mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-11-14 16:41:07 +00:00
172 lines
4 KiB
Text
172 lines
4 KiB
Text
|
|
class ArtiBlastRadius : CustomInventory
|
|
{
|
|
Default
|
|
{
|
|
+FLOATBOB
|
|
Inventory.DefMaxAmount;
|
|
Inventory.PickupFlash "PickupFlash";
|
|
+INVENTORY.INVBAR +INVENTORY.FANCYPICKUPSOUND
|
|
Inventory.Icon "ARTIBLST";
|
|
Inventory.PickupSound "misc/p_pkup";
|
|
Inventory.PickupMessage "$TXT_ARTIBLASTRADIUS";
|
|
Tag "$TAG_ARTIBLASTRADIUS";
|
|
}
|
|
States
|
|
{
|
|
Spawn:
|
|
BLST ABCDEFGH 4 Bright;
|
|
Loop;
|
|
Use:
|
|
TNT1 A 0 A_Blast;
|
|
}
|
|
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// A_Blast is public to Actor
|
|
//
|
|
//==========================================================================
|
|
|
|
extend class Actor
|
|
{
|
|
/* For reference, the default values:
|
|
#define BLAST_RADIUS_DIST 255.0
|
|
#define BLAST_SPEED 20.0
|
|
#define BLAST_FULLSTRENGTH 255
|
|
*/
|
|
|
|
//==========================================================================
|
|
//
|
|
// AArtiBlastRadius :: BlastActor
|
|
//
|
|
//==========================================================================
|
|
|
|
private void BlastActor (Actor victim, double strength, double speed, Class<Actor> blasteffect, bool dontdamage)
|
|
{
|
|
if (!victim.SpecialBlastHandling (self, strength))
|
|
{
|
|
return;
|
|
}
|
|
|
|
double ang = AngleTo(victim);
|
|
Vector2 move = AngleToVector(ang, speed);
|
|
victim.Vel.XY = move;
|
|
|
|
// Spawn blast puff
|
|
ang -= 180.;
|
|
Vector3 spawnpos = victim.Vec3Offset(
|
|
(victim.radius + 1) * cos(ang),
|
|
(victim.radius + 1) * sin(ang),
|
|
(victim.Height / 2) - victim.Floorclip);
|
|
Actor mo = Spawn (blasteffect, spawnpos, ALLOW_REPLACE);
|
|
if (mo)
|
|
{
|
|
mo.Vel.XY = victim.Vel.XY;
|
|
}
|
|
if (victim.bMissile)
|
|
{
|
|
// [RH] Floor and ceiling huggers should not be blasted vertically.
|
|
if (!victim.bFloorHugger && !victim.bCeilingHugger)
|
|
{
|
|
mo.Vel.Z = victim.Vel.Z = 8;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
victim.Vel.Z = 1000. / victim.Mass;
|
|
}
|
|
if (victim.player)
|
|
{
|
|
// Players handled automatically
|
|
}
|
|
else if (!dontdamage)
|
|
{
|
|
victim.bBlasted = true;
|
|
}
|
|
if (victim.bTouchy)
|
|
{ // Touchy objects die when blasted
|
|
victim.bArmed = false; // Disarm
|
|
victim.DamageMobj(self, self, victim.health, 'Melee', DMG_FORCED);
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// AArtiBlastRadius :: Activate
|
|
//
|
|
// Blast all actors away
|
|
//
|
|
//==========================================================================
|
|
|
|
action void A_Blast(int blastflags = 0, double strength = 255, double radius = 255, double speed = 20, class<Actor> blasteffect = "BlastEffect", sound blastsound = "BlastRadius")
|
|
{
|
|
|
|
if (player && (blastflags & BF_USEAMMO) && invoker == player.ReadyWeapon && stateinfo != null && stateinfo.mStateType == STATE_Psprite)
|
|
{
|
|
Weapon weapon = player.ReadyWeapon;
|
|
if (weapon != null && !weapon.DepleteAmmo(weapon.bAltFire))
|
|
{
|
|
return;
|
|
}
|
|
}
|
|
|
|
A_PlaySound (blastsound, CHAN_AUTO);
|
|
|
|
if (!(blastflags & BF_DONTWARN))
|
|
{
|
|
SoundAlert (self);
|
|
}
|
|
ThinkerIterator it = ThinkerIterator.Create("Actor");
|
|
Actor mo;
|
|
while ( (mo = Actor(it.Next ())) )
|
|
{
|
|
if (mo == self || (mo.bBoss && !(blastflags & BF_AFFECTBOSSES)) || mo.bDormant || mo.bDontBlast)
|
|
{ // Not a valid monster: originator, boss, dormant, or otherwise protected
|
|
continue;
|
|
}
|
|
if (mo.bIceCorpse || mo.bCanBlast)
|
|
{
|
|
// Let these special cases go
|
|
}
|
|
else if (mo.bIsMonster && mo.health <= 0)
|
|
{
|
|
continue;
|
|
}
|
|
else if (!mo.player && !mo.bMissile && !mo.bIsMonster && !mo.bCanBlast && !mo.bTouchy && !mo.bVulnerable)
|
|
{ // Must be monster, player, missile, touchy or vulnerable
|
|
continue;
|
|
}
|
|
if (Distance2D(mo) > radius)
|
|
{ // Out of range
|
|
continue;
|
|
}
|
|
if (mo.CurSector.PortalGroup != CurSector.PortalGroup && !CheckSight(mo))
|
|
{
|
|
// in another region and cannot be seen.
|
|
continue;
|
|
}
|
|
BlastActor (mo, strength, speed, blasteffect, !!(blastflags & BF_NOIMPACTDAMAGE));
|
|
}
|
|
}
|
|
}
|
|
|
|
// Blast Effect -------------------------------------------------------------
|
|
|
|
class BlastEffect : Actor
|
|
{
|
|
Default
|
|
{
|
|
+NOBLOCKMAP +NOGRAVITY +NOCLIP
|
|
+NOTELEPORT
|
|
RenderStyle "Translucent";
|
|
Alpha 0.666;
|
|
}
|
|
States
|
|
{
|
|
Spawn:
|
|
RADE ABCDEFGHI 4;
|
|
Stop;
|
|
}
|
|
}
|