mirror of
https://github.com/ZDoom/Raze.git
synced 2024-11-24 21:11:26 +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.
73 lines
1.5 KiB
Text
73 lines
1.5 KiB
Text
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class DukeFireext : DukeActor
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{
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default
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{
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statnum STAT_STANDABLE;
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pic "FIREEXT";
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}
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override void Initialize()
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{
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self.cstat = CSTAT_SPRITE_BLOCK_ALL;
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self.extra = gs.impact_damage << 2;
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if (ud.multimode < 2 && self.pal != 0)
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{
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self.scale = (0, 0);
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self.ChangeStat(STAT_MISC);
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return;
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}
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self.pal = 0;
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self.ownerActor = self;
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self.vel.X = 0.5;
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self.DoMove(CLIPMASK0);
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}
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override void Tick()
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{
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int j = self.ifhitbyweapon();
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if (j == -1) return;
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for (int k = 0; k < 16; k++)
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{
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let a = frandom(0, 360);
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let vel = frandom(0, 4) + 4;
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let zvel = -frandom(0, 16) - self.vel.Z * 0.25;
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let spawned = dlevel.SpawnActor(self.sector, self.pos.plusZ(frandom(-48, 0)), 'DukeScrap', -8, (0.75, 0.75), a, vel, zvel, self);
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if (spawned)
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{
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if (spawned) spawned.spriteextra = DukeScrap.Scrap3 + random(0, 3);
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spawned.pal = 2;
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}
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}
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self.spawn("DukeExplosion2");
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self.PlayActorSound("PIPEBOMB_EXPLODE");
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self.PlayActorSound("GLASS_HEAVYBREAK");
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if (self.hitag > 0)
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{
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DukeStatIterator it;
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for(let a1 = it.First(STAT_STANDABLE); a1; a1 = it.Next())
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{
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if (self.hitag == a1.hitag && a1.actorflag2(SFLAG2_BRIGHTEXPLODE))
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if (a1.shade != -32)
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a1.shade = -32;
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}
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int x = self.extra;
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self.spawn("DukeExplosion2");
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self.hitradius(gs.pipebombblastradius, x >> 2, x - (x >> 1), x - (x >> 2), x);
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self.PlayActorSound("PIPEBOMB_EXPLODE");
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self.detonate("DukeExplosion2");
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}
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else
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{
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self.hitradius(gs.seenineblastradius, 10, 15, 20, 25);
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self.Destroy();
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}
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}
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}
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