mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-11-15 00:41:57 +00:00
a937f709aa
- this developer's insanity level increased another 21%
180 lines
No EOL
2.8 KiB
Text
180 lines
No EOL
2.8 KiB
Text
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// Sentinel -----------------------------------------------------------------
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class Sentinel : Actor
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{
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Default
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{
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Health 100;
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Painchance 255;
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Speed 7;
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Radius 23;
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Height 53;
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Mass 300;
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Monster;
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+SPAWNCEILING
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+NOGRAVITY
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+DROPOFF
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+NOBLOOD
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+NOBLOCKMONST
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+INCOMBAT
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+MISSILEMORE
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+LOOKALLAROUND
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+NEVERRESPAWN
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MinMissileChance 150;
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SeeSound "sentinel/sight";
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DeathSound "sentinel/death";
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ActiveSound "sentinel/active";
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Obituary "$OB_SENTINEL";
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}
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States
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{
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Spawn:
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SEWR A 10 A_Look;
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Loop;
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See:
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SEWR A 6 A_SentinelBob;
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SEWR A 6 A_Chase;
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Loop;
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Missile:
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SEWR B 4 A_FaceTarget;
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SEWR C 8 Bright A_SentinelAttack;
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SEWR C 4 Bright A_SentinelRefire;
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Goto Missile+1;
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Pain:
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SEWR D 5 A_Pain;
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Goto Missile+2;
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Death:
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SEWR D 7 A_Fall;
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SEWR E 8 Bright A_TossGib;
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SEWR F 5 Bright A_Scream;
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SEWR GH 4 Bright A_TossGib;
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SEWR I 4;
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SEWR J 5;
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Stop;
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}
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void A_SentinelAttack ()
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{
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// [BB] Without a target the P_SpawnMissileZAimed call will crash.
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if (!target)
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{
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return;
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}
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Actor missile = SpawnMissileZAimed (pos.z + 32, target, "SentinelFX2");
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if (missile != NULL && (missile.Vel.X != 0 || missile.Vel.Y != 0))
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{
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for (int i = 8; i > 1; --i)
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{
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Actor trail = Spawn("SentinelFX1", Vec3Angle(missile.radius*i, missile.angle, 32 + missile.Vel.Z / 4 * i), ALLOW_REPLACE);
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if (trail != NULL)
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{
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trail.target = self;
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trail.Vel = missile.Vel;
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trail.CheckMissileSpawn (radius);
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}
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}
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missile.AddZ(missile.Vel.Z / 4);
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}
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}
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}
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// Sentinel FX 1 ------------------------------------------------------------
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class SentinelFX1 : Actor
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{
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Default
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{
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Speed 40;
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Radius 10;
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Height 8;
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Damage 0;
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DamageType "Disintegrate";
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Projectile;
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+STRIFEDAMAGE
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+ZDOOMADD
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MaxStepHeight 4;
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RenderStyle "Add";
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}
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States
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{
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Spawn:
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SHT1 AB 4;
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Loop;
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Death:
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POW1 J 4;
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Stop;
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}
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}
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// Sentinel FX 2 ------------------------------------------------------------
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class SentinelFX2 : SentinelFX1
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{
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Default
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{
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SeeSound "sentinel/plasma";
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Damage 1;
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}
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States
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{
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Death:
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POW1 FGHI 4;
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Goto Super::Death;
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}
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}
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extend class Actor
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{
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// These are used elsewhere, too.
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void A_SentinelBob()
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{
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if (bInFloat)
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{
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Vel.Z = 0;
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return;
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}
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if (threshold != 0)
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return;
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double maxz = ceilingz - Height - 16;
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double minz = floorz + 96;
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if (minz > maxz)
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{
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minz = maxz;
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}
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if (minz < pos.z)
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{
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Vel.Z -= 1;
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}
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else
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{
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Vel.Z += 1;
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}
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reactiontime = (minz >= pos.z) ? 4 : 0;
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}
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void A_SentinelRefire()
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{
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A_FaceTarget ();
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if (random[SentinelRefire]() >= 30)
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{
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if (target == NULL ||
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target.health <= 0 ||
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!CheckSight (target, SF_SEEPASTBLOCKEVERYTHING|SF_SEEPASTSHOOTABLELINES) ||
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HitFriend() ||
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(MissileState == NULL && !CheckMeleeRange()) ||
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random[SentinelRefire]() < 40)
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{
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SetState (SeeState);
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}
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}
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}
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} |