mirror of
https://github.com/ZDoom/Raze.git
synced 2024-11-28 15:02:24 +00:00
f103e33300
All Duke script code has been changed to use strings as sound names now, just like GZDoom these will be looked up at compile time. Original Duke sound indices still exist but are now being managed as resource IDs, not sound engine indices anymore.
164 lines
2.5 KiB
Text
164 lines
2.5 KiB
Text
class DukeBolt1 : DukeActor
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{
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default
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{
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yint 0;
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statnum STAT_STANDABLE;
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SpriteSet "BOLT1", "BOLT2", "BOLT3", "BOLT4";
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spritesetindex 0;
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}
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override void Initialize()
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{
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self.temp_pos.XY = self.scale;
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}
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override void Tick()
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{
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DukePlayer p;
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double xx;
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let sectp = self.sector;
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[p, xx] = self.findplayer();
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if (xx > 1280) return;
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if (self.temp_data[3] == 0)
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self.temp_data[3] = sectp.floorshade;
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while (true)
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{
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if (self.temp_data[2])
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{
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self.temp_data[2]--;
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sectp.floorshade = 20;
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sectp.ceilingshade = 20;
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return;
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}
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if (self.scale == (0, 0))
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{
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self.scale = self.temp_pos.XY;
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}
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else if ((random() & 8) == 0)
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{
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self.temp_pos.XY = self.scale;
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self.temp_data[2] = Duke.global_random() & 4;
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self.scale = (0, 0);
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continue;
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}
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break;
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}
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self.SetSpritesetImage((self.spritesetindex + 1) % self.GetSpriteSetSize());
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int l = Duke.global_random() & 7;
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self.scale.X = (0.125 + l * REPEAT_SCALE);
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if (l & 1) self.cstat ^= CSTAT_SPRITE_TRANSLUCENT;
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if (self.spritesetindex == 1 && random(0, 7) == 0 && (dlevel.floorflags(sectp) & Duke.TFLAG_ELECTRIC))
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self.PlayActorSound("SHORT_CIRCUIT");
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if (self.spritesetindex & 1)
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{
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sectp.floorshade = 0;
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sectp.ceilingshade = 0;
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}
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else
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{
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sectp.floorshade = 20;
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sectp.ceilingshade = 20;
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}
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}
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}
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class DukeBolt2 : DukeBolt1
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{
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default
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{
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spritesetindex 1;
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}
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}
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class DukeBolt3 : DukeBolt1
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{
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default
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{
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spritesetindex 2;
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}
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}
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class DukeBolt4 : DukeBolt1
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{
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default
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{
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spritesetindex 3;
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}
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}
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class DukeSideBolt1 : DukeBolt1
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{
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default
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{
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SpriteSet "SIDEBOLT1", "SIDEBOLT2", "SIDEBOLT3", "SIDEBOLT4";
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}
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override void Tick()
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{
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DukePlayer p;
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double xx;
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let sectp = self.sector;
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[p, xx] = self.findplayer();
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if (xx > 1280) return;
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while (true)
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{
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if (self.temp_data[2])
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{
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self.temp_data[2]--;
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return;
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}
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if (self.scale == (0, 0))
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{
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self.scale = self.temp_pos.XY;
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}
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if ((random() & 8) == 0)
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{
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self.temp_pos.XY = self.scale;
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self.temp_data[2] = Duke.global_random() & 4;
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self.scale = (0, 0);
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continue;
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}
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break;
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}
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self.SetSpriteSetImage((self.spritesetindex + 1) % self.GetSpriteSetSize());
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if (random(0, 1) && (dlevel.floorflags(sectp) & Duke.TFLAG_ELECTRIC))
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self.PlayActorSound("SHORT_CIRCUIT");
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}
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}
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class DukeSideBolt2 : DukeSideBolt1
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{
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default
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{
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spritesetindex 1;
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}
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}
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class DukeSideBolt3 : DukeSideBolt1
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{
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default
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{
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spritesetindex 2;
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}
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}
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class DukeSideBolt4 : DukeSideBolt1
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{
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default
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{
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spritesetindex 3;
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}
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}
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