mirror of
https://github.com/ZDoom/Raze.git
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f9e5f2c137
Only the player actor is left, which is also the messiest part...
134 lines
3.9 KiB
Text
134 lines
3.9 KiB
Text
class DukeBreakWalls
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{
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static void breakwall(TextureID newpn, DukeActor spr, walltype wal)
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{
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wal.SetTexture(walltype.main, newpn);
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spr.PlayActorSound("VENT_BUST");
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spr.PlayActorSound("GLASS_HEAVYBREAK");
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spr.lotsofglass(10, wal);
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}
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static void ForcefieldHit(walltype wal, TextureID newtex, Sound snd, DukeActor spr, Vector3 pos)
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{
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sectortype sptr = Raze.updatesector(pos.XY, spr.sector);
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if (sptr == nullptr) return;
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double scale = spr.isPlayer()? 0.125 : spr is 'DukeChaingunShot'? 0.25 : 0.5;
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let spawned = dlevel.SpawnActor(sptr, pos, 'DukeForceRipple', -127, (scale, scale), 0, 0., 0., spr, DukeActor.STAT_MISC);
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if (spawned)
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{
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spawned.cstat |= CSTAT_SPRITE_TRANSLUCENT | CSTAT_SPRITE_ALIGNMENT_WALL | CSTAT_SPRITE_YCENTER;
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spawned.angle = wal.delta().Angle() + 90;
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spawned.PlayActorSound(snd);
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}
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}
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static void ForcefieldHitAnim(walltype wal, TextureID newtex, Sound snd, DukeActor spr, Vector3 pos)
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{
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wal.extra = 1;
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ForcefieldHit(wal, newtex, snd, spr, pos);
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}
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static void FanSpriteHit(walltype wal, TextureID newtex, Sound snd, DukeActor spr, Vector3 pos)
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{
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wal.SetTexture(walltype.over, newtex);
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wal.cstat &= ~(CSTAT_WALL_BLOCK | CSTAT_WALL_BLOCK_HITSCAN);
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let nwal = wal.nextwallp();
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if (nwal)
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{
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nwal.SetTexture(walltype.over, newtex);
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nwal.cstat &= ~(CSTAT_WALL_BLOCK | CSTAT_WALL_BLOCK_HITSCAN);
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}
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spr.PlayActorSound(snd);
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spr.PlayActorSound("GLASS_BREAKING");
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}
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static void GlassHit(walltype wal, TextureID newtex, Sound snd, DukeActor spr, Vector3 pos)
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{
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let sptr = Raze.updatesector(pos.XY, spr.sector);
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if (sptr == nullptr) return;
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wal.setTexture(walltype.over, newtex);
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spr.lotsofglass(10, wal);
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wal.cstat = 0;
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let nwal = wal.nextwallp();
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if (nwal) nwal.cstat = 0;
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let spawned = dlevel.SpawnActor(sptr, pos, "DukeSectorEffector", 0, (0, 0), spr.Angle, 0., 0., spr, DukeActor.STAT_EFFECTOR);
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if (spawned)
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{
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spawned.lotag = SE_128_GLASS_BREAKING;
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spawned.temp_data[1] = 5;
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spawned.temp_walls[0] = wal;
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spawned.PlayActorSound(snd);
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}
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}
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static void StainGlassHit(walltype wal, TextureID newtex, Sound snd, DukeActor spr, Vector3 pos)
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{
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let sptr = Raze.updatesector(pos.XY, spr.sector);
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if (sptr == nullptr) return;
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wal.setTexture(walltype.over, newtex);
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spr.lotsofcolourglass(10, wal);
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wal.cstat = 0;
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let nwal = wal.nextwallp();
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if (nwal) nwal.cstat = 0;
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spr.PlayActorSound("VENT_BUST");
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spr.PlayActorSound(snd);
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}
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static void TechStuffBreak(walltype wal, TextureID newtex, Sound snd, DukeActor spr, Vector3 pos)
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{
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breakwall(newtex, spr, wal);
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spr.PlayActorSound(snd);
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}
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static void ScreenBreak(walltype wal, TextureID newtex, Sound snd, DukeActor spr, Vector3 pos)
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{
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static const String randbreak[] = { "W_SCREENBREAK", "W_SCREENBREAK2", "W_SCREENBREAK3" };
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spr.lotsofglass(30, wal);
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wal.SetTextureName(walltype.main, randbreak[random(0, 2)]);
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spr.PlayActorSound(snd);
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}
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static void LightBreak(walltype wal, TextureID newtex, Sound snd, DukeActor spr, Vector3 pos)
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{
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if (Duke.rnd(128))
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spr.PlayActorSound("GLASS_HEAVYBREAK");
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else spr.PlayActorSound("GLASS_BREAKING");
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spr.lotsofglass(30, wal);
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wal.setTexture(walltype.main, newtex);
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if (!wal.lotag) return;
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if (!wal.twoSided()) return;
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int darkestwall = 0;
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let nextsect = wal.nextsectorp();
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foreach (wl : nextsect.walls)
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if (wl.shade > darkestwall)
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darkestwall = wl.shade;
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int j = random(0, 1);
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DukeStatIterator it;
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for(let effector = it.First(DukeActor.STAT_EFFECTOR); effector; effector = it.Next())
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{
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if (effector.hitag == wal.lotag && effector.lotag == SE_3_RANDOM_LIGHTS_AFTER_SHOT_OUT)
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{
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effector.temp_data[2] = j;
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effector.temp_data[3] = darkestwall;
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effector.temp_data[4] = 1;
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}
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}
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}
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static void ATMBreak(walltype wal, TextureID newtex, Sound snd, DukeActor spr, Vector3 pos)
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{
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wal.setTexture(walltype.main, newtex);
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spr.PlayActorSound(snd);
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spr.lotsofstuff('DukeMoney', random(1, 8));
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}
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}
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