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- scriptified the Mauler, completing Strife.
This commit is contained in:
parent
b625156df6
commit
e01f680b72
8 changed files with 296 additions and 383 deletions
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@ -861,7 +861,6 @@ set( NOT_COMPILED_SOURCE_FILES
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sc_man_scanner.re
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g_hexen/a_heresiarch.cpp
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g_hexen/a_spike.cpp
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g_strife/a_strifeweapons.cpp
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g_shared/sbarinfo_commands.cpp
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xlat/xlat_parser.y
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xlat_parser.c
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@ -1111,7 +1110,6 @@ set (PCH_SOURCES
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wi_stuff.cpp
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zstrformat.cpp
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g_hexen/a_hexenmisc.cpp
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g_strife/a_strifestuff.cpp
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g_strife/strife_sbar.cpp
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g_shared/a_action.cpp
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g_shared/a_armor.cpp
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@ -1,7 +0,0 @@
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#ifndef __A_STRIFEGLOBAL_H__
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#define __A_STRIFEGLOBAL_H__
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#include "info.h"
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#include "a_pickups.h"
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#endif
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@ -1,35 +0,0 @@
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#include "actor.h"
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#include "g_level.h"
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#include "gi.h"
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#include "m_random.h"
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#include "s_sound.h"
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#include "d_player.h"
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#include "a_action.h"
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#include "p_local.h"
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#include "p_enemy.h"
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#include "p_lnspec.h"
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#include "c_console.h"
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#include "vm.h"
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#include "doomstat.h"
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#include "gstrings.h"
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#include "a_keys.h"
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#include "a_sharedglobal.h"
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#include "templates.h"
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#include "d_event.h"
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#include "v_font.h"
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#include "serializer.h"
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#include "p_spec.h"
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#include "portal.h"
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#include "vm.h"
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// Include all the other Strife stuff here to reduce compile time
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#include "a_strifeweapons.cpp"
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// Notes so I don't forget them:
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//
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// When shooting missiles at something, if MF_SHADOW is set, the angle is adjusted with the formula:
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// angle += pr_spawnmissile.Random2() << 21
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// When MF_STRIFEx4000000 is set, the angle is adjusted similarly:
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// angle += pr_spawnmissile.Random2() << 22
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// Note that these numbers are different from those used by all the other Doom engine games.
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@ -1,165 +0,0 @@
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/*
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#include "a_pickups.h"
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#include "p_local.h"
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#include "m_random.h"
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#include "a_strifeglobal.h"
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#include "s_sound.h"
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#include "p_enemy.h"
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#include "templates.h"
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#include "vm.h"
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#include "doomstat.h"
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*/
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// Note: Strife missiles do 1-4 times their damage amount.
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// Doom missiles do 1-8 times their damage amount, so to
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// make the strife missiles do proper damage without
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// hacking more stuff in the executable, be sure to give
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// all Strife missiles the MF4_STRIFEDAMAGE flag.
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static FRandom pr_electric ("FireElectric");
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static FRandom pr_sgunshot ("StrifeGunShot");
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static FRandom pr_minimissile ("MiniMissile");
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static FRandom pr_flamethrower ("FlameThrower");
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static FRandom pr_flamedie ("FlameDie");
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static FRandom pr_mauler1 ("Mauler1");
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static FRandom pr_mauler2 ("Mauler2");
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static FRandom pr_phburn ("PhBurn");
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void A_LoopActiveSound (AActor *);
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void A_Countdown (AActor *);
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// Assault Gun --------------------------------------------------------------
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// Mini-Missile Launcher ----------------------------------------------------
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// Flame Thrower ------------------------------------------------------------
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// Mauler -------------------------------------------------------------------
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//============================================================================
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//
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// A_FireMauler1
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//
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// Hey! This is exactly the same as a super shotgun except for the sound
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// and the bullet puffs and the disintegration death.
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//
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//============================================================================
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DEFINE_ACTION_FUNCTION(AActor, A_FireMauler1)
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{
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PARAM_ACTION_PROLOGUE(AActor);
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if (self->player != NULL)
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{
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AWeapon *weapon = self->player->ReadyWeapon;
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if (weapon != NULL)
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{
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if (!weapon->DepleteAmmo (weapon->bAltFire))
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return 0;
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}
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// Strife apparently didn't show the player shooting. Let's fix that.
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self->player->mo->PlayAttacking2 ();
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}
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S_Sound (self, CHAN_WEAPON, "weapons/mauler1", 1, ATTN_NORM);
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DAngle bpitch = P_BulletSlope (self);
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for (int i = 0; i < 20; ++i)
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{
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int damage = 5 * (pr_mauler1() % 3 + 1);
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DAngle angle = self->Angles.Yaw + pr_mauler1.Random2() * (11.25 / 256);
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DAngle pitch = bpitch + pr_mauler1.Random2() * (7.097 / 256);
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// Strife used a range of 2112 units for the mauler to signal that
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// it should use a different puff. ZDoom's default range is longer
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// than this, so let's not handicap it by being too faithful to the
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// original.
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P_LineAttack (self, angle, PLAYERMISSILERANGE, pitch, damage, NAME_Hitscan, NAME_MaulerPuff);
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}
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return 0;
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}
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//============================================================================
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//
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// A_FireMauler2Pre
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//
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// Makes some noise and moves the psprite.
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//
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//============================================================================
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DEFINE_ACTION_FUNCTION(AActor, A_FireMauler2Pre)
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{
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PARAM_ACTION_PROLOGUE(AActor);
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S_Sound (self, CHAN_WEAPON, "weapons/mauler2charge", 1, ATTN_NORM);
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if (self->player != nullptr)
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{
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self->player->GetPSprite(PSP_WEAPON)->x += pr_mauler2.Random2() / 64.;
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self->player->GetPSprite(PSP_WEAPON)->y += pr_mauler2.Random2() / 64.;
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}
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return 0;
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}
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//============================================================================
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//
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// A_FireMauler2Pre
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//
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// Fires the torpedo.
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//
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//============================================================================
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DEFINE_ACTION_FUNCTION(AActor, A_FireMauler2)
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{
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PARAM_ACTION_PROLOGUE(AActor);
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if (self->player != NULL)
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{
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AWeapon *weapon = self->player->ReadyWeapon;
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if (weapon != NULL)
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{
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if (!weapon->DepleteAmmo (weapon->bAltFire))
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return 0;
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}
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self->player->mo->PlayAttacking2 ();
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}
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P_SpawnPlayerMissile (self, PClass::FindActor("MaulerTorpedo"));
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P_DamageMobj (self, self, NULL, 20, self->DamageType);
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self->Thrust(self->Angles.Yaw+180., 7.8125);
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return 0;
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}
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//============================================================================
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//
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// A_MaulerTorpedoWave
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//
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// Launches lots of balls when the torpedo hits something.
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//
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//============================================================================
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DEFINE_ACTION_FUNCTION(AActor, A_MaulerTorpedoWave)
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{
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PARAM_SELF_PROLOGUE(AActor);
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AActor *wavedef = GetDefaultByName("MaulerTorpedoWave");
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double savedz;
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self->Angles.Yaw += 180.;
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// If the torpedo hit the ceiling, it should still spawn the wave
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savedz = self->Z();
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if (wavedef && self->ceilingz < self->Z() + wavedef->Height)
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{
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self->SetZ(self->ceilingz - wavedef->Height);
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}
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for (int i = 0; i < 80; ++i)
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{
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self->Angles.Yaw += 4.5;
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P_SpawnSubMissile (self, PClass::FindActor("MaulerTorpedoWave"), self->target);
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}
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self->SetZ(savedz);
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return 0;
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}
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@ -195,6 +195,7 @@ zscript/strife/weaponassault.txt
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zscript/strife/weaponmissile.txt
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zscript/strife/weaponflamer.txt
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zscript/strife/weapongrenade.txt
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zscript/strife/weaponmauler.txt
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zscript/strife/sigil.txt
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zscript/chex/chexmonsters.txt
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@ -1,3 +1,12 @@
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// Notes so I don't forget them:
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//
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// When shooting missiles at something, if MF_SHADOW is set, the angle is adjusted with the formula:
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// angle += pr_spawnmissile.Random2() << 21
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// When MF_STRIFEx4000000 is set, the angle is adjusted similarly:
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// angle += pr_spawnmissile.Random2() << 22
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// Note that these numbers are different from those used by all the other Doom engine games.
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// Tank 1 Huge ------------------------------------------------------------
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class Tank1 : Actor
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@ -50,177 +50,3 @@ class StrifeSpark : StrifePuff
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}
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}
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// Mauler -------------------------------------------------------------------
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// The scatter version
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class Mauler : StrifeWeapon
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{
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Default
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{
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+FLOORCLIP
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Weapon.SelectionOrder 300;
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Weapon.AmmoUse1 20;
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Weapon.AmmoGive1 40;
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Weapon.AmmoType1 "EnergyPod";
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Weapon.SisterWeapon "Mauler2";
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Inventory.Icon "TRPDA0";
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Tag "$TAG_MAULER1";
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Inventory.PickupMessage "$TXT_MAULER";
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Obituary "$OB_MPMAULER1";
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}
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action native void A_FireMauler1 ();
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States
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{
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Ready:
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MAUL FGHA 6 A_WeaponReady;
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Loop;
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Deselect:
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MAUL A 1 A_Lower;
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Loop;
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Select:
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MAUL A 1 A_Raise;
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Loop;
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Fire:
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BLSF A 5 Bright A_FireMauler1;
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MAUL B 3 Bright A_Light1;
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MAUL C 2 A_Light2;
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MAUL DE 2;
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MAUL A 7 A_Light0;
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MAUL H 7;
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MAUL G 7 A_CheckReload;
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Goto Ready;
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Spawn:
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TRPD A -1;
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Stop;
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}
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}
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// Mauler Torpedo version ---------------------------------------------------
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class Mauler2 : Mauler
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{
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Default
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{
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Weapon.SelectionOrder 3300;
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Weapon.AmmoUse1 30;
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Weapon.AmmoGive1 0;
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Weapon.AmmoType1 "EnergyPod";
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Weapon.SisterWeapon "Mauler";
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Tag "$TAG_MAULER2";
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}
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action native void A_FireMauler2Pre ();
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action native void A_FireMauler2 ();
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States
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{
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Ready:
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MAUL IJKL 7 A_WeaponReady;
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Loop;
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Deselect:
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MAUL I 1 A_Lower;
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Loop;
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Select:
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MAUL I 1 A_Raise;
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Loop;
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Fire:
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MAUL I 20 A_FireMauler2Pre;
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MAUL J 10 A_Light1;
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BLSF A 10 Bright A_FireMauler2;
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MAUL B 10 Bright A_Light2;
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MAUL C 2;
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MAUL D 2 A_Light0;
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MAUL E 2 A_ReFire;
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Goto Ready;
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}
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}
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// Mauler "Bullet" Puff -----------------------------------------------------
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class MaulerPuff : Actor
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{
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Default
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{
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+NOBLOCKMAP
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+NOGRAVITY
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+PUFFONACTORS
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RenderStyle "Add";
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DamageType "Disintegrate";
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}
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States
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{
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Spawn:
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MPUF AB 5;
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POW1 ABCDE 4;
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Stop;
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}
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}
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// The Mauler's Torpedo -----------------------------------------------------
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class MaulerTorpedo : Actor
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{
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Default
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{
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Speed 20;
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Height 8;
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Radius 13;
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Damage 1;
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DamageType "Disintegrate";
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Projectile;
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+STRIFEDAMAGE
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MaxStepHeight 4;
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RenderStyle "Add";
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SeeSound "weapons/mauler2fire";
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DeathSound "weapons/mauler2hit";
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Obituary "$OB_MPMAULER";
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}
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native void A_MaulerTorpedoWave ();
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States
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{
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Spawn:
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TORP ABCD 4 Bright;
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Loop;
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Death:
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THIT AB 8 Bright;
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THIT C 8 Bright A_MaulerTorpedoWave;
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THIT DE 8 Bright;
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Stop;
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}
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}
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// The mini torpedoes shot by the big torpedo --------------------------------
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class MaulerTorpedoWave : Actor
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{
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Default
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{
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Speed 35;
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Radius 13;
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Height 13;
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Damage 10;
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DamageType "Disintegrate";
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Projectile;
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+STRIFEDAMAGE
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MaxStepHeight 4;
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RenderStyle "Add";
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Obituary "$OB_MPMAULER";
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}
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States
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{
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Spawn:
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TWAV AB 9 Bright;
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Death:
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TWAV C 9 Bright;
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Stop;
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}
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}
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|
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286
wadsrc/static/zscript/strife/weaponmauler.txt
Normal file
286
wadsrc/static/zscript/strife/weaponmauler.txt
Normal file
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@ -0,0 +1,286 @@
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// Mauler -------------------------------------------------------------------
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// The scatter version
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class Mauler : StrifeWeapon
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{
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Default
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{
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+FLOORCLIP
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Weapon.SelectionOrder 300;
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Weapon.AmmoUse1 20;
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Weapon.AmmoGive1 40;
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Weapon.AmmoType1 "EnergyPod";
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Weapon.SisterWeapon "Mauler2";
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Inventory.Icon "TRPDA0";
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Tag "$TAG_MAULER1";
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Inventory.PickupMessage "$TXT_MAULER";
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Obituary "$OB_MPMAULER1";
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}
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States
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{
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Ready:
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MAUL FGHA 6 A_WeaponReady;
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Loop;
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Deselect:
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MAUL A 1 A_Lower;
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Loop;
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Select:
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MAUL A 1 A_Raise;
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Loop;
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Fire:
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BLSF A 5 Bright A_FireMauler1;
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MAUL B 3 Bright A_Light1;
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MAUL C 2 A_Light2;
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MAUL DE 2;
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MAUL A 7 A_Light0;
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MAUL H 7;
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MAUL G 7 A_CheckReload;
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Goto Ready;
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Spawn:
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TRPD A -1;
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Stop;
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}
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//============================================================================
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//
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// A_FireMauler1
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//
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// Hey! This is exactly the same as a super shotgun except for the sound
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// and the bullet puffs and the disintegration death.
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//
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//============================================================================
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action void A_FireMauler1()
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{
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if (player == null)
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{
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return;
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}
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A_PlaySound ("weapons/mauler1", CHAN_WEAPON);
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Weapon weap = player.ReadyWeapon;
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if (weap != null)
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{
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if (!weap.DepleteAmmo (weap.bAltFire, true, 2))
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return;
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}
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player.mo.PlayAttacking2 ();
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double pitch = BulletSlope ();
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for (int i = 0 ; i < 20 ; i++)
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{
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int damage = 5 * random[Mauler1](1, 3);
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double ang = angle + Random2[Mauler1]() * (11.25 / 256);
|
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|
||||
// Strife used a range of 2112 units for the mauler to signal that
|
||||
// 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
|
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// original.
|
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|
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LineAttack (ang, PLAYERMISSILERANGE, pitch + Random2[Mauler1]() * (7.097 / 256), damage, 'Hitscan', "MaulerPuff");
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}
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}
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}
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// Mauler Torpedo version ---------------------------------------------------
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class Mauler2 : Mauler
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{
|
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Default
|
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{
|
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Weapon.SelectionOrder 3300;
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Weapon.AmmoUse1 30;
|
||||
Weapon.AmmoGive1 0;
|
||||
Weapon.AmmoType1 "EnergyPod";
|
||||
Weapon.SisterWeapon "Mauler";
|
||||
Tag "$TAG_MAULER2";
|
||||
}
|
||||
|
||||
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 10 Bright A_Light2;
|
||||
MAUL C 2;
|
||||
MAUL D 2 A_Light0;
|
||||
MAUL E 2 A_ReFire;
|
||||
Goto Ready;
|
||||
}
|
||||
|
||||
//============================================================================
|
||||
//
|
||||
// A_FireMauler2Pre
|
||||
//
|
||||
// Makes some noise and moves the psprite.
|
||||
//
|
||||
//============================================================================
|
||||
|
||||
action void A_FireMauler2Pre ()
|
||||
{
|
||||
A_PlaySound ("weapons/mauler2charge", CHAN_WEAPON);
|
||||
|
||||
if (player != null)
|
||||
{
|
||||
PSprite psp = player.GetPSprite(PSP_WEAPON);
|
||||
psp.x += Random2[Mauler2]() / 64.;
|
||||
psp.y += Random2[Mauler2]() / 64.;
|
||||
}
|
||||
}
|
||||
|
||||
//============================================================================
|
||||
//
|
||||
// A_FireMauler2Pre
|
||||
//
|
||||
// Fires the torpedo.
|
||||
//
|
||||
//============================================================================
|
||||
|
||||
action void A_FireMauler2 ()
|
||||
{
|
||||
if (player == null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
Weapon weapon = player.ReadyWeapon;
|
||||
if (weapon != null)
|
||||
{
|
||||
if (!weapon.DepleteAmmo (weapon.bAltFire))
|
||||
return;
|
||||
}
|
||||
player.mo.PlayAttacking2 ();
|
||||
|
||||
SpawnPlayerMissile ("MaulerTorpedo");
|
||||
DamageMobj (self, null, 20, 'Disintegrate');
|
||||
Thrust(7.8125, Angle+180.);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
// Mauler "Bullet" Puff -----------------------------------------------------
|
||||
|
||||
class MaulerPuff : Actor
|
||||
{
|
||||
Default
|
||||
{
|
||||
+NOBLOCKMAP
|
||||
+NOGRAVITY
|
||||
+PUFFONACTORS
|
||||
RenderStyle "Add";
|
||||
DamageType "Disintegrate";
|
||||
}
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
MPUF AB 5;
|
||||
POW1 ABCDE 4;
|
||||
Stop;
|
||||
}
|
||||
}
|
||||
|
||||
// The Mauler's Torpedo -----------------------------------------------------
|
||||
|
||||
class MaulerTorpedo : Actor
|
||||
{
|
||||
Default
|
||||
{
|
||||
Speed 20;
|
||||
Height 8;
|
||||
Radius 13;
|
||||
Damage 1;
|
||||
DamageType "Disintegrate";
|
||||
Projectile;
|
||||
+STRIFEDAMAGE
|
||||
MaxStepHeight 4;
|
||||
RenderStyle "Add";
|
||||
SeeSound "weapons/mauler2fire";
|
||||
DeathSound "weapons/mauler2hit";
|
||||
Obituary "$OB_MPMAULER";
|
||||
}
|
||||
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
TORP ABCD 4 Bright;
|
||||
Loop;
|
||||
Death:
|
||||
THIT AB 8 Bright;
|
||||
THIT C 8 Bright A_MaulerTorpedoWave;
|
||||
THIT DE 8 Bright;
|
||||
Stop;
|
||||
}
|
||||
|
||||
//============================================================================
|
||||
//
|
||||
// A_MaulerTorpedoWave
|
||||
//
|
||||
// Launches lots of balls when the torpedo hits something.
|
||||
//
|
||||
//============================================================================
|
||||
|
||||
action void A_MaulerTorpedoWave()
|
||||
{
|
||||
readonly<Actor> wavedef = GetDefaultByType("MaulerTorpedoWave");
|
||||
double savedz = pos.z;
|
||||
angle += 180.;
|
||||
|
||||
// If the torpedo hit the ceiling, it should still spawn the wave
|
||||
if (wavedef && ceilingz < pos.z + wavedef.Height)
|
||||
{
|
||||
SetZ(ceilingz - wavedef.Height);
|
||||
}
|
||||
|
||||
for (int i = 0; i < 80; ++i)
|
||||
{
|
||||
Angle += 4.5;
|
||||
SpawnSubMissile ("MaulerTorpedoWave", target);
|
||||
}
|
||||
SetZ(savedz);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
// The mini torpedoes shot by the big torpedo --------------------------------
|
||||
|
||||
class MaulerTorpedoWave : Actor
|
||||
{
|
||||
Default
|
||||
{
|
||||
Speed 35;
|
||||
Radius 13;
|
||||
Height 13;
|
||||
Damage 10;
|
||||
DamageType "Disintegrate";
|
||||
Projectile;
|
||||
+STRIFEDAMAGE
|
||||
MaxStepHeight 4;
|
||||
RenderStyle "Add";
|
||||
Obituary "$OB_MPMAULER";
|
||||
}
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
TWAV AB 9 Bright;
|
||||
Death:
|
||||
TWAV C 9 Bright;
|
||||
Stop;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
Loading…
Reference in a new issue