class DukePoolPocket : DukeActor { // we only need this for checking, it's an empty sprite. } class DukeQueball : DukeActor { default { clipdist 2; pic "QUEBALL"; statnum STAT_ZOMBIEACTOR; } override void Initialize() { self.cstat = CSTAT_SPRITE_BLOCK_HITSCAN; } override void Tick() { if(self.vel.X != 0) { DukeStatIterator it; for(let aa = it.First(STAT_DEFAULT); aa; aa = it.Next()) { double dist = (aa.pos.XY - self.pos.XY).Length(); if (aa is 'DukePoolPocket' && dist < 3.25) { self.Destroy(); return; } } CollisionData colli; let move = self.angle.ToVector() * self.vel.X * 0.5; [self.sector, self.pos] = Raze.clipmove(self.pos, self.sector, move, 1.5, 4., 4., CLIPMASK1, colli); int j = colli.type; if (j == kHitWall) { let ang = colli.hitWall().delta().Angle(); self.angle = ang * 2 - self.angle; } else if (j == kHitSprite) { self.checkhitsprite(DukeActor(colli.hitactor())); } self.vel.X -= 1/16.; if(self.vel.X < 0) self.vel.X = 0; if (self is 'DukeStripeBall') { self.cstat = CSTAT_SPRITE_BLOCK_ALL; self.cstat |= (CSTAT_SPRITE_XFLIP | CSTAT_SPRITE_YFLIP) & int(self.vel.X * 16.); // special hack edition... } } else { double x; DukePlayer p; [p, x] = self.findplayer(); if (x < 99.75) { // if(self.pal == 12) { let delta = absangle(p.actor.angle, (self.pos.XY - p.actor.pos.XY).Angle()); if (delta < 11.25 && p.PlayerInput(Duke.SB_OPEN)) if (p.toggle_key_flag == 1) { DukeStatIterator it; DukeActor act2; for (act2 = it.First(STAT_ACTOR); act2; act2 = it.Next()) { if (act2 is 'DukeQueball') { delta = absangle(p.Actor.angle, (act2.pos.XY - p.Actor.pos.XY).Angle()); if (delta < 11.25) { double l; DukePlayer q; [q, l] = act2.findplayer(); if (x > l) break; } } } if (act2 == nullptr) { if (self.pal == 12) self.vel.X = 10.25; else self.vel.X = 8.75; self.angle = p.Actor.angle; p.toggle_key_flag = 2; } } } } if (x < 32 && self.sector == p.cursector) { self.angle = (self.pos.XY - p.Actor.pos.XY).Angle(); self.vel.X = 3; } } } override void onHit(DukeActor hitter) { if (hitter is 'DukeQueball') { hitter.vel.X = self.vel.X * 0.75; hitter.angle -= Normalize180(self.angle) * 2 + 180; self.angle = (self.pos.XY - hitter.pos.XY).Angle() - 90; self.PlayActorSound("POOLBALLHIT"); } else { if (random(0, 3)) { self.vel.X = 10.25; self.angle = hitter.angle; } else { self.lotsofglass(3); self.Destroy(); } } } } class DukeStripeball : DukeQueball { default { pic "STRIPEBALL"; } }