mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-12-11 05:01:09 +00:00
d4c0ee9e43
This function calculated everything correctly but ultimately set the vertical velocity wrong. Most importantly this meant that the actual velocity vector and actor pitch - if CMF_SAVEPITCH was used - did not match. Since this bug has been present since the pitch parameter was added, this deprecates A_CustomMissile and replaces it with a properly implemented A_SpawnProjectile function and handling the compatibility case with a new flag and a scripted wrapper function. All internal uses of A_CustomMissile have been replaced as well.
104 lines
1.5 KiB
Text
104 lines
1.5 KiB
Text
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class Snake : Actor
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{
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Default
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{
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Health 280;
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Radius 22;
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Height 70;
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Speed 10;
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Painchance 48;
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Monster;
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+FLOORCLIP
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AttackSound "snake/attack";
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SeeSound "snake/sight";
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PainSound "snake/pain";
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DeathSound "snake/death";
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ActiveSound "snake/active";
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Obituary "$OB_SNAKE";
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DropItem "PhoenixRodAmmo", 84, 5;
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}
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States
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{
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Spawn:
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SNKE AB 10 A_Look;
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Loop;
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See:
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SNKE ABCD 4 A_Chase;
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Loop;
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Missile:
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SNKE FF 5 A_FaceTarget;
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SNKE FFF 4 A_SpawnProjectile("SnakeProjA", 32, 0, 0, CMF_CHECKTARGETDEAD);
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SNKE FFF 5 A_FaceTarget;
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SNKE F 4 A_SpawnProjectile("SnakeProjB", 32, 0, 0, CMF_CHECKTARGETDEAD);
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Goto See;
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Pain:
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SNKE E 3;
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SNKE E 3 A_Pain;
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Goto See;
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Death:
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SNKE G 5;
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SNKE H 5 A_Scream;
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SNKE IJKL 5;
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SNKE M 5 A_NoBlocking;
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SNKE NO 5;
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SNKE P -1;
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Stop;
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}
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}
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// Snake projectile A -------------------------------------------------------
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class SnakeProjA : Actor
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{
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Default
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{
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Radius 12;
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Height 8;
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Speed 14;
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FastSpeed 20;
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Damage 1;
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Projectile;
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-NOBLOCKMAP
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-ACTIVATEIMPACT
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-ACTIVATEPCROSS
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+WINDTHRUST
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+SPAWNSOUNDSOURCE
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RenderStyle "Add";
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SeeSound "snake/attack";
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}
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States
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{
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Spawn:
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SNFX ABCD 5 Bright;
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Loop;
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Death:
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SNFX EF 5 Bright;
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SNFX G 4 Bright;
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SNFX HI 3 Bright;
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Stop;
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}
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}
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// Snake projectile B -------------------------------------------------------
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class SnakeProjB : SnakeProjA
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{
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Default
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{
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Damage 3;
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+NOBLOCKMAP
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-WINDTHRUST
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}
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States
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{
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Spawn:
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SNFX JK 6 Bright;
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Loop;
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Death:
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SNFX LM 5 Bright;
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SNFX N 4 Bright;
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SNFX O 3 Bright;
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Stop;
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}
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}
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