mirror of
https://github.com/ZDoom/Raze.git
synced 2024-12-02 09:02:18 +00:00
60af1b4c62
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.
221 lines
4.3 KiB
Text
221 lines
4.3 KiB
Text
class DukeMortar : DukeActor
|
|
{
|
|
default
|
|
{
|
|
pic "MORTAR";
|
|
DukeMortar.ceilingdist 3;
|
|
}
|
|
|
|
meta int ceilingdist;
|
|
property ceilingdist: ceilingdist;
|
|
|
|
override void Tick()
|
|
{
|
|
let spawned = self.spawn("DukeFrameEffect");
|
|
if (spawned) spawned.counter = 3;
|
|
Common(1);
|
|
}
|
|
|
|
void Common(int itemmode)
|
|
{
|
|
let sectp = self.sector;
|
|
DukePlayer p;
|
|
double xx;
|
|
|
|
[p,xx] = self.findplayer();
|
|
|
|
if (xx < 1220 / 16.) self.cstat &= ~CSTAT_SPRITE_BLOCK_ALL;
|
|
else self.cstat |= CSTAT_SPRITE_BLOCK_ALL;
|
|
|
|
if (self.temp_data[3] == 0)
|
|
{
|
|
int j = self.ifhitbyweapon();
|
|
if (j >= 0)
|
|
{
|
|
self.temp_data[3] = 1;
|
|
self.temp_data[4] = 0;
|
|
self.vel.X = 0;
|
|
self.DetonateIt(itemmode);
|
|
return;
|
|
}
|
|
}
|
|
|
|
if (itemmode != 0)
|
|
{
|
|
self.makeitfall();
|
|
|
|
// Feature check later needs to be map controlled, not game controlled.
|
|
if (sectp.lotag != ST_1_ABOVE_WATER && (!Raze.isRRRA() || sectp.lotag != ST_160_FLOOR_TELEPORT) && self.pos.Z >= self.floorz - 1 && self.yint < 3)
|
|
{
|
|
if (self.yint > 0 || (self.yint == 0 && self.floorz == sectp.floorz))
|
|
{
|
|
if (itemmode != 2)
|
|
self.PlayActorSound("PIPEBOMB_BOUNCE");
|
|
else if (self.temp_data[3] == 0)
|
|
{
|
|
self.temp_data[3] = 1;
|
|
self.temp_data[4] = 0;
|
|
self.DetonateIt(itemmode);
|
|
return;
|
|
}
|
|
}
|
|
self.vel.Z = -(4 - self.yint);
|
|
if (sectp.lotag == 2)
|
|
self.vel.Z *= 0.25;
|
|
self.yint++;
|
|
}
|
|
if (itemmode != 2 && self.pos.Z < self.ceilingz + self.ceilingdist && (!Raze.isRR() || sectp.lotag != ST_2_UNDERWATER)) // underwater check only for RR
|
|
{
|
|
self.pos.Z = self.ceilingz + self.ceilingdist;
|
|
self.vel.Z = 0;
|
|
}
|
|
}
|
|
|
|
CollisionData coll;
|
|
self.movesprite_ex((self.angle.ToVector() * self.vel.X, self.vel.Z), CLIPMASK0, coll);
|
|
|
|
if (sectp.lotag == ST_1_ABOVE_WATER && self.vel.Z == 0)
|
|
{
|
|
self.pos.Z += 32;
|
|
if (self.temp_data[0] == 0)
|
|
{
|
|
self.temp_data[0] = 1;
|
|
self.spawn("DukeWaterSplash");
|
|
}
|
|
}
|
|
else self.temp_data[0] = 0;
|
|
|
|
if (self.temp_data[3] == 0 && (coll.type || xx < 844 / 16.))
|
|
{
|
|
self.temp_data[3] = 1;
|
|
self.temp_data[4] = 0;
|
|
self.vel.X = 0;
|
|
}
|
|
else if(self.vel.X > 0)
|
|
{
|
|
self.vel.X -= 5. / 16;
|
|
if (sectp.lotag == ST_2_UNDERWATER)
|
|
self.vel.X -= 10. / 16;
|
|
|
|
if(self.vel.X < 0)
|
|
self.vel.X = 0;
|
|
//if (int(self.vel.X * 16) & 8) self.spr.cstat ^= CSTAT_SPRITE_XFLIP;
|
|
}
|
|
self.DetonateIt(itemmode);
|
|
}
|
|
|
|
void DetonateIt(int itemmode)
|
|
{
|
|
if (self.temp_data[3] == 1)
|
|
{
|
|
self.temp_data[4]++;
|
|
|
|
DukePlayer p;
|
|
double xx;
|
|
|
|
[p,xx] = self.findplayer();
|
|
|
|
if (self.temp_data[4] == 2)
|
|
{
|
|
int x = self.extra;
|
|
int m = itemmode == 0? gs.bouncemineblastradius : gs.morterblastradius;
|
|
|
|
if (self.sector.lotag != 800 || !Raze.isRR()) // this line is RR only
|
|
{
|
|
self.hitradius(m, x >> 2, x >> 1, x - (x >> 2), x);
|
|
self.spawn("DukeExplosion2");
|
|
if (self.vel.Z == 0 && !Raze.isRR()) self.spawn("DukeExplosion2Bot"); // this line is Duke only
|
|
if (itemmode == 2) self.spawn("DukeBurning");
|
|
self.PlayActorSound("PIPEBOMB_EXPLODE");
|
|
for (x = 0; x < 8; x++)
|
|
self.RANDOMSCRAP();
|
|
}
|
|
}
|
|
|
|
if (self.scale.Y)
|
|
{
|
|
self.scale.Y = 0;
|
|
return;
|
|
}
|
|
if (self.temp_data[4] > 20)
|
|
{
|
|
self.Destroy();
|
|
return;
|
|
}
|
|
if (itemmode == 2)
|
|
{
|
|
self.spawn("DukeBurning");
|
|
self.Destroy();
|
|
return;
|
|
}
|
|
}
|
|
if (self.counter < 8) self.counter++;
|
|
}
|
|
|
|
}
|
|
|
|
class DukeBounceMine : DukeMortar
|
|
{
|
|
default
|
|
{
|
|
pic "BOUNCEMINE";
|
|
}
|
|
|
|
override void Initialize()
|
|
{
|
|
// This is only for placed items, not for armed weapons!
|
|
// Although this can be shot, it doesn't really work for that.
|
|
if (self.mapSpawned)
|
|
{
|
|
self.ownerActor = self;
|
|
self.extra = gs.impact_damage << 2;
|
|
self.cstat |= CSTAT_SPRITE_BLOCK_ALL; // Make it hitable
|
|
self.ChangeStat(STAT_ZOMBIEACTOR);
|
|
self.shade = -127;
|
|
self.Scale = (0.375, 0.375);
|
|
}
|
|
}
|
|
|
|
override void Tick()
|
|
{
|
|
Common(0);
|
|
}
|
|
}
|
|
|
|
class RedneckMortar : DukeMortar
|
|
{
|
|
default
|
|
{
|
|
pic "MORTAR";
|
|
DukeMortar.ceilingdist 16;
|
|
}
|
|
|
|
override void Tick()
|
|
{
|
|
Common(1);
|
|
}
|
|
|
|
}
|
|
|
|
class RedneckCheerBomb : DukeMortar
|
|
{
|
|
default
|
|
{
|
|
spriteset "CHEERBOMB", "CHEERBOMB1", "CHEERBOMB2", "CHEERBOMB3";
|
|
DukeMortar.ceilingdist 16;
|
|
+NOFLOORPAL;
|
|
}
|
|
|
|
override bool Animate(tspritetype t)
|
|
{
|
|
t.SetSpritePic(self, (PlayClock >> 4) & 3);
|
|
return true;
|
|
}
|
|
|
|
override void Tick()
|
|
{
|
|
Common(2);
|
|
}
|
|
}
|
|
|
|
|