raze/wadsrc/static/zscript/games/duke/actors/bolt.zs
Christoph Oelckers f103e33300 - fixed code up to the point where everything compiles again. Duke sounds are currently non-functional.
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.
2022-12-11 18:41:51 +01:00

164 lines
2.5 KiB
Text

class DukeBolt1 : DukeActor
{
default
{
yint 0;
statnum STAT_STANDABLE;
SpriteSet "BOLT1", "BOLT2", "BOLT3", "BOLT4";
spritesetindex 0;
}
override void Initialize()
{
self.temp_pos.XY = self.scale;
}
override void Tick()
{
DukePlayer p;
double xx;
let sectp = self.sector;
[p, xx] = self.findplayer();
if (xx > 1280) return;
if (self.temp_data[3] == 0)
self.temp_data[3] = sectp.floorshade;
while (true)
{
if (self.temp_data[2])
{
self.temp_data[2]--;
sectp.floorshade = 20;
sectp.ceilingshade = 20;
return;
}
if (self.scale == (0, 0))
{
self.scale = self.temp_pos.XY;
}
else if ((random() & 8) == 0)
{
self.temp_pos.XY = self.scale;
self.temp_data[2] = Duke.global_random() & 4;
self.scale = (0, 0);
continue;
}
break;
}
self.SetSpritesetImage((self.spritesetindex + 1) % self.GetSpriteSetSize());
int l = Duke.global_random() & 7;
self.scale.X = (0.125 + l * REPEAT_SCALE);
if (l & 1) self.cstat ^= CSTAT_SPRITE_TRANSLUCENT;
if (self.spritesetindex == 1 && random(0, 7) == 0 && (dlevel.floorflags(sectp) & Duke.TFLAG_ELECTRIC))
self.PlayActorSound("SHORT_CIRCUIT");
if (self.spritesetindex & 1)
{
sectp.floorshade = 0;
sectp.ceilingshade = 0;
}
else
{
sectp.floorshade = 20;
sectp.ceilingshade = 20;
}
}
}
class DukeBolt2 : DukeBolt1
{
default
{
spritesetindex 1;
}
}
class DukeBolt3 : DukeBolt1
{
default
{
spritesetindex 2;
}
}
class DukeBolt4 : DukeBolt1
{
default
{
spritesetindex 3;
}
}
class DukeSideBolt1 : DukeBolt1
{
default
{
SpriteSet "SIDEBOLT1", "SIDEBOLT2", "SIDEBOLT3", "SIDEBOLT4";
}
override void Tick()
{
DukePlayer p;
double xx;
let sectp = self.sector;
[p, xx] = self.findplayer();
if (xx > 1280) return;
while (true)
{
if (self.temp_data[2])
{
self.temp_data[2]--;
return;
}
if (self.scale == (0, 0))
{
self.scale = self.temp_pos.XY;
}
if ((random() & 8) == 0)
{
self.temp_pos.XY = self.scale;
self.temp_data[2] = Duke.global_random() & 4;
self.scale = (0, 0);
continue;
}
break;
}
self.SetSpriteSetImage((self.spritesetindex + 1) % self.GetSpriteSetSize());
if (random(0, 1) && (dlevel.floorflags(sectp) & Duke.TFLAG_ELECTRIC))
self.PlayActorSound("SHORT_CIRCUIT");
}
}
class DukeSideBolt2 : DukeSideBolt1
{
default
{
spritesetindex 1;
}
}
class DukeSideBolt3 : DukeSideBolt1
{
default
{
spritesetindex 2;
}
}
class DukeSideBolt4 : DukeSideBolt1
{
default
{
spritesetindex 3;
}
}