qzdoom/wadsrc/static/zscript/hexen/bats.txt
Christoph Oelckers 34fc6323a4 - scriptified Hexen's bats.
- removed AMinotaurFriend::IsOkayToAttack. The condition it checks (i.e. friendliness with player) is already covered by the base version of this function so this is quite redundant.
- removed a few 'virtual' qualifiers from functions that never get overridden.
2016-11-12 09:33:43 +01:00

125 lines
2.2 KiB
Text

// Bat Spawner --------------------------------------------------------------
class BatSpawner : SwitchableDecoration
{
Default
{
+NOBLOCKMAP +NOSECTOR +NOGRAVITY
RenderStyle "None";
}
States
{
Spawn:
Active:
TNT1 A 2;
TNT1 A 2 A_BatSpawnInit;
TNT1 A 2 A_BatSpawn;
Wait;
Inactive:
TNT1 A -1;
Stop;
}
//===========================================================================
// Bat Spawner Variables
// special1 frequency counter
// special2
// args[0] frequency of spawn (1=fastest, 10=slowest)
// args[1] spread angle (0..255)
// args[2]
// args[3] duration of bats (in octics)
// args[4] turn amount per move (in degrees)
//
// Bat Variables
// special2 lifetime counter
// args[4] turn amount per move (in degrees)
//===========================================================================
void A_BatSpawnInit()
{
special1 = 0; // Frequency count
}
void A_BatSpawn()
{
// Countdown until next spawn
if (special1-- > 0) return;
special1 = args[0]; // Reset frequency count
int delta = args[1];
if (delta == 0) delta = 1;
double ang = Angle + (((random[BatSpawn]() % delta) - (delta >> 1)) * (360 / 256.));
Actor mo = SpawnMissileAngle ("Bat", ang, 0);
if (mo)
{
mo.args[0] = random[BatSpawn]() & 63; // floatbob index
mo.args[4] = args[4]; // turn degrees
mo.special2 = args[3] << 3; // Set lifetime
mo.target = self;
}
}
}
// Bat ----------------------------------------------------------------------
class Bat : Actor
{
Default
{
Speed 5;
Radius 3;
Height 3;
+NOBLOCKMAP +NOGRAVITY +MISSILE
+NOTELEPORT +CANPASS
}
States
{
Spawn:
ABAT ABC 2 A_BatMove;
Loop;
Death:
ABAT A 2;
Stop;
}
void A_BatMove()
{
if (special2 < 0)
{
SetState ("Death");
}
special2 -= 2; // Called every 2 tics
double newangle;
if (random[BatMove]() < 128)
{
newangle = Angle + args[4];
}
else
{
newangle = Angle - args[4];
}
// Adjust velocity vector to new direction
VelFromAngle(Speed, newangle);
if (random[BatMove]() < 15)
{
A_PlaySound ("BatScream", CHAN_VOICE, 1, false, ATTN_IDLE);
}
// Handle Z movement
SetZ(target.pos.Z + 2 * BobSin(args[0]));
args[0] = (args[0] + 3) & 63;
}
}