"
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#include "a_weaponpiece.h"
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static FRandom pr_mstafftrack ("MStaffTrack");
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static FRandom pr_bloodscourgedrop ("BloodScourgeDrop");
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@ -20,72 +21,41 @@ static divline_t BlockCheckLine;
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//==========================================================================
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class AMageWeaponPiece : public AFourthWeaponPiece
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class AMageWeaponPiece : public AWeaponPiece
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{
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DECLARE_CLASS (AMageWeaponPiece, AFourthWeaponPiece)
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public:
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void BeginPlay ();
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DECLARE_CLASS (AMageWeaponPiece, AWeaponPiece)
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protected:
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bool MatchPlayerClass (AActor *toucher);
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bool TryPickup (AActor *toucher);
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};
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IMPLEMENT_CLASS (AMageWeaponPiece)
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bool AMageWeaponPiece::MatchPlayerClass (AActor *toucher)
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bool AMageWeaponPiece::TryPickup (AActor *toucher)
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{
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return !toucher->IsKindOf (PClass::FindClass(NAME_FighterPlayer)) &&
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!toucher->IsKindOf (PClass::FindClass(NAME_ClericPlayer));
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if (!toucher->IsKindOf (PClass::FindClass(NAME_ClericPlayer)) &&
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!toucher->IsKindOf (PClass::FindClass(NAME_FighterPlayer)))
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{
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return Super::TryPickup(toucher);
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}
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else
|
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{ // Wrong class, but try to pick up for ammo
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if (ShouldStay())
|
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{
|
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// Can't pick up weapons for other classes in coop netplay
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return false;
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}
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|
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//==========================================================================
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AWeapon * Defaults=(AWeapon*)GetDefaultByType(WeaponClass);
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class AMWeaponPiece1 : public AMageWeaponPiece
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bool gaveSome = !!(toucher->GiveAmmo (Defaults->AmmoType1, Defaults->AmmoGive1) +
|
||||
toucher->GiveAmmo (Defaults->AmmoType2, Defaults->AmmoGive2));
|
||||
|
||||
if (gaveSome)
|
||||
{
|
||||
DECLARE_CLASS (AMWeaponPiece1, AMageWeaponPiece)
|
||||
public:
|
||||
void BeginPlay ();
|
||||
};
|
||||
|
||||
IMPLEMENT_CLASS (AMWeaponPiece1)
|
||||
|
||||
void AMWeaponPiece1::BeginPlay ()
|
||||
{
|
||||
Super::BeginPlay ();
|
||||
PieceValue = WPIECE1<<6;
|
||||
GoAwayAndDie ();
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
|
||||
class AMWeaponPiece2 : public AMageWeaponPiece
|
||||
{
|
||||
DECLARE_CLASS (AMWeaponPiece2, AMageWeaponPiece)
|
||||
public:
|
||||
void BeginPlay ();
|
||||
};
|
||||
|
||||
IMPLEMENT_CLASS (AMWeaponPiece2)
|
||||
|
||||
void AMWeaponPiece2::BeginPlay ()
|
||||
{
|
||||
Super::BeginPlay ();
|
||||
PieceValue = WPIECE2<<6;
|
||||
return gaveSome;
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
|
||||
class AMWeaponPiece3 : public AMageWeaponPiece
|
||||
{
|
||||
DECLARE_CLASS (AMWeaponPiece3, AMageWeaponPiece)
|
||||
public:
|
||||
void BeginPlay ();
|
||||
};
|
||||
|
||||
IMPLEMENT_CLASS (AMWeaponPiece3)
|
||||
|
||||
void AMWeaponPiece3::BeginPlay ()
|
||||
{
|
||||
Super::BeginPlay ();
|
||||
PieceValue = WPIECE3<<6;
|
||||
}
|
||||
|
||||
// The Mages's Staff (Bloodscourge) -----------------------------------------
|
||||
|
@ -283,42 +253,6 @@ void A_MStaffTrack (AActor *actor)
|
|||
P_SeekerMissile (actor, ANGLE_1*2, ANGLE_1*10);
|
||||
}
|
||||
|
||||
//============================================================================
|
||||
//
|
||||
// A_DropBloodscourgePieces
|
||||
//
|
||||
//============================================================================
|
||||
|
||||
void A_DropBloodscourgePieces (AActor *actor)
|
||||
{
|
||||
static const PClass *pieces[3] =
|
||||
{
|
||||
RUNTIME_CLASS(AMWeaponPiece1),
|
||||
RUNTIME_CLASS(AMWeaponPiece2),
|
||||
RUNTIME_CLASS(AMWeaponPiece3)
|
||||
};
|
||||
|
||||
for (int i = 0, j = 0, fineang = 0; i < 3; ++i)
|
||||
{
|
||||
AActor *piece = Spawn (pieces[j], actor->x, actor->y, actor->z, ALLOW_REPLACE);
|
||||
if (piece != NULL)
|
||||
{
|
||||
piece->momx = actor->momx + finecosine[fineang];
|
||||
piece->momy = actor->momy + finesine[fineang];
|
||||
piece->momz = actor->momz;
|
||||
piece->flags |= MF_DROPPED;
|
||||
fineang += FINEANGLES/3;
|
||||
j = (j == 0) ? (pr_bloodscourgedrop() & 1) + 1 : 3-j;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void AMageWeaponPiece::BeginPlay ()
|
||||
{
|
||||
Super::BeginPlay ();
|
||||
FourthWeaponClass = RUNTIME_CLASS(AMWeapBloodscourge);
|
||||
}
|
||||
|
||||
//============================================================================
|
||||
//
|
||||
// FrontBlockCheck
|
||||
|
|
|
@ -1,178 +0,0 @@
|
|||
#include "actor.h"
|
||||
#include "gi.h"
|
||||
#include "m_random.h"
|
||||
#include "s_sound.h"
|
||||
#include "d_player.h"
|
||||
#include "a_action.h"
|
||||
#include "p_local.h"
|
||||
#include "p_enemy.h"
|
||||
#include "a_action.h"
|
||||
#include "p_pspr.h"
|
||||
#include "gstrings.h"
|
||||
#include "a_hexenglobal.h"
|
||||
#include "sbar.h"
|
||||
|
||||
IMPLEMENT_POINTY_CLASS (AFourthWeaponPiece)
|
||||
DECLARE_POINTER (TempFourthWeapon)
|
||||
END_POINTERS
|
||||
|
||||
BEGIN_STATELESS_DEFAULTS (AFourthWeaponPiece, Hexen, -1, 0)
|
||||
PROP_Inventory_PickupSound ("misc/w_pkup")
|
||||
PROP_Inventory_PickupMessage("$TXT_WEAPONPIECE")
|
||||
END_DEFAULTS
|
||||
|
||||
void AFourthWeaponPiece::Serialize (FArchive &arc)
|
||||
{
|
||||
Super::Serialize (arc);
|
||||
arc << FourthWeaponClass << PieceValue << TempFourthWeapon;
|
||||
}
|
||||
|
||||
const char *AFourthWeaponPiece::PickupMessage ()
|
||||
{
|
||||
if (TempFourthWeapon != NULL)
|
||||
{
|
||||
return TempFourthWeapon->PickupMessage ();
|
||||
}
|
||||
else
|
||||
{
|
||||
return Super::PickupMessage ();
|
||||
}
|
||||
}
|
||||
|
||||
bool AFourthWeaponPiece::MatchPlayerClass (AActor *toucher)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
void AFourthWeaponPiece::PlayPickupSound (AActor *toucher)
|
||||
{
|
||||
if (TempFourthWeapon != NULL)
|
||||
{
|
||||
// Play the build-sound full volume for all players
|
||||
S_Sound (toucher, CHAN_ITEM, "WeaponBuild", 1, ATTN_NONE);
|
||||
}
|
||||
else
|
||||
{
|
||||
Super::PlayPickupSound (toucher);
|
||||
}
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// TryPickupWeaponPiece
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
bool AFourthWeaponPiece::TryPickup (AActor *toucher)
|
||||
{
|
||||
bool shouldStay;
|
||||
bool checkAssembled;
|
||||
bool gaveWeapon;
|
||||
int gaveMana;
|
||||
const PClass *mana1 = PClass::FindClass(NAME_Mana1);
|
||||
const PClass *mana2 = PClass::FindClass(NAME_Mana2);
|
||||
|
||||
checkAssembled = true;
|
||||
gaveWeapon = false;
|
||||
gaveMana = 0;
|
||||
shouldStay = PrivateShouldStay ();
|
||||
if (!MatchPlayerClass (toucher))
|
||||
{ // Wrong class, but try to pick up for mana
|
||||
if (shouldStay)
|
||||
{ // Can't pick up wrong-class weapons in coop netplay
|
||||
return false;
|
||||
}
|
||||
checkAssembled = false;
|
||||
gaveMana = toucher->GiveAmmo (mana1, 20) +
|
||||
toucher->GiveAmmo (mana2, 20);
|
||||
if (!gaveMana)
|
||||
{ // Didn't need the mana, so don't pick it up
|
||||
return false;
|
||||
}
|
||||
}
|
||||
else if (shouldStay)
|
||||
{ // Cooperative net-game
|
||||
if (toucher->player->pieces & PieceValue)
|
||||
{ // Already has the piece
|
||||
return false;
|
||||
}
|
||||
toucher->GiveAmmo (mana1, 20);
|
||||
toucher->GiveAmmo (mana2, 20);
|
||||
}
|
||||
else
|
||||
{ // Deathmatch or singleplayer game
|
||||
gaveMana = toucher->GiveAmmo (mana1, 20) +
|
||||
toucher->GiveAmmo (mana2, 20);
|
||||
if (toucher->player->pieces & PieceValue)
|
||||
{ // Already has the piece, check if mana needed
|
||||
if (!gaveMana)
|
||||
{ // Didn't need the mana, so don't pick it up
|
||||
return false;
|
||||
}
|
||||
checkAssembled = false;
|
||||
}
|
||||
}
|
||||
|
||||
// Check if fourth weapon assembled
|
||||
if (checkAssembled)
|
||||
{
|
||||
toucher->player->pieces |= PieceValue;
|
||||
for (int i = 0; i < 9; i += 3)
|
||||
{
|
||||
int mask = (WPIECE1|WPIECE2|WPIECE3) << i;
|
||||
|
||||
if (PieceValue & mask)
|
||||
{
|
||||
if (toucher->CheckLocalView (consoleplayer))
|
||||
{
|
||||
StatusBar->SetInteger (0, i);
|
||||
}
|
||||
if ((toucher->player->pieces & mask) == mask)
|
||||
{
|
||||
gaveWeapon = (FourthWeaponClass != NULL);
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (gaveWeapon)
|
||||
{
|
||||
TempFourthWeapon = static_cast<AInventory *>(Spawn (FourthWeaponClass, x, y, z, NO_REPLACE));
|
||||
if (TempFourthWeapon != NULL)
|
||||
{
|
||||
gaveWeapon = TempFourthWeapon->TryPickup (toucher);
|
||||
if (!gaveWeapon)
|
||||
{
|
||||
TempFourthWeapon->GoAwayAndDie ();
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
gaveWeapon = false;
|
||||
}
|
||||
}
|
||||
if (gaveWeapon || gaveMana || checkAssembled)
|
||||
{
|
||||
GoAwayAndDie ();
|
||||
}
|
||||
return gaveWeapon || gaveMana || checkAssembled;
|
||||
}
|
||||
|
||||
bool AFourthWeaponPiece::ShouldStay ()
|
||||
{
|
||||
return PrivateShouldStay ();
|
||||
}
|
||||
|
||||
bool AFourthWeaponPiece::PrivateShouldStay ()
|
||||
{
|
||||
// We want a weapon piece to behave like a weapon, so follow the exact
|
||||
// same logic as weapons when deciding whether or not to stay.
|
||||
if (((multiplayer &&
|
||||
(!deathmatch && !alwaysapplydmflags)) || (dmflags & DF_WEAPONS_STAY)) &&
|
||||
!(flags & MF_DROPPED))
|
||||
{
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
|
@ -15,6 +15,7 @@
|
|||
#include "a_hexenglobal.h"
|
||||
#include "a_keys.h"
|
||||
#include "r_translate.h"
|
||||
#include "a_weaponpiece.h"
|
||||
|
||||
|
||||
class FManaBar : public FTexture
|
||||
|
@ -316,34 +317,22 @@ public:
|
|||
{
|
||||
if (player->mo->IsKindOf (PClass::FindClass(NAME_MagePlayer)))
|
||||
{
|
||||
FourthWeaponShift = 6;
|
||||
FourthWeaponClass = 2;
|
||||
LifeBarClass = 2;
|
||||
}
|
||||
else if (player->mo->IsKindOf (PClass::FindClass(NAME_ClericPlayer)))
|
||||
{
|
||||
FourthWeaponShift = 3;
|
||||
FourthWeaponClass = 1;
|
||||
LifeBarClass = 1;
|
||||
}
|
||||
else
|
||||
{
|
||||
FourthWeaponShift = 0;
|
||||
FourthWeaponClass = 0;
|
||||
LifeBarClass = 0;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void SetInteger (int pname, int param)
|
||||
{
|
||||
if (pname == 0)
|
||||
{
|
||||
FourthWeaponShift = param;
|
||||
FourthWeaponClass = param / 3;
|
||||
}
|
||||
}
|
||||
|
||||
private:
|
||||
//---------------------------------------------------------------------------
|
||||
//
|
||||
|
@ -502,11 +491,7 @@ private:
|
|||
}
|
||||
|
||||
// Weapon Pieces
|
||||
if (oldpieces != CPlayer->pieces)
|
||||
{
|
||||
DrawWeaponPieces();
|
||||
oldpieces = CPlayer->pieces;
|
||||
}
|
||||
}
|
||||
|
||||
//---------------------------------------------------------------------------
|
||||
|
@ -849,13 +834,28 @@ private:
|
|||
|
||||
void DrawWeaponPieces ()
|
||||
{
|
||||
static ENamedName FourthWeaponNames[] = { NAME_FWeapQuietus, NAME_CWeapWraithverge, NAME_MWeapBloodscourge };
|
||||
|
||||
for(AInventory *inv = CPlayer->mo->Inventory; inv != NULL; inv = inv->Inventory)
|
||||
{
|
||||
if (inv->IsA(RUNTIME_CLASS(AWeaponHolder)))
|
||||
{
|
||||
AWeaponHolder *hold = static_cast<AWeaponHolder*>(inv);
|
||||
|
||||
if (hold->PieceWeapon->TypeName == FourthWeaponNames[FourthWeaponClass])
|
||||
{
|
||||
// Weapon Pieces
|
||||
if (oldpieces != hold->PieceMask)
|
||||
{
|
||||
oldpieces = hold->PieceMask;
|
||||
|
||||
static int PieceX[3][3] =
|
||||
{
|
||||
{ 190, 225, 234 },
|
||||
{ 190, 212, 225 },
|
||||
{ 190, 205, 224 },
|
||||
};
|
||||
int pieces = (CPlayer->pieces >> FourthWeaponShift) & 7;
|
||||
int pieces = oldpieces;
|
||||
int weapClass = FourthWeaponClass;
|
||||
|
||||
if (pieces == 7)
|
||||
|
@ -877,6 +877,16 @@ private:
|
|||
DrawImage (ClassImages[weapClass][imgPIECE3], PieceX[weapClass][2], 0);
|
||||
}
|
||||
}
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
if (oldpieces != 0)
|
||||
{
|
||||
DrawImage (ClassImages[FourthWeaponClass][imgWEAPONSLOT], 190, 0);
|
||||
oldpieces = 0;
|
||||
}
|
||||
}
|
||||
|
||||
//---------------------------------------------------------------------------
|
||||
//
|
||||
|
@ -1144,7 +1154,6 @@ private:
|
|||
int HealthMarker;
|
||||
char ArtifactFlash;
|
||||
|
||||
char FourthWeaponShift;
|
||||
char FourthWeaponClass;
|
||||
char LifeBarClass;
|
||||
|
||||
|
|
|
@ -1249,7 +1249,7 @@ bool AInventory::TryPickup (AActor *toucher)
|
|||
{
|
||||
// Add the item to the inventory. It is not already there, or HandlePickup
|
||||
// would have already taken care of it.
|
||||
AInventory *copy = CreeCopy (toucher);
|
||||
AInventory *copy = CreateCopy (toucher);
|
||||
if (copy == NULL)
|
||||
{
|
||||
return false;
|
||||
|
|
|
@ -13,6 +13,7 @@
|
|||
#include "cmdlib.h"
|
||||
#include "templates.h"
|
||||
#include "sbar.h"
|
||||
#include "thingdef/thingdef.h"
|
||||
|
||||
#define BONUSADD 6
|
||||
|
||||
|
@ -579,6 +580,40 @@ FState *AWeapon::GetAltAtkState (bool hold)
|
|||
return state;
|
||||
}
|
||||
|
||||
/* Weapon giver ***********************************************************/
|
||||
|
||||
class AWeaponGiver : public AWeapon
|
||||
{
|
||||
DECLARE_STATELESS_ACTOR(AWeaponGiver, AWeapon)
|
||||
|
||||
public:
|
||||
bool TryPickup(AActor *toucher);
|
||||
};
|
||||
|
||||
IMPLEMENT_ABSTRACT_ACTOR(AWeaponGiver)
|
||||
|
||||
bool AWeaponGiver::TryPickup(AActor *toucher)
|
||||
{
|
||||
FDropItem *di = GetDropItems(GetClass());
|
||||
|
||||
if (di != NULL)
|
||||
{
|
||||
const PClass *ti = PClass::FindClass(di->Name);
|
||||
if (ti->IsDescendantOf(RUNTIME_CLASS(AWeapon)))
|
||||
{
|
||||
AWeapon *weap = static_cast<AWeapon*>(Spawn(di->Name, 0, 0, 0, NO_REPLACE));
|
||||
if (weap != NULL)
|
||||
{
|
||||
bool res = weap->TryPickup(toucher);
|
||||
if (!res) weap->Destroy();
|
||||
else GoAwayAndDie();
|
||||
return res;
|
||||
}
|
||||
}
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
/* Weapon slots ***********************************************************/
|
||||
|
||||
FWeaponSlots LocalWeapons;
|
||||
|
|
|
@ -24,7 +24,7 @@ void A_ReaverRanged (AActor *self)
|
|||
{
|
||||
angle_t angle = bangle + (pr_reaverattack.Random2() << 20);
|
||||
int damage = ((pr_reaverattack() & 7) + 1) * 3;
|
||||
P_LineAttack (self, angle, MISSILERANGE, pitch, damage, NAME_None, RUNTIME_CLASS(AStrifePuff));
|
||||
P_LineAttack (self, angle, MISSILERANGE, pitch, damage, NAME_None, NAME_StrifePuff);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -28,7 +28,7 @@ void A_ShootGun (AActor *self)
|
|||
pitch = P_AimLineAttack (self, self->angle, MISSILERANGE);
|
||||
P_LineAttack (self, self->angle + (pr_shootgun.Random2() << 19),
|
||||
MISSILERANGE, pitch,
|
||||
3*(pr_shootgun() % 5 + 1), NAME_None, RUNTIME_CLASS(AStrifePuff));
|
||||
3*(pr_shootgun() % 5 + 1), NAME_None, NAME_StrifePuff);
|
||||
}
|
||||
|
||||
// Teleporter Beacon --------------------------------------------------------
|
||||
|
|
|
@ -7,21 +7,6 @@
|
|||
|
||||
// Base class for every humanoid in Strife that can go into
|
||||
// a fire or electric death.
|
||||
class AStrifeHumanoid : public AActor
|
||||
{
|
||||
DECLARE_ACTOR (AStrifeHumanoid, AActor)
|
||||
};
|
||||
|
||||
class AStrifePuff : public AActor
|
||||
{
|
||||
DECLARE_ACTOR (AStrifePuff, AActor)
|
||||
};
|
||||
|
||||
class AFlameMissile : public AActor
|
||||
{
|
||||
DECLARE_ACTOR (AFlameMissile, AActor)
|
||||
};
|
||||
|
||||
class ADegninOre : public AInventory
|
||||
{
|
||||
DECLARE_ACTOR (ADegninOre, AInventory)
|
||||
|
@ -68,7 +53,7 @@ public:
|
|||
|
||||
class ASigil : public AWeapon
|
||||
{
|
||||
DECLARE_ACTOR (ASigil, AStrifeWeapon)
|
||||
DECLARE_ACTOR (ASigil, AWeapon)
|
||||
public:
|
||||
bool HandlePickup (AInventory *item);
|
||||
AInventory *CreateCopy (AActor *other);
|
||||
|
|
|
@ -5,6 +5,7 @@
|
|||
#include "s_sound.h"
|
||||
#include "p_enemy.h"
|
||||
#include "templates.h"
|
||||
#include "thingdef/thingdef.h"
|
||||
|
||||
// Note: Strife missiles do 1-4 times their damage amount.
|
||||
// Doom missiles do 1-8 times their damage amount, so to
|
||||
|
@ -262,7 +263,7 @@ void P_StrifeGunShot (AActor *mo, bool accurate, angle_t pitch)
|
|||
angle += pr_sgunshot.Random2() << (20 - mo->player->accuracy * 5 / 100);
|
||||
}
|
||||
|
||||
P_LineAttack (mo, angle, PLAYERMISSILERANGE, pitch, damage, NAME_None, RUNTIME_CLASS(AStrifePuff));
|
||||
P_LineAttack (mo, angle, PLAYERMISSILERANGE, pitch, damage, NAME_None, NAME_StrifePuff);
|
||||
}
|
||||
|
||||
//============================================================================
|
||||
|
@ -322,7 +323,7 @@ void A_FireMiniMissile (AActor *self)
|
|||
savedangle = self->angle;
|
||||
self->angle += pr_minimissile.Random2() << (19 - player->accuracy * 5 / 100);
|
||||
player->mo->PlayAttacking2 ();
|
||||
P_SpawnPlayerMissile (self, RUNTIME_CLASS(AMiniMissile));
|
||||
P_SpawnPlayerMissile (self, PClass::FindClass("MiniMissile"));
|
||||
self->angle = savedangle;
|
||||
}
|
||||
|
||||
|
@ -337,8 +338,8 @@ void A_RocketInFlight (AActor *self)
|
|||
AActor *trail;
|
||||
|
||||
S_Sound (self, CHAN_VOICE, "misc/missileinflight", 1, ATTN_NORM);
|
||||
P_SpawnPuff (self, RUNTIME_CLASS(AMiniMissilePuff), self->x, self->y, self->z, self->angle - ANGLE_180, 2, PF_HITTHING);
|
||||
trail = Spawn<ARocketTrail> (self->x - self->momx, self->y - self->momy, self->z, ALLOW_REPLACE);
|
||||
P_SpawnPuff (self, PClass::FindClass("MiniMissilePuff"), self->x, self->y, self->z, self->angle - ANGLE_180, 2, PF_HITTHING);
|
||||
trail = Spawn("RocketTrail", self->x - self->momx, self->y - self->momy, self->z, ALLOW_REPLACE);
|
||||
if (trail != NULL)
|
||||
{
|
||||
trail->momz = FRACUNIT;
|
||||
|
@ -381,7 +382,7 @@ void A_FireFlamer (AActor *self)
|
|||
}
|
||||
|
||||
self->angle += pr_flamethrower.Random2() << 18;
|
||||
self = P_SpawnPlayerMissile (self, RUNTIME_CLASS(AFlameMissile));
|
||||
self = P_SpawnPlayerMissile (self, PClass::FindClass("FlameMissile"));
|
||||
if (self != NULL)
|
||||
{
|
||||
self->momz += 5*FRACUNIT;
|
||||
|
@ -428,7 +429,7 @@ void A_FireMauler1 (AActor *self)
|
|||
// it should use a different puff. ZDoom's default range is longer
|
||||
// than this, so let's not handicap it by being too faithful to the
|
||||
// original.
|
||||
P_LineAttack (self, angle, PLAYERMISSILERANGE, pitch, damage, NAME_Disintegrate, RUNTIME_CLASS(AMaulerPuff));
|
||||
P_LineAttack (self, angle, PLAYERMISSILERANGE, pitch, damage, NAME_Disintegrate, NAME_MaulerPuff);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -471,7 +472,7 @@ void A_FireMauler2 (AActor *self)
|
|||
}
|
||||
self->player->mo->PlayAttacking2 ();
|
||||
}
|
||||
P_SpawnPlayerMissile (self, RUNTIME_CLASS(AMaulerTorpedo));
|
||||
P_SpawnPlayerMissile (self, PClass::FindClass("MaulerTorpedo"));
|
||||
P_DamageMobj (self, self, NULL, 20, self->DamageType);
|
||||
P_ThrustMobj (self, self->angle + ANGLE_180, 0x7D000);
|
||||
}
|
||||
|
@ -488,20 +489,21 @@ AActor *P_SpawnSubMissile (AActor *source, const PClass *type, AActor *target);
|
|||
|
||||
void A_MaulerTorpedoWave (AActor *self)
|
||||
{
|
||||
AActor *wavedef = GetDefaultByName("MaulerTorpedoWave");
|
||||
fixed_t savedz;
|
||||
self->angle += ANGLE_180;
|
||||
|
||||
// If the torpedo hit the ceiling, it should still spawn the wave
|
||||
savedz = self->z;
|
||||
if (self->ceilingz - self->z < GetDefault<AMaulerTorpedoWave>()->height)
|
||||
if (wavedef && self->ceilingz - self->z < wavedef->height)
|
||||
{
|
||||
self->z = self->ceilingz - GetDefault<AMaulerTorpedoWave>()->height;
|
||||
self->z = self->ceilingz - wavedef->height;
|
||||
}
|
||||
|
||||
for (int i = 0; i < 80; ++i)
|
||||
{
|
||||
self->angle += ANGLE_45/10;
|
||||
P_SpawnSubMissile (self, RUNTIME_CLASS(AMaulerTorpedoWave), self->target);
|
||||
P_SpawnSubMissile (self, PClass::FindClass("MaulerTorpedoWave"), self->target);
|
||||
}
|
||||
self->z = savedz;
|
||||
}
|
||||
|
@ -546,6 +548,15 @@ AActor *P_SpawnSubMissile (AActor *source, const PClass *type, AActor *target)
|
|||
return NULL;
|
||||
}
|
||||
|
||||
class APhosphorousFire : public AActor
|
||||
{
|
||||
DECLARE_CLASS (APhosphorousFire, AActor)
|
||||
public:
|
||||
int DoSpecialDamage (AActor *target, int damage);
|
||||
};
|
||||
|
||||
IMPLEMENT_CLASS (APhosphorousFire)
|
||||
|
||||
int APhosphorousFire::DoSpecialDamage (AActor *target, int damage)
|
||||
{
|
||||
if (target->flags & MF_NOBLOOD)
|
||||
|
@ -623,7 +634,7 @@ void A_Burnination (AActor *self)
|
|||
|
||||
void A_FireGrenade (AActor *self)
|
||||
{
|
||||
PClass *grenadetype;
|
||||
const PClass *grenadetype;
|
||||
player_t *player = self->player;
|
||||
AActor *grenade;
|
||||
angle_t an;
|
||||
|
|
|
@ -27,6 +27,6 @@ void A_TemplarAttack (AActor *self)
|
|||
damage = (pr_templar() & 4) * 2;
|
||||
angle = self->angle + (pr_templar.Random2() << 19);
|
||||
pitchdiff = pr_templar.Random2() * 332063;
|
||||
P_LineAttack (self, angle, MISSILERANGE+64*FRACUNIT, pitch+pitchdiff, damage, NAME_Disintegrate, "MaulerPuff");
|
||||
P_LineAttack (self, angle, MISSILERANGE+64*FRACUNIT, pitch+pitchdiff, damage, NAME_Disintegrate, NAME_MaulerPuff);
|
||||
}
|
||||
}
|
||||
|
|
|
@ -53,6 +53,8 @@ xx(DoorMetal2)
|
|||
xx(Wind)
|
||||
|
||||
xx(BulletPuff)
|
||||
xx(StrifePuff)
|
||||
xx(MaulerPuff)
|
||||
|
||||
// Special bosses A_BossDeath knows about
|
||||
xx(Fatso)
|
||||
|
@ -106,6 +108,11 @@ xx(Cell)
|
|||
xx(Mana1)
|
||||
xx(Mana2)
|
||||
|
||||
// Hexen's fourth weapons
|
||||
xx(FWeapQuietus)
|
||||
xx(CWeapWraithverge)
|
||||
xx(MWeapBloodscourge)
|
||||
|
||||
// Ammo and weapon names for the Strife status bar
|
||||
xx(ClipOfBullets)
|
||||
xx(PoisonBolts)
|
||||
|
|
|
@ -573,7 +573,7 @@ void FBehavior::StaticLoadDefaultModules ()
|
|||
|
||||
FBehavior *FBehavior::StaticLoadModule (int lumpnum, FileReader *fr, int len)
|
||||
{
|
||||
if (lumpnum == -1) return NULL;
|
||||
if (lumpnum == -1 && fr == NULL) return NULL;
|
||||
|
||||
for (unsigned int i = 0; i < StaticModules.Size(); ++i)
|
||||
{
|
||||
|
|
|
@ -1148,7 +1148,7 @@ void P_ConversationCommand (int player, BYTE **stream)
|
|||
level.total_items--;
|
||||
item->flags &= ~MF_COUNTITEM;
|
||||
}
|
||||
if (item->IsA(RUNTIME_CLASS(AFlameThrower)))
|
||||
if (item->GetClass()->TypeName == NAME_FlameThrower)
|
||||
{
|
||||
// The flame thrower gives less ammo when given in a dialog
|
||||
static_cast<AWeapon*>(item)->AmmoGive1 = 40;
|
||||
|
|
|
@ -220,7 +220,6 @@ player_t::player_t()
|
|||
health(0),
|
||||
inventorytics(0),
|
||||
CurrentPlayerClass(0),
|
||||
pieces(0),
|
||||
backpack(0),
|
||||
fragcount(0),
|
||||
lastkilltime(0),
|
||||
|
@ -2421,7 +2420,6 @@ void player_t::Serialize (FArchive &arc)
|
|||
<< centering
|
||||
<< health
|
||||
<< inventorytics
|
||||
<< pieces
|
||||
<< backpack
|
||||
<< fragcount
|
||||
<< spreecount
|
||||
|
|
|
@ -75,7 +75,7 @@
|
|||
// SAVESIG should match SAVEVER.
|
||||
|
||||
// MINSAVEVER is the minimum level snapshot version that can be loaded.
|
||||
#define MINSAVEVER 1114
|
||||
#define MINSAVEVER 1129
|
||||
|
||||
#if SVN_REVISION_NUMBER < MINSAVEVER
|
||||
// Never write a savegame with a version lower than what we need
|
||||
|
|
|
@ -1,19 +1,21 @@
|
|||
|
||||
// Cleric Weapon Piece ------------------------------------------------------
|
||||
|
||||
ACTOR ClericWeaponPiece : FourthWeaponPiece native
|
||||
ACTOR ClericWeaponPiece : WeaponPiece native
|
||||
{
|
||||
Game Hexen
|
||||
Inventory.PickupMessage "$TXT_WRAITHVERGE_PIECE"
|
||||
}
|
||||
|
||||
// Cleric Weapon Piece 1 ----------------------------------------------------
|
||||
|
||||
ACTOR CWeaponPiece1 : ClericWeaponPiece 18 native
|
||||
ACTOR CWeaponPiece1 : ClericWeaponPiece 18
|
||||
{
|
||||
Game Hexen
|
||||
SpawnID 33
|
||||
+FLOATBOB
|
||||
Inventory.PickupMessage "$TXT_WRAITHVERGE_PIECE"
|
||||
WeaponPiece.Number 1
|
||||
WeaponPiece.Weapon CWeapWraithverge
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
|
@ -24,11 +26,12 @@ ACTOR CWeaponPiece1 : ClericWeaponPiece 18 native
|
|||
|
||||
// Cleric Weapon Piece 2 ----------------------------------------------------
|
||||
|
||||
ACTOR CWeaponPiece2 : ClericWeaponPiece 19 native
|
||||
ACTOR CWeaponPiece2 : CWeaponPiece1 19
|
||||
{
|
||||
Game Hexen
|
||||
SpawnID 34
|
||||
+FLOATBOB
|
||||
WeaponPiece.Number 2
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
|
@ -39,11 +42,12 @@ ACTOR CWeaponPiece2 : ClericWeaponPiece 19 native
|
|||
|
||||
// Cleric Weapon Piece 3 ----------------------------------------------------
|
||||
|
||||
ACTOR CWeaponPiece3 : ClericWeaponPiece 20 native
|
||||
ACTOR CWeaponPiece3 : CWeaponPiece1 20
|
||||
{
|
||||
Game Hexen
|
||||
SpawnID 35
|
||||
+FLOATBOB
|
||||
WeaponPiece.Number 3
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
|
@ -56,13 +60,11 @@ ACTOR CWeaponPiece3 : ClericWeaponPiece 20 native
|
|||
|
||||
ACTOR WraithvergeDrop
|
||||
{
|
||||
action native A_DropWraithvergePieces();
|
||||
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
TNT1 A 1
|
||||
TNT1 A 1 A_DropWraithvergePieces
|
||||
TNT1 A 1 A_DropWeaponPieces("CWeaponPiece1", "CWeaponPiece2", "CWeaponPiece3")
|
||||
Stop
|
||||
}
|
||||
}
|
||||
|
@ -71,16 +73,18 @@ ACTOR WraithvergeDrop
|
|||
|
||||
ACTOR CWeapWraithverge : ClericWeapon native
|
||||
{
|
||||
Health 3
|
||||
Weapon.SelectionOrder 3000
|
||||
+WEAPON.PRIMARY_USES_BOTH
|
||||
Weapon.AmmoUse1 18
|
||||
Weapon.AmmoUse2 18
|
||||
Weapon.AmmoGive1 0
|
||||
Weapon.AmmoGive2 0
|
||||
Weapon.AmmoGive1 20
|
||||
Weapon.AmmoGive2 20
|
||||
Weapon.KickBack 150
|
||||
Weapon.AmmoType1 "Mana1"
|
||||
Weapon.AmmoType2 "Mana2"
|
||||
Inventory.PickupMessage "$TXT_WEAPON_C4"
|
||||
Inventory.PickupSound "WeaponBuild"
|
||||
|
||||
action native A_CHolyAttack();
|
||||
action native A_CHolyPalette();
|
||||
|
|
|
@ -1,17 +1,19 @@
|
|||
|
||||
// Fighter Weapon Piece -----------------------------------------------------
|
||||
|
||||
ACTOR FighterWeaponPiece : FourthWeaponPiece native
|
||||
ACTOR FighterWeaponPiece : WeaponPiece native
|
||||
{
|
||||
Inventory.PickupMessage "$TXT_QUIETUS_PIECE"
|
||||
}
|
||||
|
||||
// Fighter Weapon Piece 1 ---------------------------------------------------
|
||||
|
||||
ACTOR FWeaponPiece1 : FighterWeaponPiece 12 native
|
||||
ACTOR FWeaponPiece1 : FighterWeaponPiece 12
|
||||
{
|
||||
Game Hexen
|
||||
SpawnID 29
|
||||
Inventory.PickupMessage "$TXT_QUIETUS_PIECE"
|
||||
WeaponPiece.Number 1
|
||||
WeaponPiece.Weapon FWeapQuietus
|
||||
+FLOATBOB
|
||||
States
|
||||
{
|
||||
|
@ -23,10 +25,11 @@ ACTOR FWeaponPiece1 : FighterWeaponPiece 12 native
|
|||
|
||||
// Fighter Weapon Piece 2 ---------------------------------------------------
|
||||
|
||||
ACTOR FWeaponPiece2 : FighterWeaponPiece 13 native
|
||||
ACTOR FWeaponPiece2 : FWeaponPiece1 13
|
||||
{
|
||||
Game Hexen
|
||||
SpawnID 30
|
||||
WeaponPiece.Number 2
|
||||
+FLOATBOB
|
||||
States
|
||||
{
|
||||
|
@ -38,10 +41,11 @@ ACTOR FWeaponPiece2 : FighterWeaponPiece 13 native
|
|||
|
||||
// Fighter Weapon Piece 3 ---------------------------------------------------
|
||||
|
||||
ACTOR FWeaponPiece3 : FighterWeaponPiece 16 native
|
||||
ACTOR FWeaponPiece3 : FWeaponPiece1 16
|
||||
{
|
||||
Game Hexen
|
||||
SpawnID 31
|
||||
WeaponPiece.Number 3
|
||||
+FLOATBOB
|
||||
States
|
||||
{
|
||||
|
@ -55,13 +59,11 @@ ACTOR FWeaponPiece3 : FighterWeaponPiece 16 native
|
|||
|
||||
ACTOR QuietusDrop
|
||||
{
|
||||
action native A_DropQuietusPieces();
|
||||
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
TNT1 A 1
|
||||
TNT1 A 1 A_DropQuietusPieces
|
||||
TNT1 A 1 A_DropWeaponPieces("FWeaponPiece1", "FWeaponPiece2", "FWeaponPiece3")
|
||||
Stop
|
||||
}
|
||||
}
|
||||
|
@ -70,17 +72,19 @@ ACTOR QuietusDrop
|
|||
|
||||
ACTOR FWeapQuietus : FighterWeapon
|
||||
{
|
||||
Health 3
|
||||
Weapon.SelectionOrder 2900
|
||||
+WEAPON.PRIMARY_USES_BOTH
|
||||
Weapon.AmmoUse1 14
|
||||
Weapon.AmmoUse2 14
|
||||
Weapon.AmmoGive1 0
|
||||
Weapon.AmmoGive2 0
|
||||
Weapon.AmmoGive1 20
|
||||
Weapon.AmmoGive2 20
|
||||
Weapon.KickBack 150
|
||||
Weapon.YAdjust 10
|
||||
Weapon.AmmoType1 "Mana1"
|
||||
Weapon.AmmoType2 "Mana2"
|
||||
Inventory.PickupMessage "$TXT_WEAPON_F4"
|
||||
Inventory.PickupSound "WeaponBuild"
|
||||
|
||||
action native A_FSwordAttack();
|
||||
|
||||
|
|
|
@ -1,18 +1,20 @@
|
|||
|
||||
// Mage Weapon Piece --------------------------------------------------------
|
||||
|
||||
ACTOR MageWeaponPiece : FourthWeaponPiece native
|
||||
ACTOR MageWeaponPiece : WeaponPiece native
|
||||
{
|
||||
Inventory.PickupMessage "$TXT_BLOODSCOURGE_PIECE"
|
||||
}
|
||||
|
||||
// Mage Weapon Piece 1 ------------------------------------------------------
|
||||
|
||||
ACTOR MWeaponPiece1 : MageWeaponPiece 21 native
|
||||
ACTOR MWeaponPiece1 : MageWeaponPiece 21
|
||||
{
|
||||
Game Hexen
|
||||
SpawnID 37
|
||||
+FLOATBOB
|
||||
Inventory.PickupMessage "$TXT_BLOODSCOURGE_PIECE"
|
||||
WeaponPiece.Number 1
|
||||
WeaponPiece.Weapon MWeapBloodscourge
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
|
@ -23,11 +25,12 @@ ACTOR MWeaponPiece1 : MageWeaponPiece 21 native
|
|||
|
||||
// Mage Weapon Piece 2 ------------------------------------------------------
|
||||
|
||||
ACTOR MWeaponPiece2 : MageWeaponPiece 22 native
|
||||
ACTOR MWeaponPiece2 : MWeaponPiece1 22
|
||||
{
|
||||
Game Hexen
|
||||
SpawnID 38
|
||||
+FLOATBOB
|
||||
WeaponPiece.Number 2
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
|
@ -38,11 +41,12 @@ ACTOR MWeaponPiece2 : MageWeaponPiece 22 native
|
|||
|
||||
// Mage Weapon Piece 3 ------------------------------------------------------
|
||||
|
||||
ACTOR MWeaponPiece3 : MageWeaponPiece 23 native
|
||||
ACTOR MWeaponPiece3 : MWeaponPiece1 23
|
||||
{
|
||||
Game Hexen
|
||||
SpawnID 39
|
||||
+FLOATBOB
|
||||
WeaponPiece.Number 3
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
|
@ -55,13 +59,11 @@ ACTOR MWeaponPiece3 : MageWeaponPiece 23 native
|
|||
|
||||
ACTOR BloodscourgeDrop
|
||||
{
|
||||
action native A_DropBloodscourgePieces();
|
||||
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
TNT1 A 1
|
||||
TNT1 A 1 A_DropBloodscourgePieces
|
||||
TNT1 A 1 A_DropWeaponPieces("MWeaponPiece1", "MWeaponPiece2", "MWeaponPiece3")
|
||||
Stop
|
||||
}
|
||||
}
|
||||
|
@ -70,15 +72,19 @@ ACTOR BloodscourgeDrop
|
|||
|
||||
ACTOR MWeapBloodscourge : MageWeapon native
|
||||
{
|
||||
Health 3
|
||||
Weapon.SelectionOrder 3100
|
||||
Weapon.AmmoUse1 15
|
||||
Weapon.AmmoUse2 15
|
||||
Weapon.AmmoGive1 20
|
||||
Weapon.AmmoGive2 20
|
||||
Weapon.KickBack 150
|
||||
Weapon.YAdjust 20
|
||||
Weapon.AmmoType1 "Mana1"
|
||||
Weapon.AmmoType2 "Mana2"
|
||||
+WEAPON.PRIMARY_USES_BOTH
|
||||
Inventory.PickupMessage "$TXT_WEAPON_M4"
|
||||
Inventory.PickupSound "WeaponBuild"
|
||||
|
||||
action native A_MStaffAttack();
|
||||
action native A_MStaffPalette();
|
||||
|
|
|
@ -186,6 +186,7 @@ class Actor extends Thinker
|
|||
action native A_DropFire();
|
||||
action native A_GiveQuestItem(eval int itemno);
|
||||
action native A_RemoveForcefield();
|
||||
action native A_DropWeaponPieces(class<Actor> p1, class<Actor> p2, class<Actor> p3);
|
||||
}
|
||||
|
||||
class Inventory extends Actor
|
||||
|
|
814
wadsrc/static/actors/strife/strifeweapons.txt
Normal file
814
wadsrc/static/actors/strife/strifeweapons.txt
Normal file
|
@ -0,0 +1,814 @@
|
|||
|
||||
ACTOR StrifeWeapon : DoomWeapon
|
||||
{
|
||||
}
|
||||
|
||||
// Same as the bullet puff for Doom -----------------------------------------
|
||||
|
||||
ACTOR StrifePuff
|
||||
{
|
||||
+NOBLOCKMAP
|
||||
+NOGRAVITY
|
||||
+ALLOWPARTICLES
|
||||
RenderStyle Translucent
|
||||
Alpha 0.25
|
||||
|
||||
states
|
||||
{
|
||||
Spawn:
|
||||
POW3 ABCDEFGH 3
|
||||
Stop
|
||||
Crash:
|
||||
PUFY A 4 Bright
|
||||
PUFY BCD 4
|
||||
Stop
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
// A spark when you hit something that doesn't bleed ------------------------
|
||||
// Only used by the dagger.
|
||||
|
||||
ACTOR StrifeSpark : StrifePuff
|
||||
{
|
||||
RenderStyle Add
|
||||
States
|
||||
{
|
||||
Crash:
|
||||
POW2 ABCD 4
|
||||
Stop
|
||||
}
|
||||
}
|
||||
|
||||
// Punch Dagger -------------------------------------------------------------
|
||||
|
||||
ACTOR PunchDagger : StrifeWeapon
|
||||
{
|
||||
Weapon.SelectionOrder 3900
|
||||
+WEAPON.NOALERT
|
||||
|
||||
action native A_JabDagger ();
|
||||
|
||||
States
|
||||
{
|
||||
Ready:
|
||||
PNCH A 1 A_WeaponReady
|
||||
Loop
|
||||
Deselect:
|
||||
PNCH A 1 A_Lower
|
||||
Loop
|
||||
Select:
|
||||
PNCH A 1 A_Raise
|
||||
Loop
|
||||
Fire:
|
||||
PNCH B 4
|
||||
PNCH C 4 A_JabDagger
|
||||
PNCH D 5
|
||||
PNCH C 4
|
||||
PNCH B 5 A_ReFire
|
||||
Goto Ready
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
// The base for Strife projectiles that die with ZAP1 -----------------------
|
||||
|
||||
ACTOR StrifeZap1
|
||||
{
|
||||
+NOBLOCKMAP
|
||||
+NOGRAVITY
|
||||
+DROPOFF
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
Death:
|
||||
ZAP1 A 3 A_AlertMonsters
|
||||
ZAP1 BCDEFE 3
|
||||
ZAP1 DCB 2
|
||||
ZAP1 A 1
|
||||
Stop
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
// Electric Bolt ------------------------------------------------------------
|
||||
|
||||
ACTOR ElectricBolt : StrifeZap1
|
||||
{
|
||||
ConversationID 102,-1,-1
|
||||
Speed 30
|
||||
Radius 10
|
||||
Height 10
|
||||
Damage 10
|
||||
Projectile
|
||||
+STRIFEDAMAGE
|
||||
MaxStepHeight 4
|
||||
SeeSound "misc/swish"
|
||||
ActiveSound "misc/swish"
|
||||
DeathSound "weapons/xbowhit"
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
AROW A 10 A_LoopActiveSound
|
||||
Loop
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
// Poison Bolt --------------------------------------------------------------
|
||||
|
||||
ACTOR PoisonBolt native
|
||||
{
|
||||
ConversationID 102,-1,-1
|
||||
Speed 30
|
||||
Radius 10
|
||||
Height 10
|
||||
Damage 500
|
||||
Projectile
|
||||
+STRIFEDAMAGE
|
||||
MaxStepHeight 4
|
||||
SeeSound "misc/swish"
|
||||
ActiveSound "misc/swish"
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
ARWP A 10 A_LoopActiveSound
|
||||
Loop
|
||||
Death:
|
||||
AROW A 1
|
||||
Stop
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
// Strife's Crossbow --------------------------------------------------------
|
||||
|
||||
ACTOR StrifeCrossbow : StrifeWeapon 2001
|
||||
{
|
||||
Game Strife
|
||||
+FLOORCLIP
|
||||
ConversationID 194, 188, 192
|
||||
Weapon.SelectionOrder 1200
|
||||
+WEAPON.NOALERT
|
||||
Weapon.AmmoUse1 1
|
||||
Weapon.AmmoGive1 8
|
||||
Weapon.AmmoType1 "ElectricBolts"
|
||||
Weapon.SisterWeapon "StrifeCrossbow2"
|
||||
Inventory.PickupMessage "$TXT_STRIFECROSSBOW"
|
||||
Inventory.Icon "CBOWA0"
|
||||
Tag "crossbow"
|
||||
|
||||
action native A_ClearFlash ();
|
||||
action native A_ShowElectricFlash ();
|
||||
action native A_FireArrow (class<Actor> proj);
|
||||
|
||||
states
|
||||
{
|
||||
Spawn:
|
||||
CBOW A -1
|
||||
Stop
|
||||
Ready:
|
||||
XBOW A 0 A_ShowElectricFlash
|
||||
XBOW A 1 A_WeaponReady
|
||||
Wait
|
||||
Deselect:
|
||||
XBOW A 1 A_Lower
|
||||
Loop
|
||||
Select:
|
||||
XBOW A 1 A_Raise
|
||||
Loop
|
||||
Fire:
|
||||
XBOW A 3 A_ClearFlash
|
||||
XBOW B 6 A_FireArrow("ElectricBolt")
|
||||
XBOW C 4
|
||||
XBOW D 6
|
||||
XBOW E 3
|
||||
XBOW F 5
|
||||
XBOW G 0 A_ShowElectricFlash
|
||||
XBOW G 5 A_CheckReload
|
||||
Goto Ready
|
||||
Flash:
|
||||
XBOW KLM 5
|
||||
Loop
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
ACTOR StrifeCrossbow2 : StrifeCrossbow
|
||||
{
|
||||
Weapon.SelectionOrder 2700
|
||||
Weapon.AmmoUse1 1
|
||||
Weapon.AmmoGive1 0
|
||||
Weapon.AmmoType1 "PoisonBolts"
|
||||
Weapon.SisterWeapon "StrifeCrossbow"
|
||||
States
|
||||
{
|
||||
Ready:
|
||||
XBOW H 1 A_WeaponReady
|
||||
Loop
|
||||
Deselect:
|
||||
XBOW H 1 A_Lower
|
||||
Loop
|
||||
Select:
|
||||
XBOW H 1 A_Raise
|
||||
Loop
|
||||
Fire:
|
||||
XBOW H 3
|
||||
XBOW B 6 A_FireArrow("PoisonBolt")
|
||||
XBOW C 4
|
||||
XBOW D 6
|
||||
XBOW E 3
|
||||
XBOW I 5
|
||||
XBOW J 5 A_CheckReload
|
||||
Goto Ready
|
||||
Flash:
|
||||
Stop
|
||||
}
|
||||
}
|
||||
|
||||
// Assault Gun --------------------------------------------------------------
|
||||
|
||||
actor AssaultGun : StrifeWeapon 2002
|
||||
{
|
||||
Game Strife
|
||||
ConversationID 188, 182, 186
|
||||
+FLOORCLIP
|
||||
Weapon.SelectionOrder 600
|
||||
Weapon.AmmoUse1 1
|
||||
Weapon.AmmoGive1 20
|
||||
Weapon.AmmoType1 "ClipOfBullets"
|
||||
Inventory.Icon "RIFLA0"
|
||||
Tag "assault_gun"
|
||||
Inventory.PickupMessage "$TXT_ASSAULTGUN"
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
RIFL A -1
|
||||
Stop
|
||||
Ready:
|
||||
RIFG A 1 A_WeaponReady
|
||||
Loop
|
||||
Deselect:
|
||||
RIFG B 1 A_Lower
|
||||
Loop
|
||||
Select:
|
||||
RIFG A 1 A_Raise
|
||||
Loop
|
||||
Fire:
|
||||
RIFF AB 3 A_FireAssaultGun
|
||||
RIFG D 3 A_FireAssaultGun
|
||||
RIFG C 0 A_ReFire
|
||||
RIFG B 2 A_Light0
|
||||
Goto Ready
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
// Standing variant of the assault gun --------------------------------------
|
||||
|
||||
ACTOR AssaultGunStanding : WeaponGiver 2006
|
||||
{
|
||||
Game Strife
|
||||
ConversationID 189, 183, 187
|
||||
DropItem "AssaultGun"
|
||||
Inventory.PickupMessage "$TXT_ASSAULTGUN"
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
RIFL B -1
|
||||
Stop
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
// Mini-Missile Launcher ----------------------------------------------------
|
||||
|
||||
|
||||
ACTOR MiniMissileLauncher : StrifeWeapon 2003
|
||||
{
|
||||
Game Strife
|
||||
ConversationID 192, 186, 190
|
||||
+FLOORCLIP
|
||||
Weapon.SelectionOrder 1800
|
||||
Weapon.AmmoUse1 1
|
||||
Weapon.AmmoGive1 8
|
||||
Weapon.AmmoType1 "MiniMissiles"
|
||||
Inventory.Icon "MMSLA0"
|
||||
Tag "mini_missile_launcher"
|
||||
Inventory.PickupMessage "$TXT_MMLAUNCHER"
|
||||
|
||||
action native A_FireMiniMissile ();
|
||||
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
MMSL A -1
|
||||
Stop
|
||||
Ready:
|
||||
MMIS A 1 A_WeaponReady
|
||||
Loop
|
||||
Deselect:
|
||||
MMIS A 1 A_Lower
|
||||
Loop
|
||||
Select:
|
||||
MMIS A 1 A_Raise
|
||||
Loop
|
||||
Fire:
|
||||
MMIS A 4 A_FireMiniMissile
|
||||
MMIS B 4 A_Light1
|
||||
MMIS C 5 Bright
|
||||
MMIS D 2 Bright A_Light2
|
||||
MMIS E 2 Bright
|
||||
MMIS F 2 Bright A_Light0
|
||||
MMIS F 0 A_ReFire
|
||||
Goto Ready
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
// Rocket Trail -------------------------------------------------------------
|
||||
|
||||
ACTOR RocketTrail
|
||||
{
|
||||
ConversationID 51,-1,-1
|
||||
+NOBLOCKMAP
|
||||
+NOGRAVITY
|
||||
RenderStyle Translucent
|
||||
Alpha 0.25
|
||||
SeeSound "misc/missileinflight"
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
PUFY BCBCD 4
|
||||
Stop
|
||||
}
|
||||
}
|
||||
|
||||
// Rocket Puff --------------------------------------------------------------
|
||||
|
||||
ACTOR MiniMissilePuff
|
||||
{
|
||||
-ALLOWPARTICLES
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
Goto Crash
|
||||
}
|
||||
}
|
||||
|
||||
// Mini Missile -------------------------------------------------------------
|
||||
|
||||
ACTOR MiniMissile
|
||||
{
|
||||
ConversationID 99,-1,-1
|
||||
Speed 20
|
||||
Radius 10
|
||||
Height 14
|
||||
Damage 10
|
||||
Projectile
|
||||
+STRIFEDAMAGE
|
||||
MaxStepHeight 4
|
||||
SeeSound "weapons/minimissile"
|
||||
DeathSound "weapons/minimissilehit"
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
MICR A 6 Bright A_RocketInFlight
|
||||
Loop
|
||||
Death:
|
||||
SMIS A 0 Bright A_SetTranslucent(1,1)
|
||||
SMIS A 0 Bright A_StopSoundEx("Voice")
|
||||
SMIS A 5 Bright A_Explode(64,64,1,1)
|
||||
SMIS B 5 Bright
|
||||
SMIS C 4 Bright
|
||||
SMIS DEFG 2 Bright
|
||||
Stop
|
||||
}
|
||||
}
|
||||
|
||||
// Flame Thrower ------------------------------------------------------------
|
||||
|
||||
ACTOR FlameThrower : StrifeWeapon 2005
|
||||
{
|
||||
Game Strife
|
||||
ConversationID 190, 184, 188
|
||||
+FLOORCLIP
|
||||
Weapon.SelectionOrder 2100
|
||||
Weapon.Kickback 0
|
||||
Weapon.AmmoUse1 1
|
||||
Weapon.AmmoGive1 100
|
||||
Weapon.UpSound "weapons/flameidle"
|
||||
Weapon.ReadySound "weapons/flameidle"
|
||||
Weapon.AmmoType1 "EnergyPod"
|
||||
Inventory.Icon "FLAMA0"
|
||||
Tag "flame_thrower"
|
||||
Inventory.PickupMessage "$TXT_FLAMER"
|
||||
|
||||
action native A_FireFlamer ();
|
||||
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
FLAM A -1
|
||||
Stop
|
||||
Ready:
|
||||
FLMT AB 3 A_WeaponReady
|
||||
Loop
|
||||
Deselect:
|
||||
FLMT A 1 A_Lower
|
||||
Loop
|
||||
Select:
|
||||
FLMT A 1 A_Raise
|
||||
Loop
|
||||
Fire:
|
||||
FLMF A 2 A_FireFlamer
|
||||
FLMF B 3 A_ReFire
|
||||
Goto Ready
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
// Flame Thrower Projectile -------------------------------------------------
|
||||
|
||||
ACTOR FlameMissile
|
||||
{
|
||||
Speed 15
|
||||
Height 11
|
||||
Radius 8
|
||||
Mass 10
|
||||
Damage 4
|
||||
DamageType Fire
|
||||
ReactionTime 8
|
||||
Projectile
|
||||
-NOGRAVITY
|
||||
+STRIFEDAMAGE
|
||||
MaxStepHeight 4
|
||||
RenderStyle Add
|
||||
SeeSound "weapons/flamethrower"
|
||||
|
||||
action native A_FlameDie ();
|
||||
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
FRBL AB 3 Bright
|
||||
FRBL C 3 Bright A_Countdown
|
||||
Loop
|
||||
Death:
|
||||
FRBL D 5 Bright A_FlameDie
|
||||
FRBL EFGHI 5 Bright
|
||||
Stop
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
// Mauler -------------------------------------------------------------------
|
||||
// The scatter version
|
||||
|
||||
ACTOR Mauler : StrifeWeapon 2004
|
||||
{
|
||||
Game Strife
|
||||
ConversationID 193, 187, 191
|
||||
+FLOORCLIP
|
||||
Weapon.SelectionOrder 300
|
||||
Weapon.AmmoUse1 20
|
||||
Weapon.AmmoGive1 40
|
||||
Weapon.AmmoType1 "EnergyPod"
|
||||
Weapon.SisterWeapon "Mauler2"
|
||||
Inventory.Icon "TRPDA0"
|
||||
Tag "mauler"
|
||||
Inventory.PickupMessage "$TXT_MAULER"
|
||||
|
||||
action native A_FireMauler1 ();
|
||||
|
||||
States
|
||||
{
|
||||
Ready:
|
||||
MAUL FGHA 6 A_WeaponReady
|
||||
Loop
|
||||
Deselect:
|
||||
MAUL A 1 A_Lower
|
||||
Loop
|
||||
Select:
|
||||
MAUL A 1 A_Raise
|
||||
Loop
|
||||
Fire:
|
||||
BLSF A 5 Bright A_FireMauler1
|
||||
MAUL B 3 Bright A_Light1
|
||||
MAUL C 2 A_Light2
|
||||
MAUL DE 2
|
||||
MAUL A 7 A_Light0
|
||||
MAUL H 7
|
||||
MAUL G 7 A_CheckReload
|
||||
Goto Ready
|
||||
Spawn:
|
||||
TRPD A -1
|
||||
Stop
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
// Mauler Torpedo version ---------------------------------------------------
|
||||
|
||||
ACTOR Mauler2 : Mauler
|
||||
{
|
||||
Weapon.SelectionOrder 3300
|
||||
Weapon.AmmoUse1 30
|
||||
Weapon.AmmoGive1 0
|
||||
Weapon.AmmoType1 "EnergyPod"
|
||||
Weapon.SisterWeapon "Mauler"
|
||||
|
||||
action native A_FireMauler2Pre ();
|
||||
action native A_FireMauler2 ();
|
||||
|
||||
States
|
||||
{
|
||||
Ready:
|
||||
MAUL IJKL 7 A_WeaponReady
|
||||
Loop
|
||||
Deselect:
|
||||
MAUL I 1 A_Lower
|
||||
Loop
|
||||
Select:
|
||||
MAUL I 1 A_Raise
|
||||
Loop
|
||||
Fire:
|
||||
MAUL I 20 A_FireMauler2Pre
|
||||
MAUL J 10 A_Light1
|
||||
BLSF A 10 Bright A_FireMauler2
|
||||
MAUL B 3 Bright A_Light2
|
||||
MAUL C 2
|
||||
MAUL D 2 A_Light0
|
||||
MAUL E 2 A_ReFire
|
||||
Goto Ready
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
// Mauler "Bullet" Puff -----------------------------------------------------
|
||||
|
||||
ACTOR MaulerPuff
|
||||
{
|
||||
+NOBLOCKMAP
|
||||
+NOGRAVITY
|
||||
+PUFFONACTORS
|
||||
RenderStyle Add
|
||||
DamageType Disintegrate
|
||||
states
|
||||
{
|
||||
Spawn:
|
||||
MPUF AB 5
|
||||
POW1 ABCDE 4
|
||||
Stop
|
||||
}
|
||||
}
|
||||
|
||||
// The Mauler's Torpedo -----------------------------------------------------
|
||||
|
||||
ACTOR MaulerTorpedo
|
||||
{
|
||||
Speed 20
|
||||
Height 8
|
||||
Radius 13
|
||||
Damage 1
|
||||
DamageType Disintegrate
|
||||
Projectile
|
||||
+STRIFEDAMAGE
|
||||
MaxStepHeight 4
|
||||
RenderStyle Add
|
||||
SeeSound "weapons/mauler2fire"
|
||||
DeathSound "weapons/mauler2hit"
|
||||
|
||||
action native A_MaulerTorpedoWave ();
|
||||
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
TORP ABCD 4 Bright
|
||||
Loop
|
||||
Death:
|
||||
THIT AB 8 Bright
|
||||
THIT C 8 Bright A_MaulerTorpedoWave
|
||||
THIT DE 8 Bright
|
||||
Stop
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
// The mini torpedoes shot by the big torpedo --------------------------------
|
||||
|
||||
ACTOR MaulerTorpedoWave
|
||||
{
|
||||
Speed 35
|
||||
Radius 13
|
||||
Height 13
|
||||
Damage 10
|
||||
DamageType Disintegrate
|
||||
Projectile
|
||||
+STRIFEDAMAGE
|
||||
MaxStepHeight 4
|
||||
RenderStyle Add
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
TWAV ABC 9 Bright
|
||||
Stop
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
// High-Explosive Grenade ---------------------------------------------------
|
||||
|
||||
ACTOR HEGrenade
|
||||
{
|
||||
ConversationID 106,-1,-1
|
||||
Speed 15
|
||||
Radius 13
|
||||
Height 13
|
||||
Mass 20
|
||||
Damage 1
|
||||
Reactiontime 30
|
||||
Projectile
|
||||
-NOGRAVITY
|
||||
+STRIFEDAMAGE
|
||||
+NOBOUNCESOUND
|
||||
+BOUNCEONACTORS
|
||||
+EXPLODEONWATER
|
||||
+DOOMBOUNCE
|
||||
MaxStepHeight 4
|
||||
BounceFactor 0.5
|
||||
BounceCount 2
|
||||
SeeSound "weapons/hegrenadeshoot"
|
||||
DeathSound "weapons/hegrenadebang"
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
GRAP AB 3 A_Countdown
|
||||
Loop
|
||||
Death:
|
||||
BNG4 A 0 Bright A_NoGravity
|
||||
BNG4 A 0 Bright A_SetTranslucent(1,1)
|
||||
BNG4 A 2 Bright A_Explode(192,192,1,1)
|
||||
BNG4 BCDEFGHIJKLMN 3 Bright
|
||||
Stop
|
||||
}
|
||||
}
|
||||
|
||||
// White Phosphorous Grenade ------------------------------------------------
|
||||
|
||||
ACTOR PhosphorousGrenade
|
||||
{
|
||||
ConversationID 107,-1,-1
|
||||
Speed 15
|
||||
Radius 13
|
||||
Height 13
|
||||
Mass 20
|
||||
Damage 1
|
||||
Reactiontime 40
|
||||
Projectile
|
||||
-NOGRAVITY
|
||||
+STRIFEDAMAGE
|
||||
+NOBOUNCESOUND
|
||||
+BOUNCEONACTORS
|
||||
+EXPLODEONWATER
|
||||
+DOOMBOUNCE
|
||||
MaxStepHeight 4
|
||||
BounceFactor 0.5
|
||||
BounceCount 2
|
||||
SeeSound "weapons/phgrenadeshoot"
|
||||
DeathSound "weapons/phgrenadebang"
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
GRIN AB 3 A_Countdown
|
||||
Loop
|
||||
Death:
|
||||
BNG3 A 1 A_SpawnItemEx("PhosphorousFire")
|
||||
Stop
|
||||
}
|
||||
}
|
||||
|
||||
// Fire from the Phoshorous Grenade -----------------------------------------
|
||||
|
||||
ACTOR PhosphorousFire native
|
||||
{
|
||||
Reactiontime 120
|
||||
DamageType Fire
|
||||
+NOBLOCKMAP
|
||||
+FLOORCLIP
|
||||
+NOTELEPORT
|
||||
+NODAMAGETHRUST
|
||||
RenderStyle Add
|
||||
|
||||
action native A_Burnarea ();
|
||||
action native A_Burnination ();
|
||||
|
||||
states
|
||||
{
|
||||
Spawn:
|
||||
BNG3 B 2 Bright A_Burnarea
|
||||
BNG3 C 2 Bright A_Countdown
|
||||
FLBE A 2 Bright A_Burnination
|
||||
FLBE B 2 Bright A_Countdown
|
||||
FLBE C 2 Bright A_Burnarea
|
||||
FLBE D 3 Bright A_Countdown
|
||||
FLBE E 3 Bright A_Burnarea
|
||||
FLBE F 3 Bright A_Countdown
|
||||
FLBE G 3 Bright A_Burnination
|
||||
Goto Spawn+5
|
||||
Death:
|
||||
FLBE H 2 Bright
|
||||
FLBE I 2 Bright A_Burnination
|
||||
FLBE JK 2 Bright
|
||||
Stop
|
||||
}
|
||||
}
|
||||
|
||||
// High-Explosive Grenade Launcher ------------------------------------------
|
||||
|
||||
ACTOR StrifeGrenadeLauncher : StrifeWeapon 154
|
||||
{
|
||||
Game Strife
|
||||
ConversationID 195, 189, 193
|
||||
+FLOORCLIP
|
||||
Weapon.SelectionOrder 2400
|
||||
Weapon.AmmoUse1 1
|
||||
Weapon.AmmoGive1 12
|
||||
Weapon.AmmoType1 "HEGrenadeRounds"
|
||||
Weapon.SisterWeapon "StrifeGrenadeLauncher2"
|
||||
Inventory.Icon "GRNDA0"
|
||||
Tag "Grenade_launcher"
|
||||
Inventory.PickupMessage "$TXT_GLAUNCHER"
|
||||
|
||||
action native A_FireGrenade (class<Actor> grenadetype, eval int angleofs, state flash);
|
||||
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
GRND A -1
|
||||
Stop
|
||||
Ready:
|
||||
GREN A 1 A_WeaponReady
|
||||
Loop
|
||||
Deselect:
|
||||
GREN A 1 A_Lower
|
||||
Loop
|
||||
Select:
|
||||
GREN A 1 A_Raise
|
||||
Loop
|
||||
Fire:
|
||||
GREN A 5 A_FireGrenade("HEGrenade", -90, "Flash")
|
||||
GREN B 10
|
||||
GREN A 5 A_FireGrenade("HEGrenade", 90, "Flash2")
|
||||
GREN C 10
|
||||
GREN A 0 A_ReFire
|
||||
Goto Ready
|
||||
Flash:
|
||||
GREF A 5 Bright A_Light1
|
||||
Goto LightDone
|
||||
Flash2:
|
||||
GREF B 5 Bright A_Light2
|
||||
Goto LightDone
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
// White Phosphorous Grenade Launcher ---------------------------------------
|
||||
|
||||
ACTOR StrifeGrenadeLauncher2 : StrifeGrenadeLauncher
|
||||
{
|
||||
Weapon.SelectionOrder 3200
|
||||
Weapon.AmmoUse1 1
|
||||
Weapon.AmmoGive1 0
|
||||
Weapon.AmmoType1 "PhosphorusGrenadeRounds"
|
||||
Weapon.SisterWeapon "StrifeGrenadeLauncher"
|
||||
|
||||
States
|
||||
{
|
||||
Ready:
|
||||
GREN D 1 A_WeaponReady
|
||||
Loop
|
||||
Deselect:
|
||||
GREN D 1 A_Lower
|
||||
Loop
|
||||
Select:
|
||||
GREN D 1 A_Raise
|
||||
Loop
|
||||
Fire:
|
||||
GREN D 5 A_FireGrenade("PhosphorousGrenade", -90, "Flash")
|
||||
GREN E 10
|
||||
GREN D 5 A_FireGrenade("PhosphorousGrenade", 90, "Flash2")
|
||||
GREN F 10
|
||||
GREN A 0 A_ReFire
|
||||
Goto Ready
|
||||
Flash:
|
||||
GREF C 5 Bright A_Light1
|
||||
Goto LightDone
|
||||
Flash2:
|
||||
GREF D 5 Bright A_Light2
|
||||
Goto LightDone
|
||||
}
|
||||
}
|
||||
|
|
@ -108,6 +108,7 @@
|
|||
|
||||
#include "actors/strife/strifehumanoid.txt"
|
||||
#include "actors/strife/strifeplayer.txt"
|
||||
#include "actors/strife/strifeweapons.txt"
|
||||
#include "actors/strife/spectral.txt"
|
||||
#include "actors/strife/acolyte.txt"
|
||||
#include "actors/strife/alienspectres.txt"
|
||||
|
|
|
@ -2408,10 +2408,6 @@
|
|||
RelativePath=".\src\g_hexen\a_teleportother.cpp"
|
||||
>
|
||||
</File>
|
||||
<File
|
||||
RelativePath="src\g_hexen\a_weaponpieces.cpp"
|
||||
>
|
||||
</File>
|
||||
<File
|
||||
RelativePath=".\src\g_hexen\a_wraith.cpp"
|
||||
>
|
||||
|
|
Loading…
Reference in a new issue