mirror of
https://github.com/ZDoom/Raze.git
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9a1a90a730
This is needed to make them shootable from a distance. Somehow these two lines of code had gotten lost during scriptification.
217 lines
4.2 KiB
Text
217 lines
4.2 KiB
Text
class DukeMortar : DukeActor
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{
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default
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{
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pic "MORTAR";
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detail 3;
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}
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override void Tick()
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{
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let spawned = self.spawn("DukeFrameEffect");
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if (spawned) spawned.temp_data[0] = 3;
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Common(1);
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}
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void Common(int itemmode)
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{
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let sectp = self.sector;
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DukePlayer p;
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double xx;
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[p,xx] = self.findplayer();
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if (xx < 1220 / 16.) self.cstat &= ~CSTAT_SPRITE_BLOCK_ALL;
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else self.cstat |= CSTAT_SPRITE_BLOCK_ALL;
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if (self.temp_data[3] == 0)
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{
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int j = self.ifhitbyweapon();
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if (j >= 0)
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{
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self.temp_data[3] = 1;
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self.temp_data[4] = 0;
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self.vel.X = 0;
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self.DetonateIt(itemmode);
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return;
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}
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}
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if (itemmode != 0)
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{
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self.makeitfall();
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// Feature check later needs to be map controlled, not game controlled.
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if (sectp.lotag != ST_1_ABOVE_WATER && (!Raze.isRRRA() || sectp.lotag != ST_160_FLOOR_TELEPORT) && self.pos.Z >= self.floorz - 1 && self.yint < 3)
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{
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if (self.yint > 0 || (self.yint == 0 && self.floorz == sectp.floorz))
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{
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if (itemmode != 2)
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self.PlayActorSound("PIPEBOMB_BOUNCE");
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else if (self.temp_data[3] == 0)
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{
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self.temp_data[3] = 1;
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self.temp_data[4] = 0;
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self.DetonateIt(itemmode);
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return;
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}
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}
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self.vel.Z = -(4 - self.yint);
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if (sectp.lotag == 2)
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self.vel.Z *= 0.25;
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self.yint++;
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}
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if (itemmode != 2 && self.pos.Z < self.ceilingz + self.detail && (!Raze.isRR() || sectp.lotag != ST_2_UNDERWATER)) // underwater check only for RR
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{
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self.pos.Z = self.ceilingz + self.detail;
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self.vel.Z = 0;
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}
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}
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CollisionData coll;
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self.movesprite_ex((self.angle.ToVector() * self.vel.X, self.vel.Z), CLIPMASK0, coll);
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if (sectp.lotag == ST_1_ABOVE_WATER && self.vel.Z == 0)
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{
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self.pos.Z += 32;
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if (self.temp_data[5] == 0)
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{
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self.temp_data[5] = 1;
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self.spawn("DukeWaterSplash");
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}
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}
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else self.temp_data[5] = 0;
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if (self.temp_data[3] == 0 && (coll.type || xx < 844 / 16.))
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{
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self.temp_data[3] = 1;
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self.temp_data[4] = 0;
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self.vel.X = 0;
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}
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else if(self.vel.X > 0)
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{
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self.vel.X -= 5. / 16;
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if (sectp.lotag == ST_2_UNDERWATER)
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self.vel.X -= 10. / 16;
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if(self.vel.X < 0)
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self.vel.X = 0;
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//if (int(self.vel.X * 16) & 8) self.spr.cstat ^= CSTAT_SPRITE_XFLIP;
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}
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self.DetonateIt(itemmode);
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}
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void DetonateIt(int itemmode)
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{
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if (self.temp_data[3] == 1)
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{
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self.temp_data[4]++;
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DukePlayer p;
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double xx;
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[p,xx] = self.findplayer();
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if (self.temp_data[4] == 2)
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{
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int x = self.extra;
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int m = itemmode == 0? gs.bouncemineblastradius : gs.morterblastradius;
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if (self.sector.lotag != 800 || !Raze.isRR()) // this line is RR only
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{
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self.hitradius(m, x >> 2, x >> 1, x - (x >> 2), x);
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self.spawn("DukeExplosion2");
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if (self.vel.Z == 0 && !Raze.isRR()) self.spawn("DukeExplosion2Bot"); // this line is Duke only
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if (itemmode == 2) self.spawn("DukeBurning");
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self.PlayActorSound("PIPEBOMB_EXPLODE");
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for (x = 0; x < 8; x++)
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self.RANDOMSCRAP();
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}
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}
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if (self.scale.Y)
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{
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self.scale.Y = 0;
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return;
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}
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if (self.temp_data[4] > 20)
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{
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self.Destroy();
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return;
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}
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if (itemmode == 2)
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{
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self.spawn("DukeBurning");
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self.Destroy();
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return;
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}
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}
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if (self.temp_data[0] < 8) self.temp_data[0]++;
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}
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}
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class DukeBounceMine : DukeMortar
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{
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default
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{
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pic "BOUNCEMINE";
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}
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override void Initialize()
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{
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// This is only for placed items, not for armed weapons!
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// Although this can be shot, it doesn't really work for that.
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if (self.mapSpawned)
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{
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self.ownerActor = self;
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self.extra = gs.impact_damage << 2;
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self.cstat |= CSTAT_SPRITE_BLOCK_ALL; // Make it hitable
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self.ChangeStat(STAT_ZOMBIEACTOR);
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self.shade = -127;
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self.Scale = (0.375, 0.375);
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}
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}
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override void Tick()
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{
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Common(0);
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}
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}
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class RedneckMortar : DukeMortar
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{
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default
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{
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pic "MORTAR";
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detail 16;
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}
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override void Tick()
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{
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Common(1);
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}
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}
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class RedneckCheerBomb : DukeMortar
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{
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default
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{
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spriteset "CHEERBOMB", "CHEERBOMB1", "CHEERBOMB2", "CHEERBOMB3";
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detail 16;
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}
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override bool Animate(tspritetype t)
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{
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t.SetSpritePic(self, (PlayClock >> 4) & 3);
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return true;
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}
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override void Tick()
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{
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Common(2);
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}
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}
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