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Directory restructuring to make it easier to version projects that don't build zdoom.exe.
SVN r4 (trunk)
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commit
cf11cbdb30
821 changed files with 361202 additions and 0 deletions
82
src/g_doom/a_keen.cpp
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82
src/g_doom/a_keen.cpp
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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 "p_spec.h"
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#include "p_enemy.h"
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#include "a_action.h"
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void A_KeenDie (AActor *);
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class ACommanderKeen : public AActor
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{
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DECLARE_ACTOR (ACommanderKeen, AActor)
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};
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FState ACommanderKeen::States[] =
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{
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#define S_KEENSTND 0
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S_NORMAL (KEEN, 'A', -1, NULL , &States[S_KEENSTND]),
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#define S_COMMKEEN (S_KEENSTND+1)
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S_NORMAL (KEEN, 'A', 6, NULL , &States[S_COMMKEEN+1]),
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S_NORMAL (KEEN, 'B', 6, NULL , &States[S_COMMKEEN+2]),
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S_NORMAL (KEEN, 'C', 6, A_Scream , &States[S_COMMKEEN+3]),
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S_NORMAL (KEEN, 'D', 6, NULL , &States[S_COMMKEEN+4]),
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S_NORMAL (KEEN, 'E', 6, NULL , &States[S_COMMKEEN+5]),
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S_NORMAL (KEEN, 'F', 6, NULL , &States[S_COMMKEEN+6]),
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S_NORMAL (KEEN, 'G', 6, NULL , &States[S_COMMKEEN+7]),
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S_NORMAL (KEEN, 'H', 6, NULL , &States[S_COMMKEEN+8]),
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S_NORMAL (KEEN, 'I', 6, NULL , &States[S_COMMKEEN+9]),
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S_NORMAL (KEEN, 'J', 6, NULL , &States[S_COMMKEEN+10]),
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S_NORMAL (KEEN, 'K', 6, A_KeenDie , &States[S_COMMKEEN+11]),
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S_NORMAL (KEEN, 'L', -1, NULL , NULL),
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#define S_KEENPAIN (S_COMMKEEN+12)
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S_NORMAL (KEEN, 'M', 4, NULL , &States[S_KEENPAIN+1]),
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S_NORMAL (KEEN, 'M', 8, A_Pain , &States[S_KEENSTND])
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};
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IMPLEMENT_ACTOR (ACommanderKeen, Doom, 72, 0)
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PROP_SpawnHealth (100)
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PROP_RadiusFixed (16)
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PROP_HeightFixed (72)
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PROP_MassLong (10000000)
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PROP_MaxPainChance
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PROP_Flags (MF_SOLID|MF_SPAWNCEILING|MF_NOGRAVITY|MF_SHOOTABLE|MF_COUNTKILL)
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PROP_Flags4 (MF4_NOICEDEATH)
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PROP_SpawnState (S_KEENSTND)
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PROP_PainState (S_KEENPAIN)
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PROP_DeathState (S_COMMKEEN)
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PROP_PainSound ("keen/pain")
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PROP_DeathSound ("keen/death")
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END_DEFAULTS
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//
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// A_KeenDie
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// DOOM II special, map 32.
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// Uses special tag 666.
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//
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void A_KeenDie (AActor *self)
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{
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A_NoBlocking (self);
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// scan the remaining thinkers to see if all Keens are dead
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AActor *other;
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TThinkerIterator<AActor> iterator;
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const TypeInfo *matchClass = self->GetClass ();
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while ( (other = iterator.Next ()) )
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{
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if (other != self && other->health > 0 && other->IsA (matchClass))
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{
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// other Keen not dead
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return;
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}
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}
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EV_DoDoor (DDoor::doorOpen, NULL, NULL, 666, 2*FRACUNIT, 0, 0, 0);
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}
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