mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-11-11 07:11:54 +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.
443 lines
7.8 KiB
Text
443 lines
7.8 KiB
Text
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// Wraith -------------------------------------------------------------------
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class Wraith : Actor
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{
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Default
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{
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Health 150;
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PainChance 25;
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Speed 11;
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Height 55;
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Mass 75;
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Damage 10;
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Monster;
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+NOGRAVITY +DROPOFF +FLOAT
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+FLOORCLIP +TELESTOMP
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SeeSound "WraithSight";
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AttackSound "WraithAttack";
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PainSound "WraithPain";
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DeathSound "WraithDeath";
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ActiveSound "WraithActive";
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HitObituary "$OB_WRAITHHIT";
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Obituary "$OB_WRAITH";
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}
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States
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{
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Spawn:
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WRTH A 10;
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WRTH B 5 A_WraithInit;
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Goto Look;
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Look:
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WRTH AB 15 A_Look;
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Loop;
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See:
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WRTH ABCD 4 A_WraithChase;
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Loop;
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Pain:
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WRTH A 2;
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WRTH H 6 A_Pain;
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Goto See;
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Melee:
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WRTH E 6 A_FaceTarget;
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WRTH F 6 A_WraithFX3;
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WRTH G 6 A_WraithMelee;
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Goto See;
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Missile:
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WRTH E 6 A_FaceTarget;
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WRTH F 6;
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WRTH G 6 A_SpawnProjectile("WraithFX1");
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Goto See;
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Death:
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WRTH I 4;
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WRTH J 4 A_Scream;
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WRTH KL 4;
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WRTH M 4 A_NoBlocking;
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WRTH N 4 A_QueueCorpse;
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WRTH O 4;
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WRTH PQ 5;
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WRTH R -1;
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Stop;
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XDeath:
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WRT2 A 5;
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WRT2 B 5 A_Scream;
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WRT2 CD 5;
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WRT2 E 5 A_NoBlocking;
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WRT2 F 5 A_QueueCorpse;
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WRT2 G 5;
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WRT2 H -1;
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Stop;
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Ice:
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WRT2 I 5 A_FreezeDeath;
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WRT2 I 1 A_FreezeDeathChunks;
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Wait;
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}
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//============================================================================
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//
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// A_WraithInit
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//
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//============================================================================
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void A_WraithInit()
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{
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AddZ(48);
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// [RH] Make sure the wraith didn't go into the ceiling
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if (pos.z + height > ceilingz)
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{
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SetZ(ceilingz - Height);
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}
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WeaveIndexZ = 0; // index into floatbob
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}
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//============================================================================
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//
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// A_WraithChase
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//
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//============================================================================
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void A_WraithChase()
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{
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int weaveindex = WeaveIndexZ;
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AddZ(BobSin(weaveindex));
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WeaveIndexZ = (weaveindex + 2) & 63;
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A_Chase ();
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A_WraithFX4 ();
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}
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//============================================================================
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//
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// A_WraithFX3
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//
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// Spawn an FX3 around the wraith during attacks
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//
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//============================================================================
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void A_WraithFX3()
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{
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int numdropped = random[WraithFX3](0,14);
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while (numdropped-- > 0)
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{
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double xo = (random[WraithFX3]() - 128) / 32.;
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double yo = (random[WraithFX3]() - 128) / 32.;
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double zo = random[WraithFX3]() / 64.;
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Actor mo = Spawn("WraithFX3", Vec3Offset(xo, yo, zo), ALLOW_REPLACE);
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if (mo)
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{
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mo.floorz = floorz;
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mo.ceilingz = ceilingz;
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mo.target = self;
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}
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}
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}
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//============================================================================
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//
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// A_WraithFX4
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//
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// Spawn an FX4 during movement
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//
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//============================================================================
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void A_WraithFX4 ()
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{
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int chance = random[WraithFX4]();
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bool spawn4, spawn5;
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if (chance < 10)
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{
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spawn4 = true;
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spawn5 = false;
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}
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else if (chance < 20)
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{
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spawn4 = false;
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spawn5 = true;
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}
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else if (chance < 25)
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{
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spawn4 = true;
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spawn5 = true;
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}
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else
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{
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spawn4 = false;
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spawn5 = false;
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}
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if (spawn4)
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{
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double xo = (random[WraithFX4]() - 128) / 16.;
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double yo = (random[WraithFX4]() - 128) / 16.;
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double zo = (random[WraithFX4]() / 64.);
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Actor mo = Spawn ("WraithFX4", Vec3Offset(xo, yo, zo), ALLOW_REPLACE);
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if (mo)
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{
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mo.floorz = floorz;
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mo.ceilingz = ceilingz;
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mo.target = self;
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}
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}
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if (spawn5)
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{
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double xo = (random[WraithFX4]() - 128) / 32.;
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double yo = (random[WraithFX4]() - 128) / 32.;
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double zo = (random[WraithFX4]() / 64.);
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Actor mo = Spawn ("WraithFX5", Vec3Offset(xo, yo, zo), ALLOW_REPLACE);
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if (mo)
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{
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mo.floorz = floorz;
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mo.ceilingz = ceilingz;
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mo.target = self;
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}
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}
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}
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//============================================================================
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//
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// A_WraithMelee
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//
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//============================================================================
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void A_WraithMelee()
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{
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// Steal health from target and give to self
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if (CheckMeleeRange() && (random[StealHealth]()<220))
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{
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int amount = random[StealHealth](1, 8) * 2;
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target.DamageMobj (self, self, amount, 'Melee');
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health += amount;
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}
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}
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}
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// Buried wraith ------------------------------------------------------------
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class WraithBuried : Wraith
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{
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Default
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{
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Height 68;
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-SHOOTABLE
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-SOLID
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+DONTMORPH
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+DONTBLAST
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+SPECIALFLOORCLIP
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+STAYMORPHED
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+INVISIBLE
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PainChance 0;
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}
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States
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{
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Spawn:
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Goto Super::Look;
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See:
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WRTH A 2 A_WraithRaiseInit;
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WRTH A 2 A_WraithRaise;
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WRTH A 2 A_FaceTarget;
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WRTH BB 2 A_WraithRaise;
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Goto See + 1;
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Chase:
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Goto Super::See;
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}
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//============================================================================
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//
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// A_WraithRaiseInit
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//
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//============================================================================
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void A_WraithRaiseInit()
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{
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bInvisible = false;
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bNonShootable = false;
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bDontBlast = false;
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bShootable = true;
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bSolid = true;
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Floorclip = Height;
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}
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//============================================================================
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//
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// A_WraithRaise
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//
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//============================================================================
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void A_WraithRaise()
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{
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if (RaiseMobj (2))
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{
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// Reached it's target height
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// [RH] Once a buried wraith is fully raised, it should be
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// morphable, right?
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bDontMorph = false;
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bSpecialFloorClip = false;
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SetStateLabel ("Chase");
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// [RH] Reset PainChance to a normal wraith's.
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PainChance = GetDefaultByType("Wraith").PainChance;
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}
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SpawnDirt (radius);
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}
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}
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// Wraith FX 1 --------------------------------------------------------------
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class WraithFX1 : Actor
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{
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Default
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{
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Speed 14;
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Radius 10;
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Height 6;
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Mass 5;
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Damage 5;
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DamageType "Fire";
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Projectile;
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+FLOORCLIP
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SeeSound "WraithMissileFire";
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DeathSound "WraithMissileExplode";
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}
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States
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{
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Spawn:
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WRBL A 3 Bright;
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WRBL B 3 Bright A_WraithFX2;
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WRBL C 3 Bright;
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Loop;
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Death:
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WRBL D 4 Bright;
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WRBL E 4 Bright A_WraithFX2;
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WRBL F 4 Bright;
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WRBL GH 3 Bright A_WraithFX2;
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WRBL I 3 Bright;
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Stop;
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}
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//============================================================================
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//
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// A_WraithFX2 - spawns sparkle tail of missile
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//
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//============================================================================
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void A_WraithFX2()
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{
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for (int i = 2; i; --i)
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{
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Actor mo = Spawn ("WraithFX2", Pos, ALLOW_REPLACE);
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if(mo)
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{
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double newangle = random[WraithFX2]() * (360 / 1024.f);
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if (random[WraithFX2]() >= 128)
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{
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newangle = -newangle;
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}
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newangle += angle;
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mo.Vel.X = ((random[WraithFX2]() / 512.) + 1) * cos(newangle);
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mo.Vel.Y = ((random[WraithFX2]() / 512.) + 1) * sin(newangle);
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mo.Vel.Z = 0;
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mo.target = self;
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mo.Floorclip = 10;
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}
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}
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}
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}
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// Wraith FX 2 --------------------------------------------------------------
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class WraithFX2 : Actor
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{
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Default
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{
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Radius 2;
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Height 5;
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Mass 5;
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+NOBLOCKMAP +DROPOFF
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+FLOORCLIP +NOTELEPORT
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}
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States
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{
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Spawn:
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WRBL JKLMNOP 4 Bright;
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Stop;
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}
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}
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// Wraith FX 3 --------------------------------------------------------------
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class WraithFX3 : Actor
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{
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Default
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{
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Radius 2;
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Height 5;
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Mass 5;
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+NOBLOCKMAP +DROPOFF +MISSILE
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+FLOORCLIP +NOTELEPORT
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DeathSound "Drip";
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}
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States
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{
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Spawn:
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WRBL QRS 4 Bright;
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Loop;
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Death:
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WRBL S 4 Bright;
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Stop;
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}
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}
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// Wraith FX 4 --------------------------------------------------------------
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class WraithFX4 : Actor
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{
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Default
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{
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Radius 2;
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Height 5;
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Mass 5;
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+NOBLOCKMAP +DROPOFF +MISSILE
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+NOTELEPORT
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DeathSound "Drip";
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}
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States
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{
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Spawn:
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WRBL TUVW 4;
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Loop;
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Death:
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WRBL W 10;
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Stop;
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}
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}
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// Wraith FX 5 --------------------------------------------------------------
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class WraithFX5 : WraithFX4
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{
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States
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{
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Spawn:
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WRBL XYZ 7;
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Loop;
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Death:
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WRBL Z 35;
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Stop;
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}
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}
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