mirror of
https://github.com/ZDoom/Raze.git
synced 2024-11-29 07:21:54 +00:00
adapted ai.cpp and callback.cpp.
This commit is contained in:
parent
62753c02f0
commit
4f338ab8a2
4 changed files with 99 additions and 221 deletions
|
@ -197,8 +197,17 @@ bool CanMove(DBloodActor* actor, DBloodActor* target, DAngle nAngle, double nRan
|
||||||
if (Underwater)
|
if (Underwater)
|
||||||
return true;
|
return true;
|
||||||
break;
|
break;
|
||||||
case kDudeCerberusTwoHead:
|
|
||||||
case kDudeCerberusOneHead:
|
case kDudeCerberusOneHead:
|
||||||
|
if (VanillaMode())
|
||||||
|
{
|
||||||
|
if (Crusher)
|
||||||
|
return false;
|
||||||
|
if ((!pSector->hasX() || (!pSector->xs().Underwater && !pSector->xs().Depth)) && floorZ - bottom > 0x2000)
|
||||||
|
return false;
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
[[fallthrough]];
|
||||||
|
case kDudeCerberusTwoHead:
|
||||||
// by NoOne: a quick fix for Cerberus spinning in E3M7-like maps, where damage sectors is used.
|
// by NoOne: a quick fix for Cerberus spinning in E3M7-like maps, where damage sectors is used.
|
||||||
// It makes ignore danger if enemy immune to N damageType. As result Cerberus start acting like
|
// It makes ignore danger if enemy immune to N damageType. As result Cerberus start acting like
|
||||||
// in Blood 1.0 so it can move normally to player. It's up to you for adding rest of enemies here as
|
// in Blood 1.0 so it can move normally to player. It's up to you for adding rest of enemies here as
|
||||||
|
@ -222,9 +231,7 @@ bool CanMove(DBloodActor* actor, DBloodActor* target, DAngle nAngle, double nRan
|
||||||
break;
|
break;
|
||||||
#ifdef NOONE_EXTENSIONS
|
#ifdef NOONE_EXTENSIONS
|
||||||
case kDudeModernCustom:
|
case kDudeModernCustom:
|
||||||
if ((Crusher && !nnExtIsImmune(actor, pXSector->damageType)) || ((Water || Underwater) && !canSwim(actor))) return false;
|
return cdudeGet(actor)->CanMove(pSector, Crusher, Water, Underwater, Depth, bottom, floorZ);
|
||||||
return true;
|
|
||||||
[[fallthrough]];
|
|
||||||
#endif
|
#endif
|
||||||
case kDudeZombieAxeNormal:
|
case kDudeZombieAxeNormal:
|
||||||
case kDudePhantasm:
|
case kDudePhantasm:
|
||||||
|
@ -420,25 +427,8 @@ void aiActivateDude(DBloodActor* actor)
|
||||||
}
|
}
|
||||||
#ifdef NOONE_EXTENSIONS
|
#ifdef NOONE_EXTENSIONS
|
||||||
case kDudeModernCustom:
|
case kDudeModernCustom:
|
||||||
{
|
cdudeGet(actor)->Activate();
|
||||||
|
return;
|
||||||
actor->dudeExtra.active = 1;
|
|
||||||
if (actor->GetTarget() == nullptr)
|
|
||||||
{
|
|
||||||
if (spriteIsUnderwater(actor, false)) aiGenDudeNewState(actor, &genDudeSearchW);
|
|
||||||
else aiGenDudeNewState(actor, &genDudeSearchL);
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
if (Chance(0x4000)) playGenDudeSound(actor,kGenDudeSndTargetSpot);
|
|
||||||
if (spriteIsUnderwater(actor, false)) aiGenDudeNewState(actor, &genDudeChaseW);
|
|
||||||
else aiGenDudeNewState(actor, &genDudeChaseL);
|
|
||||||
}
|
|
||||||
break;
|
|
||||||
}
|
|
||||||
if (actor->GetTarget() == nullptr) aiGenDudeNewState(actor, &genDudeBurnSearch);
|
|
||||||
else aiGenDudeNewState(actor, &genDudeBurnChase);
|
|
||||||
break;
|
|
||||||
#endif
|
#endif
|
||||||
case kDudeCultistTommyProne:
|
case kDudeCultistTommyProne:
|
||||||
{
|
{
|
||||||
|
@ -971,7 +961,7 @@ int aiDamageSprite(DBloodActor* source, DBloodActor* actor, DAMAGE_TYPE nDmgType
|
||||||
|
|
||||||
auto pPlayer = getPlayer(source->GetType());
|
auto pPlayer = getPlayer(source->GetType());
|
||||||
if (!pPlayer) return nDamage;
|
if (!pPlayer) return nDamage;
|
||||||
//if (powerupCheck(pPlayer, kPwUpShadowCloak)) pPlayer->pwUpTime[kPwUpShadowCloak] = 0;
|
|
||||||
if (readyForCrit(source, actor))
|
if (readyForCrit(source, actor))
|
||||||
{
|
{
|
||||||
nDamage += aiDamageSprite(actor, source, nDmgType, nDamage * (10 - gGameOptions.nDifficulty));
|
nDamage += aiDamageSprite(actor, source, nDmgType, nDamage * (10 - gGameOptions.nDifficulty));
|
||||||
|
@ -984,84 +974,13 @@ int aiDamageSprite(DBloodActor* source, DBloodActor* actor, DAMAGE_TYPE nDmgType
|
||||||
RecoilDude(actor);
|
RecoilDude(actor);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
DPrintf(DMSG_SPAMMY, "Player #%d does the critical damage to patrol dude #%d!", pPlayer->pnum + 1, actor->GetIndex());
|
|
||||||
}
|
}
|
||||||
|
|
||||||
return nDamage;
|
return nDamage;
|
||||||
}
|
}
|
||||||
|
if (IsCustomDude(actor))
|
||||||
|
return cdudeGet(actor)->Damage(source, nDmgType, nDamage);
|
||||||
|
|
||||||
if (actor->GetType() == kDudeModernCustom)
|
|
||||||
{
|
|
||||||
GENDUDEEXTRA* pExtra = &actor->genDudeExtra;
|
|
||||||
if (nDmgType == kDamageBurn)
|
|
||||||
{
|
|
||||||
if (actor->xspr.health > (uint32_t)pDudeInfo->fleeHealth) return nDamage;
|
|
||||||
else if (actor->xspr.txID <= 0 || getNextIncarnation(actor) == nullptr)
|
|
||||||
{
|
|
||||||
removeDudeStuff(actor);
|
|
||||||
|
|
||||||
if (pExtra->weaponType == kGenDudeWeaponKamikaze)
|
|
||||||
doExplosion(actor, actor->xspr.data1 - kTrapExploder);
|
|
||||||
|
|
||||||
if (spriteIsUnderwater(actor))
|
|
||||||
{
|
|
||||||
actor->xspr.health = 0;
|
|
||||||
return nDamage;
|
|
||||||
}
|
|
||||||
|
|
||||||
if (actor->xspr.burnTime <= 0)
|
|
||||||
actor->xspr.burnTime = 1200;
|
|
||||||
|
|
||||||
if (pExtra->canBurn && pExtra->availDeaths[kDamageBurn] > 0) {
|
|
||||||
|
|
||||||
aiPlay3DSound(actor, 361, AI_SFX_PRIORITY_0, -1);
|
|
||||||
playGenDudeSound(actor,kGenDudeSndBurning);
|
|
||||||
//actor->ChangeType(kDudeModernCustomBurning);
|
|
||||||
|
|
||||||
if (actor->xspr.data2 == kGenDudeDefaultSeq) // don't inherit palette for burning if using default animation
|
|
||||||
actor->spr.pal = 0;
|
|
||||||
|
|
||||||
aiGenDudeNewState(actor, &genDudeBurnGoto);
|
|
||||||
actHealDude(actor, dudeInfo[55].startHealth, dudeInfo[55].startHealth);
|
|
||||||
actor->dudeExtra.time = PlayClock + 360;
|
|
||||||
evKillActor(actor, AF(fxFlameLick));
|
|
||||||
|
|
||||||
}
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
actKillDude(actor, actor, kDamageFall, 65535);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
else if (canWalk(actor) && !inDodge(actor->xspr.aiState) && !inRecoil(actor->xspr.aiState))
|
|
||||||
{
|
|
||||||
if (!dudeIsMelee(actor))
|
|
||||||
{
|
|
||||||
if (inIdle(actor->xspr.aiState) || Chance(getDodgeChance(actor)))
|
|
||||||
{
|
|
||||||
if (!spriteIsUnderwater(actor))
|
|
||||||
{
|
|
||||||
if (!canDuck(actor) || !dudeIsPlayingSeq(actor, 14)) aiGenDudeNewState(actor, &genDudeDodgeShortL);
|
|
||||||
else aiGenDudeNewState(actor, &genDudeDodgeShortD);
|
|
||||||
|
|
||||||
if (Chance(0x0200))
|
|
||||||
playGenDudeSound(actor,kGenDudeSndGotHit);
|
|
||||||
|
|
||||||
}
|
|
||||||
else if (dudeIsPlayingSeq(actor, 13))
|
|
||||||
{
|
|
||||||
aiGenDudeNewState(actor, &genDudeDodgeShortW);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
else if (Chance(0x0200))
|
|
||||||
{
|
|
||||||
playGenDudeSound(actor,kGenDudeSndGotHit);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
return nDamage;
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
|
@ -1211,56 +1130,8 @@ void RecoilDude(DBloodActor* actor)
|
||||||
{
|
{
|
||||||
#ifdef NOONE_EXTENSIONS
|
#ifdef NOONE_EXTENSIONS
|
||||||
case kDudeModernCustom:
|
case kDudeModernCustom:
|
||||||
{
|
cdudeGet(actor)->Recoil();
|
||||||
GENDUDEEXTRA* pExtra = &actor->genDudeExtra;
|
|
||||||
int rChance = getRecoilChance(actor);
|
|
||||||
if (pExtra->canElectrocute && pDudeExtra->teslaHit && !spriteIsUnderwater(actor, false))
|
|
||||||
{
|
|
||||||
if (Chance(rChance << 3) || (dudeIsMelee(actor) && Chance(rChance << 4))) aiGenDudeNewState(actor, &genDudeRecoilTesla);
|
|
||||||
else if (pExtra->canRecoil && Chance(rChance)) aiGenDudeNewState(actor, &genDudeRecoilL);
|
|
||||||
else if (canWalk(actor))
|
|
||||||
{
|
|
||||||
|
|
||||||
if (Chance(rChance >> 2)) aiGenDudeNewState(actor, &genDudeDodgeL);
|
|
||||||
else if (Chance(rChance >> 1)) aiGenDudeNewState(actor, &genDudeDodgeShortL);
|
|
||||||
|
|
||||||
}
|
|
||||||
|
|
||||||
}
|
|
||||||
else if (pExtra->canRecoil && Chance(rChance))
|
|
||||||
{
|
|
||||||
if (inDuck(actor->xspr.aiState) && Chance(rChance >> 2)) aiGenDudeNewState(actor, &genDudeRecoilD);
|
|
||||||
else if (spriteIsUnderwater(actor, false)) aiGenDudeNewState(actor, &genDudeRecoilW);
|
|
||||||
else aiGenDudeNewState(actor, &genDudeRecoilL);
|
|
||||||
}
|
|
||||||
|
|
||||||
int rState = inRecoil(actor->xspr.aiState);
|
|
||||||
if (rState > 0)
|
|
||||||
{
|
|
||||||
if (!canWalk(actor))
|
|
||||||
{
|
|
||||||
if (rState == 1) actor->xspr.aiState->nextState = &genDudeChaseNoWalkL;
|
|
||||||
else if (rState == 2) actor->xspr.aiState->nextState = &genDudeChaseNoWalkD;
|
|
||||||
else actor->xspr.aiState->nextState = &genDudeChaseNoWalkW;
|
|
||||||
|
|
||||||
}
|
|
||||||
else if (!dudeIsMelee(actor) || Chance(rChance >> 2))
|
|
||||||
{
|
|
||||||
if (rState == 1) actor->xspr.aiState->nextState = (Chance(rChance) ? &genDudeDodgeL : &genDudeDodgeShortL);
|
|
||||||
else if (rState == 2) actor->xspr.aiState->nextState = (Chance(rChance) ? &genDudeDodgeD : &genDudeDodgeShortD);
|
|
||||||
else if (rState == 3) actor->xspr.aiState->nextState = (Chance(rChance) ? &genDudeDodgeW : &genDudeDodgeShortW);
|
|
||||||
}
|
|
||||||
else if (rState == 1) actor->xspr.aiState->nextState = &genDudeChaseL;
|
|
||||||
else if (rState == 2) actor->xspr.aiState->nextState = &genDudeChaseD;
|
|
||||||
else actor->xspr.aiState->nextState = &genDudeChaseW;
|
|
||||||
|
|
||||||
playGenDudeSound(actor,kGenDudeSndGotHit);
|
|
||||||
|
|
||||||
}
|
|
||||||
|
|
||||||
pDudeExtra->teslaHit = 0;
|
|
||||||
break;
|
break;
|
||||||
}
|
|
||||||
#endif
|
#endif
|
||||||
case kDudeCultistTommy:
|
case kDudeCultistTommy:
|
||||||
case kDudeCultistShotgun:
|
case kDudeCultistShotgun:
|
||||||
|
@ -1570,9 +1441,14 @@ void aiProcessDudes(void)
|
||||||
BloodStatIterator it(kStatDude);
|
BloodStatIterator it(kStatDude);
|
||||||
while (auto actor = it.Next())
|
while (auto actor = it.Next())
|
||||||
{
|
{
|
||||||
if (actor->spr.flags & 32) continue;
|
if (actor->spr.flags & kHitagFree || actor->IsPlayerActor()) continue;
|
||||||
DUDEINFO* pDudeInfo = getDudeInfo(actor);
|
if (IsCustomDude(actor))
|
||||||
if (actor->IsPlayerActor() || actor->xspr.health == 0) continue;
|
{
|
||||||
|
cdudeGet(actor)->Process();
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (actor->xspr.health == 0) continue;
|
||||||
|
|
||||||
actor->xspr.stateTimer = ClipLow(actor->xspr.stateTimer - 4, 0);
|
actor->xspr.stateTimer = ClipLow(actor->xspr.stateTimer - 4, 0);
|
||||||
|
|
||||||
|
@ -1585,26 +1461,6 @@ void aiProcessDudes(void)
|
||||||
callActorFunction(*actor->xspr.aiState->thinkFunc, actor);
|
callActorFunction(*actor->xspr.aiState->thinkFunc, actor);
|
||||||
}
|
}
|
||||||
|
|
||||||
#ifdef NOONE_EXTENSIONS
|
|
||||||
switch (actor->GetType()) {
|
|
||||||
case kDudeModernCustom:
|
|
||||||
{
|
|
||||||
GENDUDEEXTRA* pExtra = &actor->genDudeExtra;
|
|
||||||
if (pExtra->slaveCount > 0) updateTargetOfSlaves(actor);
|
|
||||||
if (pExtra->pLifeLeech != nullptr) updateTargetOfLeech(actor);
|
|
||||||
if (actor->xspr.stateTimer == 0 && actor->xspr.aiState && actor->xspr.aiState->nextState
|
|
||||||
&& (actor->xspr.aiState->stateTicks > 0 || seqGetStatus(actor) < 0))
|
|
||||||
{
|
|
||||||
aiGenDudeNewState(actor, actor->xspr.aiState->nextState);
|
|
||||||
}
|
|
||||||
int hinder = ((pExtra->isMelee) ? 25 : 5) << 4;
|
|
||||||
if (actor->xspr.health <= 0 || hinder > actor->cumulDamage) break;
|
|
||||||
actor->xspr.data3 = actor->cumulDamage;
|
|
||||||
RecoilDude(actor);
|
|
||||||
break;
|
|
||||||
}
|
|
||||||
default:
|
|
||||||
#endif
|
|
||||||
if (actor->xspr.stateTimer == 0 && actor->xspr.aiState && actor->xspr.aiState->nextState) {
|
if (actor->xspr.stateTimer == 0 && actor->xspr.aiState && actor->xspr.aiState->nextState) {
|
||||||
if (actor->xspr.aiState->stateTicks > 0)
|
if (actor->xspr.aiState->stateTicks > 0)
|
||||||
aiNewState(actor, actor->xspr.aiState->nextState);
|
aiNewState(actor, actor->xspr.aiState->nextState);
|
||||||
|
@ -1612,15 +1468,11 @@ void aiProcessDudes(void)
|
||||||
aiNewState(actor, actor->xspr.aiState->nextState);
|
aiNewState(actor, actor->xspr.aiState->nextState);
|
||||||
}
|
}
|
||||||
|
|
||||||
if (actor->xspr.health > 0 && ((pDudeInfo->hinderDamage << 4) <= actor->cumulDamage))
|
if (actor->xspr.health > 0 && ((getDudeInfo(actor)->hinderDamage << 4) <= actor->cumulDamage))
|
||||||
{
|
{
|
||||||
actor->xspr.data3 = actor->cumulDamage;
|
actor->xspr.data3 = actor->cumulDamage;
|
||||||
RecoilDude(actor);
|
RecoilDude(actor);
|
||||||
}
|
}
|
||||||
#ifdef NOONE_EXTENSIONS
|
|
||||||
break;
|
|
||||||
}
|
|
||||||
#endif
|
|
||||||
}
|
}
|
||||||
|
|
||||||
it.Reset(kStatDude);
|
it.Reset(kStatDude);
|
||||||
|
@ -1653,19 +1505,15 @@ void aiInitSprite(DBloodActor* actor)
|
||||||
#ifdef NOONE_EXTENSIONS
|
#ifdef NOONE_EXTENSIONS
|
||||||
unsigned int stateTimer = 0;
|
unsigned int stateTimer = 0;
|
||||||
DVector3 targetV(0,0,0);
|
DVector3 targetV(0,0,0);
|
||||||
DBloodActor* pTargetMarker = nullptr;
|
DBloodActor* pTarget = nullptr;
|
||||||
|
|
||||||
// dude patrol init
|
// dude patrol init
|
||||||
if (gModernMap)
|
if (gModernMap)
|
||||||
{
|
|
||||||
// must keep it in case of loading save
|
|
||||||
if (actor->xspr.dudeFlag4 && actor->GetTarget() && actor->GetTarget()->GetType() == kMarkerPath)
|
|
||||||
{
|
{
|
||||||
stateTimer = actor->xspr.stateTimer;
|
stateTimer = actor->xspr.stateTimer;
|
||||||
pTargetMarker = actor->GetTarget();
|
pTarget = actor->GetTarget();
|
||||||
targetV = actor->xspr.TargetPos;
|
targetV = actor->xspr.TargetPos;
|
||||||
}
|
}
|
||||||
}
|
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
switch (actor->GetType())
|
switch (actor->GetType())
|
||||||
|
@ -1816,8 +1664,8 @@ void aiInitSprite(DBloodActor* actor)
|
||||||
#ifdef NOONE_EXTENSIONS
|
#ifdef NOONE_EXTENSIONS
|
||||||
case kDudeModernCustom:
|
case kDudeModernCustom:
|
||||||
if (!gModernMap) break;
|
if (!gModernMap) break;
|
||||||
aiGenDudeInitSprite(actor);
|
CUSTOMDUDE_SETUP::Setup(actor);
|
||||||
genDudePrepare(actor, kGenDudePropertyAll);
|
cdudeGet(actor)->InitSprite();
|
||||||
break;
|
break;
|
||||||
#endif
|
#endif
|
||||||
default:
|
default:
|
||||||
|
@ -1878,23 +1726,36 @@ void aiInitSprite(DBloodActor* actor)
|
||||||
{
|
{
|
||||||
if (actor->xspr.dudeFlag4)
|
if (actor->xspr.dudeFlag4)
|
||||||
{
|
{
|
||||||
// restore dude's path
|
bool patrol = false;
|
||||||
if (pTargetMarker)
|
if (pTarget == nullptr)
|
||||||
{
|
{
|
||||||
actor->SetTarget(pTargetMarker);
|
patrol = true;
|
||||||
actor->xspr.TargetPos = targetV;
|
stateTimer = 0;
|
||||||
|
|
||||||
|
// start new patrol
|
||||||
|
actor->xspr.target = -1;
|
||||||
|
aiPatrolSetMarker(actor);
|
||||||
}
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
if (pTarget->IsDudeActor()) patrol = false;
|
||||||
|
else if (pTarget->GetType() == kMarkerPath)
|
||||||
|
{
|
||||||
|
// continue patrol
|
||||||
|
actor->xspr.target = pTarget;
|
||||||
|
actor->xspr.TargetPos = targetV;
|
||||||
|
patrol = true;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
if (patrol)
|
||||||
|
{
|
||||||
|
|
||||||
// reset target spot progress
|
// reset target spot progress
|
||||||
actor->xspr.data3 = 0;
|
actor->xspr.data3 = 0;
|
||||||
|
|
||||||
// make dude follow the markers
|
// make dude follow the markers
|
||||||
bool uwater = spriteIsUnderwater(actor);
|
bool uwater = spriteIsUnderwater(actor);
|
||||||
if (actor->GetTarget() == nullptr || actor->GetTarget()->GetType() != kMarkerPath)
|
|
||||||
{
|
|
||||||
actor->SetTarget(nullptr);
|
|
||||||
aiPatrolSetMarker(actor);
|
|
||||||
}
|
|
||||||
|
|
||||||
if (stateTimer > 0)
|
if (stateTimer > 0)
|
||||||
{
|
{
|
||||||
|
@ -1908,6 +1769,7 @@ void aiInitSprite(DBloodActor* actor)
|
||||||
else aiPatrolState(actor, kAiStatePatrolMoveL);
|
else aiPatrolState(actor, kAiStatePatrolMoveL);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
}
|
||||||
#endif
|
#endif
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
|
@ -264,8 +264,10 @@ DEF_ANIMATOR(fxPodBloodSpray) // 18
|
||||||
DEF_ANIMATOR(fxPodBloodSplat) // 19
|
DEF_ANIMATOR(fxPodBloodSplat) // 19
|
||||||
DEF_ANIMATOR(LeechStateTimer) // 20
|
DEF_ANIMATOR(LeechStateTimer) // 20
|
||||||
DEF_ANIMATOR(DropVoodooCb) // unused
|
DEF_ANIMATOR(DropVoodooCb) // unused
|
||||||
DEF_ANIMATOR(callbackMakeMissileBlocking) // 23
|
|
||||||
DEF_ANIMATOR(callbackMissileBurst)
|
DEF_ANIMATOR(callbackMissileBurst)
|
||||||
|
DEF_ANIMATOR(callbackMakeMissileBlocking) // 23
|
||||||
|
DEF_ANIMATOR(fxPodGreenBloodSpray) // 24
|
||||||
|
|
||||||
|
|
||||||
#ifdef NOONE_EXTENSIONS
|
#ifdef NOONE_EXTENSIONS
|
||||||
DEF_ANIMATOR(forcePunch)
|
DEF_ANIMATOR(forcePunch)
|
||||||
|
|
|
@ -291,6 +291,13 @@ void Respawn(DBloodActor* actor) // 9
|
||||||
actor->xspr.health = getDudeInfo(actor)->startHealth << 4;
|
actor->xspr.health = getDudeInfo(actor)->startHealth << 4;
|
||||||
#ifdef NOONE_EXTENSIONS
|
#ifdef NOONE_EXTENSIONS
|
||||||
|
|
||||||
|
// return dude to the patrol state
|
||||||
|
if (gModernMap && actor->xspr.dudeFlag4)
|
||||||
|
{
|
||||||
|
actor->xspr.data3 = 0;
|
||||||
|
actor->SetTarget(nullptr);
|
||||||
|
}
|
||||||
|
|
||||||
switch (actor->GetType()) {
|
switch (actor->GetType()) {
|
||||||
default:
|
default:
|
||||||
actor->clipdist = getDudeInfo(nType + kDudeBase)->fClipdist();
|
actor->clipdist = getDudeInfo(nType + kDudeBase)->fClipdist();
|
||||||
|
@ -302,11 +309,6 @@ void Respawn(DBloodActor* actor) // 9
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
|
|
||||||
// return dude to the patrol state
|
|
||||||
if (gModernMap && actor->xspr.dudeFlag4) {
|
|
||||||
actor->xspr.data3 = 0;
|
|
||||||
actor->SetTarget(nullptr);
|
|
||||||
}
|
|
||||||
#else
|
#else
|
||||||
actor->clipdist = getDudeInfo(nType + kDudeBase)->fClipdist();
|
actor->clipdist = getDudeInfo(nType + kDudeBase)->fClipdist();
|
||||||
if (getSequence(getDudeInfo(nType + kDudeBase)->seqStartID))
|
if (getSequence(getDudeInfo(nType + kDudeBase)->seqStartID))
|
||||||
|
@ -888,5 +890,17 @@ void callbackMakeMissileBlocking(DBloodActor* actor) // 23
|
||||||
actor->spr.cstat |= CSTAT_SPRITE_BLOCK;
|
actor->spr.cstat |= CSTAT_SPRITE_BLOCK;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
void fxPodGreenBloodSpray(DBloodActor* actor) // 24
|
||||||
|
{
|
||||||
|
auto pFX = gFX.fxSpawnActor(FX_53, actor->sector(), actor->spr.pos);
|
||||||
|
if (pFX)
|
||||||
|
{
|
||||||
|
pFX->spr.Angles.Yaw = nullAngle;
|
||||||
|
pFX->vel = actor->vel / 256.;
|
||||||
|
}
|
||||||
|
|
||||||
|
evPostActor(actor, 6, AF(fxPodGreenBloodSpray));
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
END_BLD_NS
|
END_BLD_NS
|
||||||
|
|
|
@ -1252,7 +1252,7 @@ class CUSTOMDUDE
|
||||||
void Process(void);
|
void Process(void);
|
||||||
void ProcessEffects(void);
|
void ProcessEffects(void);
|
||||||
void Recoil(void);
|
void Recoil(void);
|
||||||
int Damage(int nFrom, int nDmgType, int nDmg);
|
int Damage(DBloodActor* nFrom, int nDmgType, int nDmg);
|
||||||
void Kill(DBloodActor* nFrom, int nDmgType, int nDmg);
|
void Kill(DBloodActor* nFrom, int nDmgType, int nDmg);
|
||||||
//----------------------------------------------------------------------------------------------------
|
//----------------------------------------------------------------------------------------------------
|
||||||
char CanMove(sectortype* pXSect, char Crusher, char Water, char Uwater, char Depth, int bottom, int floorZ);
|
char CanMove(sectortype* pXSect, char Crusher, char Water, char Uwater, char Depth, int bottom, int floorZ);
|
||||||
|
@ -1332,7 +1332,7 @@ class CUSTOMDUDE_SETUP
|
||||||
char IsFirst(CUSTOMDUDE* pCmp);
|
char IsFirst(CUSTOMDUDE* pCmp);
|
||||||
public:
|
public:
|
||||||
char FindAiState(AISTATE stateArr[][kCdudePostureMax], int arrLen, AISTATE* pNeedle, int* nType, int* nPosture);
|
char FindAiState(AISTATE stateArr[][kCdudePostureMax], int arrLen, AISTATE* pNeedle, int* nType, int* nPosture);
|
||||||
void Setup(spritetype* pSpr, XSPRITE* pXSpr);
|
static void Setup(DBloodActor* actor);
|
||||||
static void Setup(CUSTOMDUDE* pOver = nullptr);
|
static void Setup(CUSTOMDUDE* pOver = nullptr);
|
||||||
|
|
||||||
};
|
};
|
||||||
|
|
Loading…
Reference in a new issue