mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-11-08 05:51:26 +00:00
ba28749df7
that were changed some time ago. - fixed: The damage inflictor for a rail attack was the shooter, not the puff. - Fixed: Floor and ceiling huggers may not change their z-velocity when seeking. - Fixed: UDMF set the secret sector flag before parsing the sector's properties, resulting in it always being false. - Renamed sector's oldspecial variable to secretsector to better reflect its only use. - Fixed: A_BrainSpit stored as the SpawnShot's target the intended BossTarget, not itself contrarily to other projectile spawning functions. A_SpawnFly then used the target for CopyFriendliness, thinking it'll be the BossEye when in fact it wasn't. - Added Gez's submission for a DEHACKED hack introduced by Boom. (using code pointers of the form 'Pointer 0 (x statenumber)'. - fixed: Attaching 3DMidtex lines by sector tag did not work because lines were marked by index in the sector's line list but needed to be marked by line index in the global array. - fixed: On Linux ZDoom was creating a directory called "~.zdoom" for save files because of a missing slash. - fixed: UDMF was unable to read floating point values in exponential format because the C Mode scanner was missing a definition for them. - fixed: The recent changes for removing pointer aliasing got the end sequence info from an incorrect variable. To make this more robust the sequence index is now stored as a hexadecimal string to avoid storing binary data in a string. Also moved end sequence lookup from f_finale.cpp to the calling code so that the proper end sequences can be retrieved for secret exits, too. SVN r1777 (trunk)
280 lines
6.9 KiB
C++
280 lines
6.9 KiB
C++
/*
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#include "actor.h"
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#include "info.h"
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#include "m_random.h"
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#include "p_local.h"
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#include "p_enemy.h"
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#include "s_sound.h"
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#include "statnums.h"
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#include "a_specialspot.h"
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#include "thingdef/thingdef.h"
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#include "doomstat.h"
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#include "g_level.h"
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*/
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static FRandom pr_brainscream ("BrainScream");
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static FRandom pr_brainexplode ("BrainExplode");
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static FRandom pr_spawnfly ("SpawnFly");
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DEFINE_ACTION_FUNCTION(AActor, A_BrainAwake)
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{
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// killough 3/26/98: only generates sound now
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S_Sound (self, CHAN_VOICE, "brain/sight", 1, ATTN_NONE);
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}
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DEFINE_ACTION_FUNCTION(AActor, A_BrainPain)
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{
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S_Sound (self, CHAN_VOICE, "brain/pain", 1, ATTN_NONE);
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}
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static void BrainishExplosion (fixed_t x, fixed_t y, fixed_t z)
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{
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AActor *boom = Spawn("Rocket", x, y, z, NO_REPLACE);
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if (boom != NULL)
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{
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boom->DeathSound = "misc/brainexplode";
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boom->velz = pr_brainscream() << 9;
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const PClass *cls = PClass::FindClass("BossBrain");
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if (cls != NULL)
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{
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FState *state = cls->ActorInfo->FindState(NAME_Brainexplode);
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if (state != NULL)
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boom->SetState (state);
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}
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boom->effects = 0;
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boom->Damage = 0; // disables collision detection which is not wanted here
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boom->tics -= pr_brainscream() & 7;
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if (boom->tics < 1)
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boom->tics = 1;
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}
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}
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DEFINE_ACTION_FUNCTION(AActor, A_BrainScream)
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{
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fixed_t x;
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for (x = self->x - 196*FRACUNIT; x < self->x + 320*FRACUNIT; x += 8*FRACUNIT)
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{
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BrainishExplosion (x, self->y - 320*FRACUNIT,
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128 + (pr_brainscream() << (FRACBITS + 1)));
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}
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S_Sound (self, CHAN_VOICE, "brain/death", 1, ATTN_NONE);
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}
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DEFINE_ACTION_FUNCTION(AActor, A_BrainExplode)
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{
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fixed_t x = self->x + pr_brainexplode.Random2()*2048;
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fixed_t z = 128 + pr_brainexplode()*2*FRACUNIT;
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BrainishExplosion (x, self->y, z);
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}
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DEFINE_ACTION_FUNCTION(AActor, A_BrainDie)
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{
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// [RH] If noexit, then don't end the level.
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if ((deathmatch || alwaysapplydmflags) && (dmflags & DF_NO_EXIT))
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return;
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G_ExitLevel (0, false);
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}
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DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_BrainSpit)
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{
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DSpotState *state = DSpotState::GetSpotState();
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AActor *targ;
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AActor *spit;
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bool isdefault = false;
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ACTION_PARAM_START(1);
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ACTION_PARAM_CLASS(spawntype, 0);
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// shoot a cube at current target
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targ = state->GetNextInList(PClass::FindClass("BossTarget"), G_SkillProperty(SKILLP_EasyBossBrain));
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if (targ != NULL)
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{
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if (spawntype == NULL)
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{
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spawntype = PClass::FindClass("SpawnShot");
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isdefault = true;
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}
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// spawn brain missile
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spit = P_SpawnMissile (self, targ, spawntype);
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if (spit != NULL)
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{
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spit->target = targ;
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spit->master = self;
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// [RH] Do this correctly for any trajectory. Doom would divide by 0
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// if the target had the same y coordinate as the spitter.
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if ((spit->velx | spit->vely) == 0)
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{
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spit->special2 = 0;
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}
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else if (abs(spit->vely) > abs(spit->velx))
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{
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spit->special2 = (targ->y - self->y) / spit->vely;
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}
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else
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{
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spit->special2 = (targ->x - self->x) / spit->velx;
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}
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// [GZ] Calculates when the projectile will have reached destination
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spit->special2 += level.maptime;
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}
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if (!isdefault)
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{
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S_Sound(self, CHAN_WEAPON, self->AttackSound, 1, ATTN_NONE);
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}
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else
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{
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// compatibility fallback
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S_Sound (self, CHAN_WEAPON, "brain/spit", 1, ATTN_NONE);
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}
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}
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}
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static void SpawnFly(AActor *self, const PClass *spawntype, FSoundID sound)
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{
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AActor *newmobj;
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AActor *fog;
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AActor *eye = self->master; // The eye is the spawnshot's master, not the target!
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AActor *targ = self->target; // Unlike other projectiles, the target is the intended destination.
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int r;
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// [GZ] Should be more viable than a countdown...
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if (self->special2 != 0)
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{
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if (self->special2 > level.maptime)
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return; // still flying
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}
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else
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{
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if (self->reactiontime == 0 || --self->reactiontime != 0)
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return; // still flying
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}
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if (spawntype != NULL)
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{
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fog = Spawn (spawntype, targ->x, targ->y, targ->z, ALLOW_REPLACE);
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if (fog != NULL) S_Sound (fog, CHAN_BODY, sound, 1, ATTN_NORM);
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}
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FName SpawnName;
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FDropItem *di; // di will be our drop item list iterator
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FDropItem *drop; // while drop stays as the reference point.
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int n = 0;
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// First see if this cube has its own actor list
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drop = self->GetDropItems();
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// If not, then default back to its master's list
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if (drop == NULL && eye != NULL)
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drop = eye->GetDropItems();
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if (drop != NULL)
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{
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for (di = drop; di != NULL; di = di->Next)
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{
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if (di->Name != NAME_None)
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{
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if (di->amount < 0)
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{
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di->amount = 1; // default value is -1, we need a positive value.
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}
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n += di->amount; // this is how we can weight the list.
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}
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}
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di = drop;
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n = pr_spawnfly(n);
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while (n >= 0)
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{
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if (di->Name != NAME_None)
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{
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n -= di->amount; // logically, none of the -1 values have survived by now.
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}
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if ((di->Next != NULL) && (n >= 0))
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{
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di = di->Next;
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}
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else
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{
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n = -1;
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}
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}
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SpawnName = di->Name;
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}
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if (SpawnName == NAME_None)
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{
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// Randomly select monster to spawn.
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r = pr_spawnfly ();
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// Probability distribution (kind of :),
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// decreasing likelihood.
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if (r < 50) SpawnName = "DoomImp";
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else if (r < 90) SpawnName = "Demon";
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else if (r < 120) SpawnName = "Spectre";
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else if (r < 130) SpawnName = "PainElemental";
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else if (r < 160) SpawnName = "Cacodemon";
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else if (r < 162) SpawnName = "Archvile";
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else if (r < 172) SpawnName = "Revenant";
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else if (r < 192) SpawnName = "Arachnotron";
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else if (r < 222) SpawnName = "Fatso";
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else if (r < 246) SpawnName = "HellKnight";
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else SpawnName = "BaronOfHell";
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}
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spawntype = PClass::FindClass(SpawnName);
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if (spawntype != NULL)
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{
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newmobj = Spawn (spawntype, targ->x, targ->y, targ->z, ALLOW_REPLACE);
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if (newmobj != NULL)
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{
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// Make the new monster hate what the boss eye hates
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if (eye != NULL)
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{
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newmobj->CopyFriendliness (eye, false);
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}
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if (newmobj->SeeState != NULL && P_LookForPlayers (newmobj, true))
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newmobj->SetState (newmobj->SeeState);
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if (!(newmobj->ObjectFlags & OF_EuthanizeMe))
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{
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// telefrag anything in this spot
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P_TeleportMove (newmobj, newmobj->x, newmobj->y, newmobj->z, true);
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}
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}
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}
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// remove self (i.e., cube).
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self->Destroy ();
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}
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DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SpawnFly)
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{
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FSoundID sound;
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ACTION_PARAM_START(1);
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ACTION_PARAM_CLASS(spawntype, 0);
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if (spawntype != NULL)
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{
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sound = GetDefaultByType(spawntype)->SeeSound;
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}
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else
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{
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spawntype = PClass::FindClass ("SpawnFire");
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sound = "brain/spawn";
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}
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SpawnFly(self, spawntype, sound);
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}
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// travelling cube sound
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DEFINE_ACTION_FUNCTION(AActor, A_SpawnSound)
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{
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S_Sound (self, CHAN_BODY, "brain/cube", 1, ATTN_IDLE);
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SpawnFly(self, PClass::FindClass("SpawnFire"), "brain/spawn");
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}
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