2022-12-31 10:27:40 +00:00
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// Note: Duke's handling is dumb enough to make it impossible for other actors than the predefined projectile type to be used as projectile -
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// even if it is given the right statnum the projectile code won't get called for it.
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// So even in the future any projectile needs to inherit from this to gain the needed feature support.
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extend class DukeActor
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{
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// placed in DukeActor so it remains reusable.
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void bounce()
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{
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Vector3 vect = (self.angle.ToVector() * self.vel.X, self.vel.Z);
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let sectp = self.sector;
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double daang = sectp.walls[0].delta().Angle();
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double k;
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if (self.pos.Z < (self.floorz + self.ceilingz) * 0.5)
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k = sectp.ceilingheinum;
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else
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k = sectp.floorheinum;
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Vector3 davec = (sin(daang) * k, -cos(daang) * k, 4096);
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double dotp = vect dot davec;
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double l = davec.LengthSquared();
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vect -= davec * (2 * dotp / l);
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self.vel.Z = vect.Z;
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self.vel.X = vect.XY.Length();
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self.angle = vect.Angle();
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}
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}
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class DukeProjectile : DukeActor
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{
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default
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{
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statnum STAT_PROJECTILE;
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}
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Vector3 oldpos; // holds the position before the current move
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meta Sound SpawnSound;
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property SpawnSound: SpawnSound;
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override void Initialize()
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{
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// do not call the parent's function here.
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}
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// this large batch of subsequently called virtuals is owed to the spaghetti-like implementation of the orignal moveprojectiles function.
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virtual bool premoveeffect()
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{
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return false;
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}
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virtual bool postmoveeffect(CollisionData coll)
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{
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if (coll.type != kHitSprite)
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{
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if (self.pos.Z < self.ceilingz)
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{
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coll.setSector(self.sector);
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self.vel.Z -= 1/256.;
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}
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else if ((self.pos.Z > self.floorz && self.sector.lotag != ST_1_ABOVE_WATER) ||
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(self.pos.Z > self.floorz + 16 && self.sector.lotag == ST_1_ABOVE_WATER))
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{
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coll.setSector(self.sector);
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if (self.sector.lotag != ST_1_ABOVE_WATER)
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self.vel.Z += 1/256.;
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}
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}
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return false;
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}
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virtual bool weaponhitsprite_pre(DukeActor targ)
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{
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targ.OnHit(self);
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return false;
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}
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virtual bool weaponhitplayer(DukeActor targ)
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{
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targ.PlayActorSound("PISTOL_BODYHIT");
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return false;
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}
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protected bool weaponhitsprite(DukeActor targ)
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{
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if (self.weaponhitsprite_pre(targ)) return true;
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if (!targ.isPlayer()) return false;
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return self.weaponhitplayer(targ);
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}
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virtual bool weaponhitwall(walltype wal)
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{
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if (self.bMIRRORREFLECT && dlevel.isMirror(wal))
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{
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let k = wal.delta().Angle();
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self.angle = k * 2 - self.angle;
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self.ownerActor = self;
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self.spawn("DukeTransporterStar");
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return true;
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}
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else
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{
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self.SetPosition(oldpos);
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dlevel.checkhitwall(wal, self, self.pos);
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if (self.bREFLECTIVE)
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{
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if (!dlevel.isMirror(wal))
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{
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self.extra >>= 1;
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self.yint--;
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}
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let k = wal.delta().Angle();
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self.angle = k * 2 - self.angle;
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return true;
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}
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}
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return false;
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}
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virtual bool weaponhitsector()
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{
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self.SetPosition(oldpos);
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if (self.vel.Z < 0)
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{
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if ((self.sector.ceilingstat & CSTAT_SECTOR_SKY) && (self.sector.ceilingpal == 0))
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{
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self.Destroy();
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return true;
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}
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dlevel.checkhitceiling(self.sector, self);
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}
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return false;
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}
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virtual void posthiteffect(CollisionData coll)
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{
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self.Destroy();
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}
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override void Tick()
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{
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double vel = self.vel.X;
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double velz = self.vel.Z;
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oldpos = self.pos;
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int p = -1;
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if (self.bUNDERWATERSLOWDOWN && self.sector.lotag == ST_2_UNDERWATER)
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{
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vel *= 0.5;
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velz *= 0.5;
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}
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self.getglobalz();
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if (self.premoveeffect()) return;
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CollisionData coll;
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self.movesprite_ex((self.angle.ToVector() * vel, velz), CLIPMASK1, coll);
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if (!self.sector)
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{
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self.Destroy();
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return;
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}
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if (self.postmoveeffect(coll)) return;
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if (coll.type != 0)
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{
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if (coll.type == kHitSprite)
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{
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if (self.weaponhitsprite(DukeActor(coll.hitactor()))) return;
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}
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else if (coll.type == kHitWall)
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{
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if (weaponhitwall(coll.hitWall())) return;
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}
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else if (coll.type == kHitSector)
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{
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if (weaponhitsector()) return;
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}
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posthiteffect(coll);
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}
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}
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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class DukeFirelaser : DukeProjectile // Liztrooper shot
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{
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default
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{
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spriteset "FIRELASER", "FIRELASER2", "FIRELASER3", "FIRELASER4", "FIRELASER5", "FIRELASER6";
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Strength FIRELASER_WEAPON_STRENGTH;
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+INFLAME;
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+FULLBRIGHT;
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+MIRRORREFLECT;
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}
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override bool postmoveeffect(CollisionData coll)
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{
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if (Super.postmoveeffect(coll)) return true;
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for (int k = -3; k < 2; k++)
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{
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double zAdd = k * self.vel.Z / 24;
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let spawned = dlevel.SpawnActor(self.sector, self.pos.plusZ(zAdd) + self.angle.ToVector() * k * 2., 'DukeFireLaserTrail', -40 + (k << 2), self.scale, 0, 0., 0., self.ownerActor, STAT_MISC);
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if (spawned)
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{
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spawned.opos = self.opos - self.pos + spawned.pos;
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spawned.cstat = CSTAT_SPRITE_YCENTER;
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spawned.pal = self.pal;
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}
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}
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return false;
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}
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override bool ShootThis(DukeActor actor, DukePlayer p, Vector3 pos, double ang) const
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{
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pos.Z -= 2;
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shootprojectile1(actor, p, pos, ang, 52.5, 0);
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return true;
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}
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}
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class DukeFirelaserTrail : DukeActor
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{
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default
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{
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spriteset "FIRELASER", "FIRELASER2", "FIRELASER3", "FIRELASER4", "FIRELASER5", "FIRELASER6";
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+FULLBRIGHT;
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}
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override void Tick()
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{
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if (self.extra == 999)
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{
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self.Destroy();
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}
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}
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override bool animate(tspritetype tspr)
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{
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self.extra = 999;
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2023-01-01 17:22:08 +00:00
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if (isRR()) tspr.setSpritePic(self, ((PlayClock >> 2) % 6));
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2022-12-31 10:27:40 +00:00
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return true;
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}
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}
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class RedneckFirelaser : DukeFirelaser
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{
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default
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{
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spriteset "FIRELASER", "FIRELASER2", "FIRELASER3", "FIRELASER4", "FIRELASER5", "FIRELASER6";
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Strength FIRELASER_RR_WEAPON_STRENGTH;
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}
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override bool animate(tspritetype tspr)
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{
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tspr.setSpritePic(self, ((PlayClock >> 2) % 6));
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return true;
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}
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override bool ShootThis(DukeActor actor, DukePlayer p, Vector3 pos, double ang) const
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{
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pos.Z -= 4;
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shootprojectile1(actor, p, pos, ang, 52.5, 0, 0.125);
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return true;
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}
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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class DukeSpit : DukeProjectile
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{
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default
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{
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pic "SPIT";
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Strength SPIT_WEAPON_STRENGTH;
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}
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override bool postmoveeffect(CollisionData coll)
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{
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Super.postmoveeffect(coll);
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if (self.vel.Z < 24)
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self.vel.Z += gs.gravity - 112 / 256.;
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return false;
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}
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override bool weaponhitplayer(DukeActor targ)
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{
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if (Super.weaponhitplayer(targ)) return true;
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let p = targ.GetPlayer();
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p.addPitch(-14.04);
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p.centerview();
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if (p.loogcnt == 0)
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{
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if (!p.actor.CheckSoundPlaying("PLAYER_LONGTERM_PAIN"))
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p.actor.PlayActorSound("PLAYER_LONGTERM_PAIN");
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int j = random(3, 7);
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p.numloogs = j;
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p.loogcnt = 24 * 4;
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for (int x = 0; x < j; x++)
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{
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p.loogie[x].X = random(0, 319);
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p.loogie[x].Y = random(0, 199);
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}
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}
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return false;
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}
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override bool ShootThis(DukeActor actor, DukePlayer p, Vector3 pos, double ang) const
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{
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pos.Z -= 10;
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shootprojectile1(actor, p, pos, ang, 292/16., 0);
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return true;
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}
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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class DukeCoolExplosion1 : DukeProjectile // octabrain shot.
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{
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default
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{
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spriteset "COOLEXPLOSION1", "COOLEXPLOSION2", "COOLEXPLOSION3", "COOLEXPLOSION4", "COOLEXPLOSION5",
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"COOLEXPLOSION6", "COOLEXPLOSION7", "COOLEXPLOSION8", "COOLEXPLOSION9", "COOLEXPLOSION10",
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"COOLEXPLOSION11", "COOLEXPLOSION12", "COOLEXPLOSION13", "COOLEXPLOSION14", "COOLEXPLOSION15",
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"COOLEXPLOSION16", "COOLEXPLOSION17", "COOLEXPLOSION18", "COOLEXPLOSION19", "COOLEXPLOSION20";
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+FULLBRIGHT;
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+MIRRORREFLECT;
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+SPECIALINIT;
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Strength COOL_EXPLOSION_STRENGTH;
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}
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override void Initialize()
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{
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if (!bSIMPLEINIT)
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{
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// looks like this case is never used anywhere.
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self.cstat = CSTAT_SPRITE_YCENTER | self.randomXFlip();
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self.angle = self.ownerActor.angle;
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self.shade = -64;
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double c, f;
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[c, f] = self.sector.getSlopes(self.pos.XY);
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if (self.pos.Z > f - 12)
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self.pos.Z = f - 12;
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}
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}
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override bool premoveeffect()
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{
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if (!self.CheckSoundPlaying("WIERDSHOT_FLY"))
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self.PlayActorSound("WIERDSHOT_FLY");
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return false;
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}
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override bool weaponhitsprite_pre(DukeActor targ)
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{
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if (!targ.isPlayer())
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{
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return true;
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}
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self.vel.X = self.vel.Z = 0;
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return super.weaponhitsprite_pre(targ);
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}
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override bool weaponhitwall(walltype wal)
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{
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self.vel.X = self.vel.Z = 0;
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return super.weaponhitwall(wal);
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}
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override bool weaponhitsector()
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|
|
|
{
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|
self.vel.X = self.vel.Z = 0;
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|
|
return super.weaponhitsector();
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|
}
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|
override void posthiteffect(CollisionData coll)
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|
|
|
{
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|
|
// don't destroy.
|
|
|
|
}
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|
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|
override void Tick()
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|
|
|
{
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|
|
Super.Tick();
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|
|
|
if (++self.shade >= 40)
|
|
|
|
{
|
|
|
|
self.Destroy();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
override bool animate(tspritetype tspr)
|
|
|
|
{
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|
|
tspr.setSpritePic(self, clamp((self.shade >> 1), 0, 19));
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
override bool ShootThis(DukeActor actor, DukePlayer p, Vector3 pos, double ang) const
|
|
|
|
{
|
|
|
|
pos.Z -= 10;
|
|
|
|
let spawned = shootprojectile1(actor, p, pos, ang, 292/16., 0);
|
|
|
|
if (spawned)
|
|
|
|
{
|
|
|
|
spawned.shade = 0;
|
|
|
|
// special hack case.
|
|
|
|
if (actor.bSPECIALINIT)
|
|
|
|
{
|
|
|
|
let ovel = spawned.vel.X;
|
|
|
|
spawned.vel.X = 64;
|
|
|
|
spawned.DoMove(CLIPMASK0);
|
|
|
|
spawned.vel.X = ovel;
|
|
|
|
spawned.Angle += frandom(-22.5, 22.5);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
}
|
|
|
|
|