mirror of
https://github.com/ZDoom/Raze.git
synced 2024-11-22 20:21:13 +00:00
scriptified the things
This commit is contained in:
parent
c7e993d949
commit
24a3d91d0d
18 changed files with 667 additions and 138 deletions
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@ -1393,16 +1393,13 @@ static void actInitThings()
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if (!act->hasX()) continue;
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int nType = act->GetType() - kThingBase;
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act->xspr.health = thingInfo[nType].startHealth << 4;
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#ifdef NOONE_EXTENSIONS
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// allow level designer to set custom clipdist.
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// this is especially useful for various Gib and Explode objects which have clipdist 1 for some reason predefined,
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// but what if it have voxel model...?
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if (!gModernMap)
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#endif
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act->clipdist = thingInfo[nType].fClipdist();
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act->spr.flags = thingInfo[nType].flags;
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act->xspr.health = act->IntVar("defhealth");
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// allow levels to set custom clipdist.
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if (act->clipdist == 0 || !(currentLevel->featureflags & kFeatureCustomClipdist))
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act->clipdist = act->FloatVar("defclipdist");
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act->spr.flags = act->IntVar("defflags");
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if (act->spr.flags & kPhysGravity) act->spr.flags |= kPhysFalling;
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act->vel.Zero();
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@ -1465,18 +1462,18 @@ static void actInitDudes()
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}
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Level.setKills(TotalKills);
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///////////////
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for (int i = 0; i < kDudeMax - kDudeBase; i++)
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for (int j = 0; j < 7; j++)
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dudeInfo[i].damageVal[j] = MulScale(DudeDifficulty[gGameOptions.nDifficulty], dudeInfo[i].startDamage[j], 8);
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it.Reset(kStatDude);
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while (auto act = it.Next())
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{
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if (!act->hasX()) continue;
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///////////////
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auto pDudeInfo = getDudeInfo(act);
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for (int j = 0; j < 7; j++)
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act->dmgControl[j] = MulScale(DudeDifficulty[gGameOptions.nDifficulty], pDudeInfo->startDamage[j], 8);
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if (!act->hasX()) continue;
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int seqStartId = pDudeInfo->seqStartID;
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if (!act->IsPlayerActor())
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{
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@ -1580,7 +1577,7 @@ static void ConcussSprite(DBloodActor* source, DBloodActor* actor, const DVector
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}
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else if (actor->GetType() >= kThingBase && actor->GetType() < kThingMax)
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{
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mass = thingInfo[actor->GetType() - kThingBase].mass;
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mass = actor->IntVar("mass");
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}
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else
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{
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@ -2331,12 +2328,7 @@ static int actDamageDude(DBloodActor* source, DBloodActor* actor, int damage, DA
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return damage >> 4;
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}
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auto pDudeInfo = getDudeInfo(actor);
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int nDamageFactor = pDudeInfo->damageVal[damageType];
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#ifdef NOONE_EXTENSIONS
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if (actor->GetType() == kDudeModernCustom)
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nDamageFactor = actor->genDudeExtra.dmgControl[damageType];
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#endif
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int nDamageFactor = actor->dmgControl[damageType];
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if (!nDamageFactor) return 0;
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else if (nDamageFactor != 256) damage = MulScale(damage, nDamageFactor, 8);
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@ -2368,7 +2360,7 @@ static int actDamageThing(DBloodActor* source, DBloodActor* actor, int damage, D
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{
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assert(actor->IsThingActor());
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int nType = actor->GetType() - kThingBase;
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int nDamageFactor = thingInfo[nType].dmgControl[damageType];
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int nDamageFactor = actor->dmgControl[damageType];
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if (!nDamageFactor) return 0;
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else if (nDamageFactor != 256) damage = MulScale(damage, nDamageFactor, 8);
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@ -2533,15 +2525,16 @@ static void actImpactMissile(DBloodActor* missileActor, int hitCode)
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actHitcodeToData(hitCode, &gHitInfo, &actorHit, &pWallHit);
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const THINGINFO* pThingInfo = nullptr;
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DUDEINFO* pDudeInfo = nullptr;
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bool pIsThing = false;
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int nThingDamage = actorHit->dmgControl[kDamageBurn];
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if (hitCode == 3 && actorHit)
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{
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switch (actorHit->spr.statnum)
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{
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case kStatThing:
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pThingInfo = &thingInfo[actorHit->GetType() - kThingBase];
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pIsThing = true;
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break;
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case kStatDude:
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pDudeInfo = getDudeInfo(actorHit);
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@ -2551,13 +2544,13 @@ static void actImpactMissile(DBloodActor* missileActor, int hitCode)
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switch (missileActor->GetType())
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{
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case kMissileLifeLeechRegular:
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if (hitCode == 3 && actorHit && (pThingInfo || pDudeInfo))
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if (hitCode == 3 && actorHit && (pIsThing || pDudeInfo))
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{
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DAMAGE_TYPE rand1 = (DAMAGE_TYPE)Random(7);
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int rand2 = (7 + Random(7)) << 4;
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int nDamage = actDamageSprite(missileOwner, actorHit, rand1, rand2);
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if ((pThingInfo && pThingInfo->dmgControl[kDamageBurn] != 0) || (pDudeInfo && pDudeInfo->damageVal[kDamageBurn] != 0))
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if (nThingDamage != 0)
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actBurnSprite(missileActor->GetOwner(), actorHit, 360);
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// by NoOne: make Life Leech heal user, just like it was in 1.0x versions
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@ -2600,7 +2593,7 @@ static void actImpactMissile(DBloodActor* missileActor, int hitCode)
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case kMissilePukeGreen:
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seqKill(missileActor);
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if (hitCode == 3 && actorHit && (pThingInfo || pDudeInfo))
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if (hitCode == 3 && actorHit && (pIsThing || pDudeInfo))
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{
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int nDamage = (15 + Random(7)) << 4;
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actDamageSprite(missileOwner, actorHit, kDamageBullet, nDamage);
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@ -2613,7 +2606,7 @@ static void actImpactMissile(DBloodActor* missileActor, int hitCode)
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sfxPlay3DSectorSound(missileActor->spr.pos, 306, missileActor->sector());
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GibSprite(missileActor, GIBTYPE_6, NULL, NULL);
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if (hitCode == 3 && actorHit && (pThingInfo || pDudeInfo))
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if (hitCode == 3 && actorHit && (pIsThing || pDudeInfo))
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{
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int nDamage = (25 + Random(20)) << 4;
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actDamageSprite(missileOwner, actorHit, kDamageSpirit, nDamage);
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@ -2626,7 +2619,7 @@ static void actImpactMissile(DBloodActor* missileActor, int hitCode)
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sfxKill3DSound(missileActor, -1, -1);
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sfxPlay3DSectorSound(missileActor->spr.pos, 306, missileActor->sector());
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if (hitCode == 3 && actorHit && (pThingInfo || pDudeInfo))
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if (hitCode == 3 && actorHit && (pIsThing || pDudeInfo))
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{
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int nDmgMul = (missileActor->GetType() == kMissileLifeLeechAltSmall) ? 6 : 3;
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int nDamage = (nDmgMul + Random(nDmgMul)) << 4;
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@ -2637,9 +2630,9 @@ static void actImpactMissile(DBloodActor* missileActor, int hitCode)
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case kMissileFireball:
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case kMissileFireballNapalm:
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if (hitCode == 3 && actorHit && (pThingInfo || pDudeInfo))
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if (hitCode == 3 && actorHit && (pIsThing || pDudeInfo))
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{
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if (pThingInfo && actorHit->GetType() == kThingTNTBarrel && actorHit->xspr.burnTime == 0)
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if (pIsThing && actorHit->GetType() == kThingTNTBarrel && actorHit->xspr.burnTime == 0)
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evPostActor(actorHit, 0, AF(fxFlameLick));
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int nDamage = (50 + Random(50)) << 4;
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@ -2655,11 +2648,11 @@ static void actImpactMissile(DBloodActor* missileActor, int hitCode)
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case kMissileFlareRegular:
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sfxKill3DSound(missileActor, -1, -1);
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if ((hitCode == 3 && actorHit) && (pThingInfo || pDudeInfo))
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if ((hitCode == 3 && actorHit) && (pIsThing || pDudeInfo))
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{
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if ((pThingInfo && pThingInfo->dmgControl[kDamageBurn] != 0) || (pDudeInfo && pDudeInfo->damageVal[kDamageBurn] != 0))
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if (nThingDamage != 0)
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{
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if (pThingInfo && actorHit->GetType() == kThingTNTBarrel && actorHit->xspr.burnTime == 0)
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if (pIsThing && actorHit->GetType() == kThingTNTBarrel && actorHit->xspr.burnTime == 0)
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evPostActor(actorHit, 0, AF(fxFlameLick));
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actBurnSprite(missileOwner, actorHit, 480);
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@ -2875,10 +2868,9 @@ static void checkCeilHit(DBloodActor* actor)
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if (actor2->spr.statnum == kStatThing)
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{
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int nType = actor2->GetType() - kThingBase;
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const THINGINFO* pThingInfo = &thingInfo[nType];
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if (pThingInfo->flags & 1) actor2->spr.flags |= 1;
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if (pThingInfo->flags & 2) actor2->spr.flags |= 4;
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auto flags = actor2->IntVar("defflags");
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if (flags & 1) actor2->spr.flags |= 1;
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if (flags & 2) actor2->spr.flags |= 4;
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}
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else
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{
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@ -3228,7 +3220,6 @@ static Collision MoveThing(DBloodActor* actor)
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{
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assert(actor->hasX());
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assert(actor->GetType() >= kThingBase && actor->GetType() < kThingMax);
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const THINGINFO* pThingInfo = &thingInfo[actor->GetType() - kThingBase];
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auto pSector = actor->sector();
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assert(pSector);
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double top, bottom;
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@ -3257,7 +3248,7 @@ static Collision MoveThing(DBloodActor* actor)
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auto& coll = actor->hit.hit;
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if (coll.type == kHitWall)
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{
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actWallBounceVector(actor, coll.hitWall, FixedToFloat(pThingInfo->elastic));
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actWallBounceVector(actor, coll.hitWall, actor->FloatVar("bouncefactor"));
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switch (actor->GetType())
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{
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case kThingZombieHead:
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@ -3316,11 +3307,11 @@ static Collision MoveThing(DBloodActor* actor)
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{
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actor->spr.flags |= 4;
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auto vec4 = actFloorBounceVector(actor, veldiff, actor->sector(), FixedToFloat(pThingInfo->elastic));
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auto vec4 = actFloorBounceVector(actor, veldiff, actor->sector(), actor->FloatVar("bouncefactor"));
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actor->vel.XY() = vec4.XY();
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int vax = FloatToFixed(vec4.W);
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int nDamage = MulScale(vax, vax, 30) - pThingInfo->dmgResist;
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int nDamage = MulScale(vax, vax, 30) - actor->IntVar("dmgresist");
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if (nDamage > 0) actDamageSprite(actor, actor, kDamageFall, nDamage);
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actor->vel.Z = vec4.Z;
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@ -4117,7 +4108,7 @@ void actExplodeSprite(DBloodActor* actor)
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if (actCheckRespawn(actor))
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{
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actor->xspr.state = 1;
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actor->xspr.health = thingInfo[0].startHealth << 4;
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actor->xspr.health = actor->IntVar("defhealth") << 4;
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}
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else actPostSprite(actor, kStatFree);
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@ -4339,10 +4330,9 @@ static void actCheckThings()
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XSECTOR* pXSector = pSector->hasX() ? &pSector->xs() : nullptr;
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if (pXSector && pXSector->panVel && (pXSector->panAlways || pXSector->state || pXSector->busy))
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{
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int nType = actor->GetType() - kThingBase;
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const THINGINFO* pThingInfo = &thingInfo[nType];
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if (pThingInfo->flags & 1) actor->spr.flags |= 1;
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if (pThingInfo->flags & 2) actor->spr.flags |= 4;
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auto flags = actor->IntVar("defflags");
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if (flags & 1) actor->spr.flags |= 1;
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if (flags & 2) actor->spr.flags |= 4;
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}
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if (actor->spr.flags & 3)
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@ -4984,17 +4974,13 @@ DBloodActor* actSpawnThing(sectortype* pSector, const DVector3& pos, int nThingT
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int nType = nThingType - kThingBase;
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actor->ChangeType(nThingType);
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assert(actor->hasX());
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const THINGINFO* pThingInfo = &thingInfo[nType];
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actor->xspr.health = pThingInfo->startHealth << 4;
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actor->clipdist = pThingInfo->fClipdist();
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actor->spr.flags = pThingInfo->flags;
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actor->xspr.health = actor->IntVar("defhealth") << 4;
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actor->clipdist = actor->FloatVar("defclipdist");
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actor->spr.flags = actor->IntVar("defflags");
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if (actor->spr.flags & 2) actor->spr.flags |= 4;
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actor->spr.cstat |= pThingInfo->cstat;
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actor->spr.setspritetexture(pThingInfo->textureID());
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actor->spr.shade = pThingInfo->shade;
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actor->spr.pal = pThingInfo->pal;
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if (pThingInfo->xrepeat) actor->spr.scale.X = (pThingInfo->xrepeat * REPEAT_SCALE);
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if (pThingInfo->yrepeat) actor->spr.scale.Y = (pThingInfo->yrepeat * REPEAT_SCALE);
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actor->spr.cstat |= ESpriteFlags::FromInt(actor->IntVar("defcstat"));
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actor->spr.shade = actor->IntVar("defshade");
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actor->spr.pal = actor->IntVar("defpal");
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actor->spr.cstat2 |= CSTAT2_SPRITE_MAPPED;
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switch (nThingType)
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{
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@ -5244,7 +5230,7 @@ void actFireVector(DBloodActor* shooter, double offset, double zoffset, DVector3
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if (actor->spr.statnum == kStatThing)
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{
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int mass = thingInfo[actor->GetType() - kThingBase].mass;
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int mass = actor->IntVar("mass");
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if (mass > 0 && pVectorData->impulse)
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{
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double thrust = double(pVectorData->impulse) / (mass * 1024);
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@ -5438,7 +5424,7 @@ void TreeToGibCallback(DBloodActor* actor)
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actor->xspr.data1 = 15;
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actor->xspr.data2 = 0;
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actor->xspr.data3 = 0;
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actor->xspr.health = thingInfo[17].startHealth;
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actor->xspr.health = GetDefaultByType(actor->GetClass())->IntVar("defhealth");
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actor->xspr.data4 = 312;
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actor->spr.cstat |= CSTAT_SPRITE_BLOCK_ALL;
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}
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@ -5449,7 +5435,7 @@ void DudeToGibCallback1(DBloodActor* actor)
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actor->xspr.data1 = 8;
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actor->xspr.data2 = 0;
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actor->xspr.data3 = 0;
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actor->xspr.health = thingInfo[26].startHealth;
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actor->xspr.health = GetDefaultByType(actor->GetClass())->IntVar("defhealth");
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actor->xspr.data4 = 319;
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actor->xspr.triggerOnce = 0;
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actor->xspr.isTriggered = 0;
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@ -5464,7 +5450,7 @@ void DudeToGibCallback2(DBloodActor* actor)
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actor->xspr.data1 = 3;
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actor->xspr.data2 = 0;
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actor->xspr.data3 = 0;
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actor->xspr.health = thingInfo[26].startHealth;
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actor->xspr.health = GetDefaultByType(actor->GetClass())->IntVar("defhealth");
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actor->xspr.data4 = 319;
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actor->xspr.triggerOnce = 0;
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actor->xspr.isTriggered = 0;
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@ -5576,14 +5562,5 @@ FSerializer& Serialize(FSerializer& arc, const char* keyname, SPRITEHIT& w, SPRI
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return arc;
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}
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void SerializeActor(FSerializer& arc)
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{
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if (arc.isReading() && gGameOptions.nMonsterSettings != 0)
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{
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for (int i = 0; i < kDudeMax - kDudeBase; i++)
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for (int j = 0; j < 7; j++)
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dudeInfo[i].damageVal[j] = MulScale(DudeDifficulty[gGameOptions.nDifficulty], dudeInfo[i].startDamage[j], 8);
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}
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}
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END_BLD_NS
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@ -66,19 +66,19 @@ enum VECTOR_TYPE {
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struct THINGINFO
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{
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int16_t startHealth;
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int16_t startHealth; // defhealth
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int16_t mass;
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uint8_t clipdist;
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int16_t flags;
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int32_t elastic;
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uint8_t clipdist; // defclipdist
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int16_t flags; // defflags
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int32_t elastic;// fixed, bouncefactor
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int32_t dmgResist;
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ESpriteFlags cstat;
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ESpriteFlags cstat; // defcstat
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int16_t picno;
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int8_t shade;
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uint8_t pal;
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uint8_t xrepeat;
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uint8_t yrepeat;
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int dmgControl[kDamageMax]; // damage
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int16_t dmgControl[kDamageMax]; // damage, also for dudes, rename there.
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FTextureID textureID() const { return tileGetTextureID(picno); }
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double fClipdist() const { return clipdist * 0.25; }
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@ -111,11 +111,11 @@ static bool isImmune(DBloodActor* actor, int dmgType, int minScale)
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{
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int type = actor->GetType();
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if (type >= kThingBase && type < kThingMax)
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return (thingInfo[type - kThingBase].dmgControl[dmgType] <= minScale);
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return (actor->dmgControl[dmgType] <= minScale);
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else if (actor->IsDudeActor())
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{
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if (actor->IsPlayerActor()) return (getPlayer(type - kDudePlayer1)->godMode || getPlayer(type - kDudePlayer1)->damageControl[dmgType] <= minScale);
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else return (dudeInfo[type - kDudeBase].damageVal[dmgType] <= minScale);
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else return (actor->dmgControl[dmgType] <= minScale);
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}
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}
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return true;
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@ -152,7 +152,7 @@ static bool genDudeAdjustSlope(DBloodActor* actor, double dist, int weaponType,
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else if (weaponType == kGenDudeWeaponMissile)
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{
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auto type = GetSpawnType(pExtra->curWeapon);
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auto clipdist = GetDefaultByType(type)->FloatVar("clipdist");
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auto clipdist = GetDefaultByType(type)->FloatVar("defclipdist");
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actor->dudeSlope = (fStart - ((fStart - fEnd) * 0.25)) - clipdist / 2048;
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}
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return true;
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@ -303,7 +303,6 @@ static void ThrowThing(DBloodActor* actor, bool impact)
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int weaponType = actor->genDudeExtra.weaponType;
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if (weaponType != kGenDudeWeaponThrow) return;
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|
||||
const THINGINFO* pThinkInfo = &thingInfo[curWeapon - kThingBase];
|
||||
if (!gThingInfoExtra[curWeapon - kThingBase].allowThrow) return;
|
||||
else if (!playGenDudeSound(actor, kGenDudeSndAttackThrow))
|
||||
sfxPlay3DSound(actor, 455, -1, 0);
|
||||
|
@ -326,8 +325,6 @@ static void ThrowThing(DBloodActor* actor, bool impact)
|
|||
DBloodActor* spawned = nullptr;
|
||||
if ((spawned = actFireThing(actor, 0., 0., (dv.Z / 32768.) - zThrow, curWeapon, dist * (2048. / 64800))) == nullptr) return;
|
||||
|
||||
if (pThinkInfo->picno < 0 && spawned->GetType() != kModernThingThrowableRock) spawned->spr.setspritetexture(FNullTextureID());
|
||||
|
||||
spawned->SetOwner(actor);
|
||||
|
||||
switch (curWeapon) {
|
||||
|
@ -364,7 +361,7 @@ static void ThrowThing(DBloodActor* actor, bool impact)
|
|||
return;
|
||||
case kModernThingEnemyLifeLeech:
|
||||
if (actLeech != nullptr) spawned->xspr.health = actLeech->xspr.health;
|
||||
else spawned->xspr.health = ((pThinkInfo->startHealth << 4) * gGameOptions.nDifficulty) >> 1;
|
||||
else spawned->xspr.health = ((spawned->IntVar("health") << 4) * gGameOptions.nDifficulty) >> 1;
|
||||
|
||||
sfxPlay3DSound(actor, 490, -1, 0);
|
||||
|
||||
|
@ -1452,7 +1449,7 @@ static void scaleDamage(DBloodActor* actor)
|
|||
{
|
||||
int curWeapon = actor->genDudeExtra.curWeapon;
|
||||
int weaponType = actor->genDudeExtra.weaponType;
|
||||
signed short* curScale = actor->genDudeExtra.dmgControl;
|
||||
signed short* curScale = actor->dmgControl;
|
||||
for (int i = 0; i < kDmgMax; i++)
|
||||
curScale[i] = getDudeInfo(kDudeModernCustom)->startDamage[i];
|
||||
|
||||
|
|
|
@ -172,7 +172,6 @@ struct GENDUDEEXTRA
|
|||
uint16_t slaveCount; // how many dudes is summoned
|
||||
TObjPtr<DBloodActor*> pLifeLeech; // spritenum of dropped dude's leech
|
||||
TObjPtr<DBloodActor*> slave[kGenDudeMaxSlaves]; // index of the ones dude is summon
|
||||
signed short dmgControl[kDamageMax]; // depends of current weapon, drop armor item, sprite repeat and surface type
|
||||
bool updReq[kGenDudePropertyMax]; // update requests
|
||||
union
|
||||
{
|
||||
|
|
|
@ -50,6 +50,7 @@ Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
|
|||
#include "vm.h"
|
||||
#include "tilesetbuilder.h"
|
||||
#include "nnexts.h"
|
||||
#include "thingdef.h"
|
||||
|
||||
BEGIN_BLD_NS
|
||||
|
||||
|
@ -765,4 +766,13 @@ void RegisterClasses()
|
|||
}
|
||||
}
|
||||
|
||||
DEFINE_PROPERTY(dmgcontrol, IIIIIII, BloodActor)
|
||||
{
|
||||
for (int i = 0; i < kDamageMax; i++)
|
||||
{
|
||||
PROP_INT_PARM(j, i);
|
||||
defaults->dmgControl[i] = (int16_t)clamp(j, -32768, 32767);
|
||||
}
|
||||
}
|
||||
|
||||
END_BLD_NS
|
||||
|
|
|
@ -278,6 +278,7 @@ enum EFeatureFlags
|
|||
{
|
||||
kFeatureCustomAmmoCount = 1,
|
||||
kFeatureEnemyAttacks = 2,
|
||||
kFeatureCustomClipdist = 4,
|
||||
};
|
||||
|
||||
constexpr int BMAX_PATH = 260;
|
||||
|
|
|
@ -34,6 +34,7 @@ public:
|
|||
TObjPtr<DBloodActor*> prevmarker; // needed by the nnext marker code. This originally hijacked targetX in XSPRITE
|
||||
DVector3 basePoint;
|
||||
EventObject condition[2];
|
||||
int16_t dmgControl[kDamageMax]; // combination of the ones in DUDEINFO, THINGINFO and GENDUDEEXTRA, needs to be modifiable
|
||||
|
||||
// transient data (not written to savegame)
|
||||
int cumulDamage;
|
||||
|
|
|
@ -53,7 +53,6 @@ DUDEINFO dudeInfo[kDudeMax - kDudeBase] =
|
|||
0,
|
||||
0, 0, 0,
|
||||
0, 0, 0, 0, 0, 0, 0,
|
||||
0, 0, 0, 0, 0, 0, 0,
|
||||
0,
|
||||
0
|
||||
},
|
||||
|
|
|
@ -48,8 +48,8 @@ struct DUDEINFO {
|
|||
int backSpeed; // backward speed (unused)
|
||||
int angSpeed; // turn speed
|
||||
int nGibType[3]; // which gib used when explode dude
|
||||
int startDamage[7]; // start damage shift
|
||||
int damageVal[7]; // real damage? Hmm?
|
||||
int16_t startDamage[7]; // start damage shift
|
||||
int16_t __filler__[7]; // not used anymore
|
||||
int at8c; // unused ?
|
||||
int at90; // unused ?
|
||||
|
||||
|
|
|
@ -480,7 +480,8 @@ void DBloodActor::Serialize(FSerializer& arc)
|
|||
("dudeextra", dudeExtra)
|
||||
("explosionflag", explosionhackflag)
|
||||
("spritehit", hit)
|
||||
("owneractor", ownerActor);
|
||||
("owneractor", ownerActor)
|
||||
.Array("dmgcontrol", dmgControl, kDamageMax);
|
||||
|
||||
}
|
||||
|
||||
|
@ -717,7 +718,6 @@ void SerializeEvents(FSerializer& arc);
|
|||
void SerializeSequences(FSerializer& arc);
|
||||
void SerializeWarp(FSerializer& arc);
|
||||
void SerializeTriggers(FSerializer& arc);
|
||||
void SerializeActor(FSerializer& arc);
|
||||
void SerializePlayers(FSerializer& arc);
|
||||
void SerializeView(FSerializer& arc);
|
||||
void SerializeNNExts(FSerializer& arc);
|
||||
|
@ -741,7 +741,6 @@ void GameInterface::SerializeGameState(FSerializer& arc)
|
|||
seqKillAll();
|
||||
}
|
||||
SerializeState(arc);
|
||||
SerializeActor(arc);
|
||||
SerializePlayers(arc);
|
||||
SerializeEvents(arc);
|
||||
SerializeSequences(arc);
|
||||
|
|
|
@ -275,3 +275,27 @@ x(Fireball, 3056)
|
|||
x(Teslaball, 2130)
|
||||
x(EctoSkull, 870)
|
||||
x(LeechBall, 2446)
|
||||
|
||||
x(TNTBarrel, 907)
|
||||
x(ProxBomb, 3444)
|
||||
x(ArmedRemote, 3457)
|
||||
x(Vase1, 739)
|
||||
x(Vase2, 642)
|
||||
x(CreateFace, 462)
|
||||
x(GlassWindow, 266)
|
||||
x(Fluorescent, 796)
|
||||
x(WallCrack, 1127)
|
||||
x(WoodBeam, 1142)
|
||||
x(SpiderWeb, 1069)
|
||||
x(MetalGrate, 483)
|
||||
x(ArmedTNT, 3422)
|
||||
x(ArmedTNTBundle, 3433)
|
||||
x(ArmedSpray, 3467)
|
||||
x(Bone, 1462)
|
||||
x(DripWater, 1147)
|
||||
x(DripBlood, 1160)
|
||||
x(ZombieHead, 3405)
|
||||
x(NapalmBall, 3281)
|
||||
x(PodFireball, 2020)
|
||||
x(PodGreenBall, 1860)
|
||||
x(VoodooHead, 2443)
|
|
@ -338,13 +338,12 @@ bool nnExtIsImmune(DBloodActor* actor, int dmgType, int minScale)
|
|||
{
|
||||
if (actor->GetType() >= kThingBase && actor->GetType() < kThingMax)
|
||||
{
|
||||
return (thingInfo[actor->GetType() - kThingBase].dmgControl[dmgType] <= minScale);
|
||||
return (actor->dmgControl[dmgType] <= minScale);
|
||||
}
|
||||
else if (actor->IsDudeActor())
|
||||
{
|
||||
if (actor->IsPlayerActor()) return (getPlayer(actor)->damageControl[dmgType]);
|
||||
else if (actor->GetType() == kDudeModernCustom) return (actor->genDudeExtra.dmgControl[dmgType] <= minScale);
|
||||
else return (getDudeInfo(actor)->damageVal[dmgType] <= minScale);
|
||||
return (actor->dmgControl[dmgType] <= minScale);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -4693,7 +4692,7 @@ bool condCheckSprite(DBloodActor* aCond, int cmpOp, bool PUSH)
|
|||
case 50: // compare hp (in %)
|
||||
if (objActor->IsDudeActor()) var = (objActor->xspr.sysData2 > 0) ? ClipRange(objActor->xspr.sysData2 << 4, 1, 65535) : getDudeInfo(objActor)->startHealth << 4;
|
||||
else if (objActor->GetType() == kThingBloodChunks) return condCmp(0, arg1, arg2, cmpOp);
|
||||
else if (objActor->GetType() >= kThingBase && objActor->GetType() < kThingMax) var = thingInfo[objActor->GetType() - kThingBase].startHealth << 4;
|
||||
else if (objActor->GetType() >= kThingBase && objActor->GetType() < kThingMax) var = objActor->IntVar("defhealth") << 4;
|
||||
return condCmp((kPercFull * objActor->xspr.health) / ClipLow(var, 1), arg1, arg2, cmpOp);
|
||||
case 55: // touching ceil of sector?
|
||||
if (objActor->hit.ceilhit.type != kHitSector) return false;
|
||||
|
@ -9407,7 +9406,6 @@ FSerializer& Serialize(FSerializer& arc, const char* keyname, GENDUDEEXTRA& w, G
|
|||
("slavecount", w.slaveCount)
|
||||
("lifeleech", w.pLifeLeech)
|
||||
.Array("slaves", w.slave, w.slaveCount)
|
||||
.Array("dmgcontrol", w.dmgControl, kDamageMax)
|
||||
.Array("updreq", w.updReq, kGenDudePropertyMax)
|
||||
("flags", w.flags)
|
||||
.EndObject();
|
||||
|
|
|
@ -694,7 +694,7 @@ void playerSetRace(DBloodPlayer* pPlayer, int nLifeMode)
|
|||
pPlayer->GetActor()->clipdist = pDudeInfo->fClipdist();
|
||||
|
||||
for (int i = 0; i < 7; i++)
|
||||
pDudeInfo->damageVal[i] = MulScale(Handicap[gSkill], pDudeInfo->startDamage[i], 8);
|
||||
pPlayer->GetActor()->dmgControl[i] = MulScale(Handicap[gSkill], pDudeInfo->startDamage[i], 8);
|
||||
}
|
||||
|
||||
//---------------------------------------------------------------------------
|
||||
|
@ -2410,7 +2410,7 @@ void DBloodPlayer::Serialize(FSerializer& arc)
|
|||
.Array("haskey", hasKey, 8)
|
||||
("hasflag", hasFlag)
|
||||
.Array("ctfflagstate", ctfFlagState, 2)
|
||||
.Array("dmgcontrol", damageControl, 7)
|
||||
.Array("dmgcontrol", damageControl, kDamageMax)
|
||||
("curweapon", curWeapon)
|
||||
("nextweapon", nextWeapon)
|
||||
("weapontimer", weaponTimer)
|
||||
|
|
|
@ -171,10 +171,13 @@ spawnclasses
|
|||
400 = BloodThingTNTBarrel
|
||||
401 = BloodThingArmedProxBomb
|
||||
402 = BloodThingArmedRemoteBomb
|
||||
403 = BloodThingVase1
|
||||
404 = BloodThingVase2
|
||||
405 = BloodThingCrateFace
|
||||
406 = BloodThingGlassWindow
|
||||
407 = BloodThingFluorescent
|
||||
408 = BloodThingWallCrack
|
||||
409 = BloodThingWoodBeam
|
||||
410 = BloodThingSpiderWeb
|
||||
411 = BloodThingMetalGrate
|
||||
412 = BloodThingFlammableTree
|
||||
|
@ -187,6 +190,7 @@ spawnclasses
|
|||
419 = BloodThingArmedTNTBundle
|
||||
420 = BloodThingArmedSpray
|
||||
421 = BloodThingBone
|
||||
422 = BloodThing422
|
||||
423 = BloodThingDripWater
|
||||
424 = BloodThingDripBlood
|
||||
425 = BloodThingBloodBits
|
||||
|
@ -197,6 +201,9 @@ spawnclasses
|
|||
430 = BloodThingPodGreenBall
|
||||
431 = BloodThingDroppedLifeLeech
|
||||
432 = BloodThingVoodooHead
|
||||
433 = BloodThingTNTProx
|
||||
434 = BloodThingThrowableRock
|
||||
435 = BloodThingEnemyLifeLeech
|
||||
|
||||
// traps
|
||||
452 = BloodTrapFlame
|
||||
|
|
|
@ -1,7 +1,6 @@
|
|||
class BloodMissileBase : BloodActor
|
||||
{
|
||||
meta double speed;
|
||||
meta double defclipdist;
|
||||
meta double angleofs;
|
||||
meta VMFunction callback;
|
||||
meta int spawnsoundID;
|
||||
|
@ -14,7 +13,6 @@ class BloodMissileBase : BloodActor
|
|||
|
||||
property prefix: none;
|
||||
property speed: speed;
|
||||
property clipdist: defclipdist;
|
||||
property angleofs: angleofs;
|
||||
property callback: callback;
|
||||
property spawnsound: spawnsound;
|
||||
|
|
|
@ -1,38 +1,555 @@
|
|||
// things
|
||||
class BloodThingBase : BloodActor {}
|
||||
class BloodThingTNTBarrel : BloodActor {}
|
||||
class BloodThingArmedProxBomb : BloodActor {}
|
||||
class BloodThingArmedRemoteBomb : BloodActor {}
|
||||
class BloodThingCrateFace : BloodActor {}
|
||||
class BloodThingGlassWindow : BloodActor {}
|
||||
class BloodThingFluorescent : BloodActor {}
|
||||
class BloodThingWallCrack : BloodActor {}
|
||||
class BloodThingSpiderWeb : BloodActor {}
|
||||
class BloodThingMetalGrate : BloodActor {}
|
||||
class BloodThingFlammableTree : BloodActor {}
|
||||
class BloodTrapMachinegun : BloodActor {}
|
||||
class BloodThingFallingRock : BloodActor {}
|
||||
class BloodThingKickablePail : BloodActor {}
|
||||
class BloodThingObjectGib : BloodActor {}
|
||||
class BloodThingObjectExplode : BloodActor {}
|
||||
class BloodThingArmedTNTStick : BloodActor {}
|
||||
class BloodThingArmedTNTBundle : BloodActor {}
|
||||
class BloodThingArmedSpray : BloodActor {}
|
||||
class BloodThingBone : BloodActor {}
|
||||
class BloodThingDripWater : BloodActor {}
|
||||
class BloodThingDripBlood : BloodActor {}
|
||||
class BloodThingBloodBits : BloodActor {}
|
||||
class BloodThingBloodChunks : BloodActor {}
|
||||
class BloodThingZombieHead : BloodActor {}
|
||||
class BloodThingNapalmBall : BloodActor {}
|
||||
class BloodThingPodFireBall : BloodActor {}
|
||||
class BloodThingPodGreenBall : BloodActor {}
|
||||
class BloodThingDroppedLifeLeech : BloodActor {}
|
||||
class BloodThingVoodooHead : BloodActor {} // unused
|
||||
class BloodThingMax : BloodActor {}
|
||||
class BloodThingBase : BloodActor
|
||||
{
|
||||
meta int defhealth;
|
||||
meta int mass;
|
||||
meta int defflags;
|
||||
meta int bouncefactor;
|
||||
meta int dmgResist;
|
||||
meta int defcstat;
|
||||
|
||||
property prefix: none;
|
||||
property health: defhealth;
|
||||
property mass: mass;
|
||||
property flags: defflags;
|
||||
property bouncefactor: bouncefactor;
|
||||
property dmgResist: dmgResist;
|
||||
property cstat: defcstat;
|
||||
}
|
||||
|
||||
class BloodThingTNTBarrel : BloodThingBase
|
||||
{
|
||||
default
|
||||
{
|
||||
health 25;
|
||||
mass 250;
|
||||
clipdist 8.000000;
|
||||
flags 11;
|
||||
bouncefactor 4096;
|
||||
dmgResist 80;
|
||||
cstat CSTAT_SPRITE_YCENTER | CSTAT_SPRITE_BLOCK_HITSCAN;
|
||||
pic "TNTBarrel";
|
||||
dmgcontrol 256, 256, 128, 64, 0, 0, 128;
|
||||
}
|
||||
}
|
||||
|
||||
class BloodThingArmedProxBomb : BloodThingBase
|
||||
{
|
||||
default
|
||||
{
|
||||
health 5;
|
||||
mass 5;
|
||||
clipdist 4.000000;
|
||||
flags 3;
|
||||
bouncefactor 24576;
|
||||
dmgResist 1600;
|
||||
cstat CSTAT_SPRITE_BLOCK_HITSCAN;
|
||||
pic "ProxBomb";
|
||||
shade -16;
|
||||
scale 0.500000, 0.500000;
|
||||
dmgcontrol 256, 256, 256, 64, 0, 0, 512;
|
||||
}
|
||||
}
|
||||
|
||||
class BloodThingArmedRemoteBomb : BloodThingBase
|
||||
{
|
||||
default
|
||||
{
|
||||
health 5;
|
||||
mass 5;
|
||||
clipdist 4.000000;
|
||||
flags 3;
|
||||
bouncefactor 24576;
|
||||
dmgResist 1600;
|
||||
cstat CSTAT_SPRITE_BLOCK_HITSCAN;
|
||||
pic "ArmedRemote";
|
||||
shade -16;
|
||||
scale 0.500000, 0.500000;
|
||||
dmgcontrol 256, 256, 256, 64, 0, 0, 512;
|
||||
}
|
||||
}
|
||||
|
||||
class BloodThingVase1 : BloodThingBase
|
||||
{
|
||||
default
|
||||
{
|
||||
health 1;
|
||||
mass 20;
|
||||
clipdist 8.000000;
|
||||
flags 3;
|
||||
bouncefactor 32768;
|
||||
dmgResist 80;
|
||||
pic "Vase1";
|
||||
dmgcontrol 256, 0, 256, 128, 0, 0, 0;
|
||||
}
|
||||
}
|
||||
|
||||
class BloodThingVase2 : BloodThingBase
|
||||
{
|
||||
default
|
||||
{
|
||||
health 1;
|
||||
mass 150;
|
||||
clipdist 8.000000;
|
||||
flags 3;
|
||||
bouncefactor 32768;
|
||||
dmgResist 80;
|
||||
pic "Vase2";
|
||||
dmgcontrol 256, 256, 256, 128, 0, 0, 0;
|
||||
}
|
||||
}
|
||||
|
||||
class BloodThingCrateFace : BloodThingBase
|
||||
{
|
||||
default
|
||||
{
|
||||
health 10;
|
||||
clipdist 0.000000;
|
||||
pic "CreateFace";
|
||||
dmgcontrol 0, 0, 0, 256, 0, 0, 0;
|
||||
}
|
||||
}
|
||||
|
||||
class BloodThingGlassWindow : BloodThingBase
|
||||
{
|
||||
default
|
||||
{
|
||||
health 1;
|
||||
clipdist 0.000000;
|
||||
pic "GlassWindow";
|
||||
dmgcontrol 256, 0, 256, 256, 0, 0, 0;
|
||||
}
|
||||
}
|
||||
|
||||
class BloodThingFluorescent : BloodThingBase
|
||||
{
|
||||
default
|
||||
{
|
||||
health 1;
|
||||
clipdist 0.000000;
|
||||
pic "Fluorescent";
|
||||
dmgcontrol 256, 0, 256, 256, 0, 0, 512;
|
||||
}
|
||||
}
|
||||
|
||||
class BloodThingWallCrack : BloodThingBase
|
||||
{
|
||||
default
|
||||
{
|
||||
health 50;
|
||||
clipdist 0.000000;
|
||||
pic "WallCrack";
|
||||
dmgcontrol 0, 0, 0, 256, 0, 0, 0;
|
||||
}
|
||||
}
|
||||
|
||||
class BloodThingWoodBeam : BloodThingBase
|
||||
{
|
||||
default
|
||||
{
|
||||
health 8;
|
||||
clipdist 0.000000;
|
||||
pic "WoodBeam";
|
||||
dmgcontrol 256, 0, 256, 128, 0, 0, 0;
|
||||
}
|
||||
}
|
||||
|
||||
class BloodThingSpiderWeb : BloodThingBase
|
||||
{
|
||||
default
|
||||
{
|
||||
health 4;
|
||||
clipdist 0.000000;
|
||||
pic "SpiderWeb";
|
||||
dmgcontrol 256, 256, 64, 256, 0, 0, 128;
|
||||
}
|
||||
}
|
||||
|
||||
class BloodThingMetalGrate : BloodThingBase
|
||||
{
|
||||
default
|
||||
{
|
||||
health 40;
|
||||
clipdist 0.000000;
|
||||
pic "MetalGrate";
|
||||
dmgcontrol 64, 0, 128, 256, 0, 0, 0;
|
||||
}
|
||||
}
|
||||
|
||||
class BloodThingFlammableTree : BloodThingBase
|
||||
{
|
||||
default
|
||||
{
|
||||
health 1;
|
||||
clipdist 0.000000;
|
||||
dmgcontrol 0, 256, 0, 256, 0, 0, 128;
|
||||
}
|
||||
}
|
||||
|
||||
class BloodTrapMachinegun : BloodThingBase
|
||||
{
|
||||
default
|
||||
{
|
||||
health 1000;
|
||||
clipdist 0.000000;
|
||||
flags 8;
|
||||
dmgcontrol 0, 0, 128, 256, 0, 0, 512;
|
||||
}
|
||||
}
|
||||
|
||||
class BloodThingFallingRock : BloodThingBase
|
||||
{
|
||||
default
|
||||
{
|
||||
mass 15;
|
||||
clipdist 2.000000;
|
||||
flags 3;
|
||||
bouncefactor 32768;
|
||||
}
|
||||
}
|
||||
|
||||
class BloodThingKickablePail : BloodThingBase
|
||||
{
|
||||
default
|
||||
{
|
||||
mass 8;
|
||||
clipdist 12.000000;
|
||||
flags 3;
|
||||
bouncefactor 49152;
|
||||
}
|
||||
}
|
||||
|
||||
class BloodThingObjectGib : BloodThingBase
|
||||
{
|
||||
default
|
||||
{
|
||||
health 10;
|
||||
mass 2;
|
||||
clipdist 0.000000;
|
||||
bouncefactor 32768;
|
||||
dmgcontrol 256, 0, 256, 256, 0, 0, 128;
|
||||
}
|
||||
}
|
||||
|
||||
class BloodThingObjectExplode : BloodThingBase
|
||||
{
|
||||
default
|
||||
{
|
||||
health 20;
|
||||
mass 2;
|
||||
clipdist 0.000000;
|
||||
bouncefactor 32768;
|
||||
dmgcontrol 0, 0, 0, 256, 0, 0, 128;
|
||||
}
|
||||
}
|
||||
|
||||
class BloodThingArmedTNTStick : BloodThingBase
|
||||
{
|
||||
default
|
||||
{
|
||||
health 5;
|
||||
mass 14;
|
||||
clipdist 4.000000;
|
||||
flags 3;
|
||||
bouncefactor 24576;
|
||||
dmgResist 1600;
|
||||
cstat CSTAT_SPRITE_BLOCK_HITSCAN;
|
||||
pic "ArmedTNT";
|
||||
shade -32;
|
||||
scale 0.500000, 0.500000;
|
||||
dmgcontrol 64, 256, 128, 64, 0, 0, 256;
|
||||
}
|
||||
}
|
||||
|
||||
class BloodThingArmedTNTBundle : BloodThingBase
|
||||
{
|
||||
default
|
||||
{
|
||||
health 5;
|
||||
mass 14;
|
||||
clipdist 4.000000;
|
||||
flags 3;
|
||||
bouncefactor 24576;
|
||||
dmgResist 1600;
|
||||
cstat CSTAT_SPRITE_BLOCK_HITSCAN;
|
||||
pic "ArmedTNTBundle";
|
||||
shade -32;
|
||||
scale 0.500000, 0.500000;
|
||||
dmgcontrol 64, 256, 128, 64, 0, 0, 256;
|
||||
}
|
||||
}
|
||||
|
||||
class BloodThingArmedSpray : BloodThingBase
|
||||
{
|
||||
default
|
||||
{
|
||||
health 5;
|
||||
mass 14;
|
||||
clipdist 4.000000;
|
||||
flags 3;
|
||||
bouncefactor 32768;
|
||||
dmgResist 1600;
|
||||
cstat CSTAT_SPRITE_BLOCK_HITSCAN;
|
||||
pic "ArmedSpray";
|
||||
shade -128;
|
||||
scale 0.500000, 0.500000;
|
||||
dmgcontrol 64, 256, 128, 64, 0, 0, 256;
|
||||
}
|
||||
}
|
||||
|
||||
class BloodThingBone : BloodThingBase
|
||||
{
|
||||
default
|
||||
{
|
||||
health 5;
|
||||
mass 6;
|
||||
clipdist 4.000000;
|
||||
flags 3;
|
||||
bouncefactor 32768;
|
||||
dmgResist 1600;
|
||||
cstat CSTAT_SPRITE_BLOCK_HITSCAN;
|
||||
pic "Bone";
|
||||
scale 0.500000, 0.500000;
|
||||
}
|
||||
}
|
||||
|
||||
class BloodThing422 : BloodThingBase
|
||||
{
|
||||
default
|
||||
{
|
||||
health 8;
|
||||
mass 3;
|
||||
clipdist 4.000000;
|
||||
flags 11;
|
||||
bouncefactor 32768;
|
||||
dmgResist 1600;
|
||||
cstat CSTAT_SPRITE_BLOCK_HITSCAN;
|
||||
dmgcontrol 256, 0, 256, 256, 0, 0, 0;
|
||||
}
|
||||
}
|
||||
|
||||
class BloodThingDripWater : BloodThingBase
|
||||
{
|
||||
default
|
||||
{
|
||||
mass 1;
|
||||
clipdist 0.250000;
|
||||
flags 2;
|
||||
pic "DripWater";
|
||||
pal 10;
|
||||
}
|
||||
}
|
||||
|
||||
class BloodThingDripBlood : BloodThingBase
|
||||
{
|
||||
default
|
||||
{
|
||||
mass 1;
|
||||
clipdist 0.250000;
|
||||
flags 2;
|
||||
pic "DripBlood";
|
||||
pal 2;
|
||||
}
|
||||
}
|
||||
|
||||
class BloodThingBloodBits : BloodThingBase
|
||||
{
|
||||
default
|
||||
{
|
||||
health 15;
|
||||
mass 4;
|
||||
clipdist 1.000000;
|
||||
flags 3;
|
||||
bouncefactor 24576;
|
||||
cstat CSTAT_SPRITE_BLOCK_ALL;
|
||||
dmgcontrol 128, 64, 256, 256, 0, 0, 256;
|
||||
}
|
||||
}
|
||||
|
||||
class BloodThingBloodChunks : BloodThingBase
|
||||
{
|
||||
default
|
||||
{
|
||||
health 30;
|
||||
mass 30;
|
||||
clipdist 2.000000;
|
||||
flags 3;
|
||||
bouncefactor 8192;
|
||||
cstat CSTAT_SPRITE_BLOCK_ALL;
|
||||
dmgcontrol 128, 64, 256, 256, 0, 0, 64;
|
||||
}
|
||||
}
|
||||
|
||||
class BloodThingZombieHead : BloodThingBase
|
||||
{
|
||||
default
|
||||
{
|
||||
health 60;
|
||||
mass 5;
|
||||
clipdist 8.000000;
|
||||
flags 3;
|
||||
bouncefactor 40960;
|
||||
dmgResist 1280;
|
||||
cstat CSTAT_SPRITE_BLOCK_ALL;
|
||||
pic "ZombieHead";
|
||||
scale 0.625000, 0.625000;
|
||||
dmgcontrol 128, 64, 256, 256, 0, 0, 64;
|
||||
}
|
||||
}
|
||||
|
||||
class BloodThingNapalmBall : BloodThingBase
|
||||
{
|
||||
default
|
||||
{
|
||||
health 80;
|
||||
mass 30;
|
||||
clipdist 8.000000;
|
||||
flags 3;
|
||||
bouncefactor 57344;
|
||||
dmgResist 1600;
|
||||
cstat CSTAT_SPRITE_BLOCK_HITSCAN;
|
||||
pic "NapalmBall";
|
||||
shade -128;
|
||||
scale 0.500000, 0.500000;
|
||||
}
|
||||
}
|
||||
|
||||
class BloodThingPodFireBall : BloodThingBase
|
||||
{
|
||||
default
|
||||
{
|
||||
health 80;
|
||||
mass 30;
|
||||
clipdist 8.000000;
|
||||
flags 3;
|
||||
bouncefactor 57344;
|
||||
dmgResist 1600;
|
||||
cstat CSTAT_SPRITE_BLOCK_HITSCAN;
|
||||
pic "PodFireball";
|
||||
shade -128;
|
||||
scale 0.500000, 0.500000;
|
||||
dmgcontrol 256, 0, 256, 256, 0, 0, 0;
|
||||
}
|
||||
}
|
||||
|
||||
class BloodThingPodGreenBall : BloodThingBase
|
||||
{
|
||||
default
|
||||
{
|
||||
health 80;
|
||||
mass 30;
|
||||
clipdist 8.000000;
|
||||
flags 3;
|
||||
bouncefactor 57344;
|
||||
dmgResist 1600;
|
||||
cstat CSTAT_SPRITE_BLOCK_HITSCAN;
|
||||
pic "PodGreenBall";
|
||||
shade -128;
|
||||
scale 0.500000, 0.500000;
|
||||
dmgcontrol 256, 0, 256, 256, 0, 0, 0;
|
||||
}
|
||||
}
|
||||
|
||||
class BloodThingDroppedLifeLeech : BloodThingBase
|
||||
{
|
||||
default
|
||||
{
|
||||
health 150;
|
||||
mass 30;
|
||||
clipdist 12.000000;
|
||||
flags 3;
|
||||
bouncefactor 32768;
|
||||
dmgResist 1600;
|
||||
cstat CSTAT_SPRITE_BLOCK_ALL;
|
||||
pic "ICONLEECH";
|
||||
shade -128;
|
||||
scale 0.750000, 0.750000;
|
||||
dmgcontrol 64, 64, 112, 64, 0, 96, 96;
|
||||
}
|
||||
}
|
||||
|
||||
class BloodThingVoodooHead : BloodThingBase
|
||||
{
|
||||
default
|
||||
{
|
||||
health 1;
|
||||
mass 30;
|
||||
clipdist 12.000000;
|
||||
flags 3;
|
||||
bouncefactor 32768;
|
||||
dmgResist 1600;
|
||||
pic "VoodooHead";
|
||||
shade -128;
|
||||
scale 0.250000, 0.250000;
|
||||
}
|
||||
}
|
||||
|
||||
class BloodThingTNTProx : BloodThingBase
|
||||
{
|
||||
default
|
||||
{
|
||||
health 5;
|
||||
mass 5;
|
||||
clipdist 4.000000;
|
||||
flags 3;
|
||||
bouncefactor 24576;
|
||||
dmgResist 1600;
|
||||
cstat CSTAT_SPRITE_BLOCK_HITSCAN;
|
||||
pic "ProxBomb";
|
||||
shade -16;
|
||||
pal 7;
|
||||
scale 0.500000, 0.500000;
|
||||
dmgcontrol 256, 256, 256, 64, 0, 0, 512;
|
||||
}
|
||||
}
|
||||
|
||||
class BloodThingThrowableRock : BloodThingBase
|
||||
{
|
||||
default
|
||||
{
|
||||
health 5;
|
||||
mass 6;
|
||||
clipdist 4.000000;
|
||||
flags 3;
|
||||
bouncefactor 32768;
|
||||
dmgResist 1600;
|
||||
cstat CSTAT_SPRITE_BLOCK_HITSCAN;
|
||||
pic "Bone";
|
||||
scale 0.500000, 0.500000;
|
||||
}
|
||||
}
|
||||
|
||||
class BloodThingEnemyLifeLeech : BloodThingBase
|
||||
{
|
||||
default
|
||||
{
|
||||
health 150;
|
||||
mass 30;
|
||||
clipdist 12.000000;
|
||||
flags 3;
|
||||
bouncefactor 32768;
|
||||
dmgResist 1600;
|
||||
cstat CSTAT_SPRITE_BLOCK_ALL;
|
||||
pic "ICONLEECH";
|
||||
shade -128;
|
||||
scale 0.687500, 0.687500;
|
||||
dmgcontrol 0, 1024, 512, 1024, 0, 64, 512;
|
||||
}
|
||||
}
|
||||
|
||||
// traps
|
||||
class BloodTrapFlame : BloodActor {}
|
||||
class BloodTrapSawCircular : BloodActor {}
|
||||
class BloodTrapZapSwitchable : BloodActor {}
|
||||
class BloodTrapExploder : BloodActor {}
|
||||
class BloodTrapFlame : BloodActor
|
||||
{
|
||||
}
|
||||
|
||||
class BloodTrapSawCircular : BloodActor
|
||||
{
|
||||
}
|
||||
|
||||
class BloodTrapZapSwitchable : BloodActor
|
||||
{
|
||||
}
|
||||
|
||||
class BloodTrapExploder : BloodActor
|
||||
{
|
||||
}
|
||||
|
||||
|
|
|
@ -92,9 +92,11 @@ class BloodActor : CoreActor native
|
|||
{
|
||||
meta int defshade;
|
||||
meta int defpal;
|
||||
meta double defclipdist;
|
||||
Property prefix: none;
|
||||
property shade: defshade;
|
||||
property pal: defpal;
|
||||
property clipdist: defclipdist;
|
||||
|
||||
enum STAT_ID {
|
||||
kStatDecoration = 0,
|
||||
|
|
Loading…
Reference in a new issue