class DukeReactor : DukeActor { default { spriteset "REACTOR", "REACTORBURNT"; statnum STAT_ZOMBIEACTOR; shade -17; pal 0; } override void Initialize() { self.extra = gs.impact_damage; self.cstat |= CSTAT_SPRITE_BLOCK_ALL; // Make it hitable if (ud.multimode < 2 && self.pal != 0) { self.scale = (0, 0); self.ChangeStat(STAT_MISC); } } override void Tick() { if (self.spritesetindex == 1) return; // this one's already dead. let sectp = self.sector; if (self.temp_data[4] == 1) { DukeSectIterator it; for (let a2 = it.First(self.sector); a2; a2 = it.Next()) { if (a2.statnum == STAT_EFFECTOR) { if (a2.lotag == SE_1_PIVOT) { a2.lotag = -1; a2.hitag = -1; } } else if (a2 is "DukeReactor") { a2.SetSpritesetImage(1); } else if (a2 is "DukeReactorSpark") { a2.cstat = CSTAT_SPRITE_INVISIBLE; } } return; } if (self.temp_data[1] >= 20) { self.temp_data[4] = 1; return; } double xx; DukePlayer p; [p, xx] = self.FindPlayer(); // This was defined for REACTOR2, which doesn't have any animation frames //self.temp_data[2]++; //if (self.temp_data[2] == 4) self.temp_data[2] = 0; //self.SetSpriteSetImage(self.temp_data[2]); if (xx < 256) { if (random(0, 255) < 16) { if (!p.actor.CheckSoundPlaying("PLAYER_LONGTERM_PAIN")) p.actor.PlayActorSound("PLAYER_LONGTERM_PAIN"); self.PlayActorSound("SHORT_CIRCUIT"); p.actor.extra--; p.pals = Color(32, 32, 0, 0); } self.temp_data[0] += 128; if (self.temp_data[3] == 0) self.temp_data[3] = 1; } else self.temp_data[3] = 0; if (self.temp_data[1]) { self.temp_data[1]++; double zsave = self.pos.Z; self.pos.Z = sectp.floorz - frandom(0, sectp.floorz - sectp.ceilingz); switch (self.temp_data[1]) { case 3: { //Turn on all of those flashing sectoreffector. self.hitradius(4096, gs.impact_damage << 2, gs.impact_damage << 2, gs.impact_damage << 2, gs.impact_damage << 2); DukeStatIterator it; for (let a2 = it.First(STAT_STANDABLE); a2; a2 = it.Next()) { if (a2 is 'DukeMasterSwitch' && a2.hitag == self.hitag && a2.yint == 0) a2.yint = 1; } break; } case 4: case 7: case 10: case 15: { DukeSectIterator it; for (let a2 = it.First(self.sector); a2; a2 = it.Next()) { if (a2 != self) { a2.Destroy(); break; } } break; } } for (int x = 0; x < 16; x++) self.RANDOMSCRAP(); self.pos.Z = zsave; self.temp_data[4] = 0; } else { int j = self.ifhitbyweapon(); if (j >= 0) { for (int x = 0; x < 32; x++) self.RANDOMSCRAP(); if (self.extra < 0) self.temp_data[1] = 1; } } } } class DukeReactor2 : DukeReactor { default { spriteset "REACTOR2", "REACTOR2BURNT"; } } // These are inert and only needed for checking above. class DukeReactorSpark : DukeActor { default { pic "REACTORSPARK"; } } class DukeReactor2Spark : DukeActor { default { pic "REACTOR2SPARK"; } }