class DukeMortar : DukeActor { default { pic "MORTAR"; DukeMortar.ceilingdist 3; } meta int ceilingdist; property ceilingdist: ceilingdist; override void Tick() { let spawned = self.spawn("DukeFrameEffect"); if (spawned) spawned.temp_data[0] = 3; Common(1); } void Common(int itemmode) { let sectp = self.sector; DukePlayer p; double xx; [p,xx] = self.findplayer(); if (xx < 1220 / 16.) self.cstat &= ~CSTAT_SPRITE_BLOCK_ALL; else self.cstat |= CSTAT_SPRITE_BLOCK_ALL; if (self.temp_data[3] == 0) { int j = self.ifhitbyweapon(); if (j >= 0) { self.temp_data[3] = 1; self.temp_data[4] = 0; self.vel.X = 0; self.DetonateIt(itemmode); return; } } if (itemmode != 0) { self.makeitfall(); // Feature check later needs to be map controlled, not game controlled. if (sectp.lotag != ST_1_ABOVE_WATER && (!Raze.isRRRA() || sectp.lotag != ST_160_FLOOR_TELEPORT) && self.pos.Z >= self.floorz - 1 && self.yint < 3) { if (self.yint > 0 || (self.yint == 0 && self.floorz == sectp.floorz)) { if (itemmode != 2) self.PlayActorSound("PIPEBOMB_BOUNCE"); else if (self.temp_data[3] == 0) { self.temp_data[3] = 1; self.temp_data[4] = 0; self.DetonateIt(itemmode); return; } } self.vel.Z = -(4 - self.yint); if (sectp.lotag == 2) self.vel.Z *= 0.25; self.yint++; } if (itemmode != 2 && self.pos.Z < self.ceilingz + self.ceilingdist && (!Raze.isRR() || sectp.lotag != ST_2_UNDERWATER)) // underwater check only for RR { self.pos.Z = self.ceilingz + self.ceilingdist; self.vel.Z = 0; } } CollisionData coll; self.movesprite_ex((self.angle.ToVector() * self.vel.X, self.vel.Z), CLIPMASK0, coll); if (sectp.lotag == ST_1_ABOVE_WATER && self.vel.Z == 0) { self.pos.Z += 32; if (self.temp_data[5] == 0) { self.temp_data[5] = 1; self.spawn("DukeWaterSplash"); } } else self.temp_data[5] = 0; if (self.temp_data[3] == 0 && (coll.type || xx < 844 / 16.)) { self.temp_data[3] = 1; self.temp_data[4] = 0; self.vel.X = 0; } else if(self.vel.X > 0) { self.vel.X -= 5. / 16; if (sectp.lotag == ST_2_UNDERWATER) self.vel.X -= 10. / 16; if(self.vel.X < 0) self.vel.X = 0; //if (int(self.vel.X * 16) & 8) self.spr.cstat ^= CSTAT_SPRITE_XFLIP; } self.DetonateIt(itemmode); } void DetonateIt(int itemmode) { if (self.temp_data[3] == 1) { self.temp_data[4]++; DukePlayer p; double xx; [p,xx] = self.findplayer(); if (self.temp_data[4] == 2) { int x = self.extra; int m = itemmode == 0? gs.bouncemineblastradius : gs.morterblastradius; if (self.sector.lotag != 800 || !Raze.isRR()) // this line is RR only { self.hitradius(m, x >> 2, x >> 1, x - (x >> 2), x); self.spawn("DukeExplosion2"); if (self.vel.Z == 0 && !Raze.isRR()) self.spawn("DukeExplosion2Bot"); // this line is Duke only if (itemmode == 2) self.spawn("DukeBurning"); self.PlayActorSound("PIPEBOMB_EXPLODE"); for (x = 0; x < 8; x++) self.RANDOMSCRAP(); } } if (self.scale.Y) { self.scale.Y = 0; return; } if (self.temp_data[4] > 20) { self.Destroy(); return; } if (itemmode == 2) { self.spawn("DukeBurning"); self.Destroy(); return; } } if (self.temp_data[0] < 8) self.temp_data[0]++; } } class DukeBounceMine : DukeMortar { default { pic "BOUNCEMINE"; } override void Initialize() { // This is only for placed items, not for armed weapons! // Although this can be shot, it doesn't really work for that. if (self.mapSpawned) { self.ownerActor = self; self.extra = gs.impact_damage << 2; self.cstat |= CSTAT_SPRITE_BLOCK_ALL; // Make it hitable self.ChangeStat(STAT_ZOMBIEACTOR); self.shade = -127; self.Scale = (0.375, 0.375); } } override void Tick() { Common(0); } } class RedneckMortar : DukeMortar { default { pic "MORTAR"; DukeMortar.ceilingdist 16; } override void Tick() { Common(1); } } class RedneckCheerBomb : DukeMortar { default { spriteset "CHEERBOMB", "CHEERBOMB1", "CHEERBOMB2", "CHEERBOMB3"; DukeMortar.ceilingdist 16; } override bool Animate(tspritetype t) { t.SetSpritePic(self, (PlayClock >> 4) & 3); return true; } override void Tick() { Common(2); } }