raze/wadsrc/static/zscript/games/duke/actors/bloodsplats.zs
Christoph Oelckers 60af1b4c62 - renamed temp_data[0] to 'counter' and map temp_data[5] to the now free temp_data[0].
This not only matches its use in CON but seems to be used as a counter in most other places as well.
The main reason is to improve readability of CON to ZScript conversions.
2023-04-12 21:54:33 +02:00

130 lines
2.6 KiB
Text

class DukeBloodSplat1 : DukeActor
{
default
{
Pic "BLOODSPLAT1";
+SE24_REMOVE;
}
override void Initialize()
{
self.cstat |= CSTAT_SPRITE_ALIGNMENT_WALL;
self.scale.X = 0.109375 + random(0, 7) * REPEAT_SCALE;
self.scale.Y = 0.109375 + random(0, 7) * REPEAT_SCALE;
self.pos.Z -= 16;
if (!self.mapSpawned && self.ownerActor && self.ownerActor.pal == 6)
self.pal = 6;
self.insertspriteq();
self.ChangeStat(STAT_MISC);
}
override void Tick()
{
if (self.counter < 14 * 26)
{
let offset = frandom(0, 1);
let lerp = 1. - (double(self.counter) / (14 * 26));
let zadj = (1. / 16.) * lerp;
let sadj = (1. / 12.) * lerp * REPEAT_SCALE;
self.pos.Z += zadj + offset * zadj;
self.scale.Y += sadj + offset * sadj;
self.counter++;
}
}
override bool Animate(tspritetype t)
{
if (t.pal == 6)
t.shade = -127;
else
t.shade = 16;
return true;
}
override bool shootthis(DukeActor shooter, DukePlayer p, Vector3 pos, double ang) const
{
let sectp = shooter.sector;
double zvel;
HitInfo hit;
if (p != null) ang += frandom(-11.25, 11.25);
else ang += 180 + frandom(-11.25, 11.25);
zvel = 4 - frandom(0, 8);
Raze.hitscan(pos, sectp, (ang.ToVector() * 1024, zvel * 64), hit, 1);
let wal = hit.hitWall;
if ( (pos.XY - hit.hitpos.XY).Length() >= 64)
return true;
if (wal == null)
return true;
if (wal.hitag != 0)
return true;
if (dlevel.wallflags(wal, 1) & Duke.TFLAG_NOBLOODSPLAT)
return true;
if ((wal.cstat & CSTAT_WALL_MASKED) != 0)
return true;
if (hit.hitSector.lotag != 0)
return true;
if (wal.twoSided())
{
if (wal.nextSectorp().lotag != 0 || (hit.hitSector.floorz - wal.nextSectorp().floorz) <= 16)
return true;
if (hit.hitSector.lotag != 0)
return true;
if (wal.nextWallp().hitag != 0)
return true;
DukeSectIterator it;
for(let act2 = it.First(wal.nextSectorp()); act2; act2 = it.Next())
{
if (act2.statnum == STAT_EFFECTOR && act2.lotag == SE_13_EXPLOSIVE)
{
return true;
}
}
}
let spawned = shooter.spawn(self.getclassname());
if (spawned)
{
spawned.vel.X = -0.75;
spawned.Angle = wal.delta().Angle() - 90;
spawned.pos = hit.hitpos;
spawned.cstat |= randomXFlip();
spawned.DoMove(CLIPMASK0);
spawned.SetPosition(spawned.pos);
spawned.cstat2 |= CSTAT2_SPRITE_DECAL;
if (shooter.bGREENBLOOD)
spawned.pal = 6;
}
return true;
}
}
class DukeBloodSplat2 : DukeBloodSplat1
{
default
{
Pic "BLOODSPLAT2";
}
}
class DukeBloodSplat3 : DukeBloodSplat1
{
default
{
Pic "BLOODSPLAT3";
}
}
class DukeBloodSplat4 : DukeBloodSplat1
{
default
{
Pic "BLOODSPLAT4";
}
}