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https://github.com/ZDoom/qzdoom.git
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198 lines
4.4 KiB
Text
198 lines
4.4 KiB
Text
// common Strife action functions that are used by multiple different actors
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extend class Actor
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{
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//============================================================================
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void A_FLoopActiveSound()
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{
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if (ActiveSound != 0 && !(level.time & 7))
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{
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A_PlaySound (ActiveSound, CHAN_VOICE);
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}
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}
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void A_LoopActiveSound()
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{
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A_PlaySound(ActiveSound, CHAN_VOICE, 1, true);
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}
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//============================================================================
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//
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//
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//
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//============================================================================
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void A_Countdown()
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{
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if (--reactiontime <= 0)
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{
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ExplodeMissile ();
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bSkullFly = false;
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}
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}
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//============================================================================
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//
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// A_ClearSoundTarget
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//
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//============================================================================
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void A_ClearSoundTarget()
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{
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CurSector.SoundTarget = null;
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for (Actor mo = CurSector.thinglist; mo != null; mo = mo.snext)
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{
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mo.LastHeard = null;
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}
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}
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//==========================================================================
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//
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// A_TossGib
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//
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//==========================================================================
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void A_TossGib()
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{
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class <Actor> gibtype;
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if (bNoBlood) gibtype = "Junk";
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else gibtype = "Meat";
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Actor gib = Spawn (gibtype, pos + (0,0,24), ALLOW_REPLACE);
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if (gib == null)
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{
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return;
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}
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gib.Angle = random[GibTosser]() * (360 / 256.f);
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gib.VelFromAngle(random[GibTosser]() & 15);
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gib.Vel.Z = random[GibTosser]() & 15;
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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void A_ShootGun()
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{
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if (!target) return;
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A_PlaySound ("monsters/rifle", CHAN_WEAPON);
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A_FaceTarget ();
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double pitch = AimLineAttack (angle, MISSILERANGE);
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LineAttack (Angle + Random2[ShootGun]() * (11.25 / 256), MISSILERANGE, pitch, 3*(random[ShootGun]() % 5 + 1), 'Hitscan', "StrifePuff");
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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void A_SetShadow()
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{
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bShadow = true;
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A_SetRenderStyle(HR_SHADOW, STYLE_Translucent);
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}
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void A_ClearShadow()
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{
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bShadow = false;
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A_SetRenderStyle(1, STYLE_Normal);
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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void A_GetHurt()
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{
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bInCombat = true;
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if ((random[HurtMe]() % 5) == 0)
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{
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A_PlaySound (PainSound, CHAN_VOICE);
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health--;
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}
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if (health <= 0)
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{
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Die (target, target);
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}
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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void A_DropFire()
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{
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Actor drop = Spawn("FireDroplet", pos + (0,0,24), ALLOW_REPLACE);
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drop.Vel.Z = -1.;
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A_Explode(64, 64, XF_NOSPLASH, damagetype: 'Fire');
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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void A_RemoveForceField()
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{
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bSpecial = false;
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CurSector.RemoveForceField();
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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void A_AlertMonsters(double maxdist = 0, int flags = 0)
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{
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Actor target = null;
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Actor emitter = self;
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if (player != null || (Flags & AMF_TARGETEMITTER))
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{
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target = self;
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}
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else if (target != null && (self.target.player != null || (Flags & AMF_TARGETNONPLAYER)))
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{
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target = self.target;
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}
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if (Flags & AMF_EMITFROMTARGET) emitter = target;
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if (target != null && emitter != null)
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{
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emitter.SoundAlert(target, false, maxdist);
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}
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}
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//============================================================================
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//
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// A_RocketInFlight
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//
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//============================================================================
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void A_RocketInFlight()
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{
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A_PlaySound ("misc/missileinflight", CHAN_VOICE);
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SpawnPuff ("MiniMissilePuff", Pos, Angle - 180, Angle - 180, 2, PF_HITTHING);
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Actor trail = Spawn("RocketTrail", Vec3Offset(-Vel.X, -Vel.Y, 0.), ALLOW_REPLACE);
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if (trail != null)
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{
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trail.Vel.Z = 1;
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}
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}
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}
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