class DukeActivator : DukeActor { override void Initialize() { self.cstat = CSTAT_SPRITE_INVISIBLE; self.ChangeStat(STAT_ACTIVATOR); } /* this first needs work on the sector effectors. override void onActivate(int low, DukePlayer plr) { switch (self.hitag) { case 0: break; case 1: if (self.sector.floorz != self.sector.ceilingz) { continue; } break; case 2: if (self.sector.floorz == self.sector.ceilingz) { continue; } break; } if (self.sector.lotag < 3) { DukeSectIterator itr; for(let a2 = itr.First(self.sector); a2; a2 = itr.Next()) { // todo: move this into the effectors as a virtual override. if (a2.statnum == STAT_EFFECTOR) switch (a2.lotag) { case SE_18_INCREMENTAL_SECTOR_RISE_FALL: if (Raze.isRRRA()) break; case SE_36_PROJ_SHOOTER: case SE_31_FLOOR_RISE_FALL: case SE_32_CEILING_RISE_FALL: a2.temp_data[0] = 1 - a2.temp_data[0]; a2.callsound(self.sector()); break; } } } if (k == -1 && (self.sector.lotag & 0xff) == SE_22_TEETH_DOOR) k = act.callsound(self.sector); self.operatesectors(self.sector); } */ } class DukeLocator : DukeActor { override void Initialize() { self.cstat = CSTAT_SPRITE_INVISIBLE; self.ChangeStat(STAT_LOCATOR); } } class DukeActivatorLocked : DukeActor { override void Initialize() { self.cstat = CSTAT_SPRITE_INVISIBLE; if (!Raze.IsRR()) self.sector.lotag |= 16384; else self.sector.lotag ^= 16384; self.ChangeStat(STAT_ACTIVATOR); } /* must wait until Activator.onActivate can be done. override void onActivate(int low, DukePlayer plr) { if (self.lotag == low) { self.sector.lotag ^= 16384; if (plr) { if (self.sector.lotag & 16384) plr.FTA(QUOTE_LOCKED, true); else plr.FTA(QUOTE_UNLOCKED, true); } } } */ } // Note: StaticSetup is run much earlier than Initialize! This is only meant for things that modify global game state. class DukeCycler : DukeActor { override void StaticSetup() { dlevel.AddCycler(self.sector, self.lotag, self.shade, self.sector.floorshade, self.hitag, self.intangle == 1536); self.Destroy(); } } class DukeGPSpeed : DukeActor { override void StaticSetup() { self.sector.extra = self.lotag; self.Destroy(); } } // the following ones are only used in RR. class DukeTorchCtrl : DukeActor { override void StaticSetup() { dlevel.addtorch(self.sector, self.sector.floorshade, self.lotag); self.Destroy(); } } class DukeLightningCtrl : DukeActor { override void StaticSetup() { dlevel.addlightning(self.sector, self.sector.floorshade); self.Destroy(); } } class DukeShadeCtrl : DukeActor { override void StaticSetup() { self.sector.shadedsector = 1; self.Destroy(); } } class DukeDummyCtrl : DukeActor { override void StaticSetup() { self.cstat |= CSTAT_SPRITE_INVISIBLE; } } class DukeSoundFX : DukeActor { override void StaticSetup() { self.cstat = CSTAT_SPRITE_INVISIBLE; self.detail = dlevel.addambient(self.hitag, self.lotag); self.lotag = self.hitag = 0; } // this actor needs to start on STAT_DEFAULT. override void Initialize() { self.ChangeStat(STAT_ZOMBIEACTOR); } } class RedneckMinecartDef : DukeActor { } class RedneckMinecartSound : DukeActor { } class RedneckMinecartInner : DukeActor { } class RedneckJaildoorDef : DukeActor { } class RedneckJaildoorSound : DukeActor { } class RedneckGeometryEffect : DukeActor { } class RedneckKeyinfoSetter : DukeActor { }