mirror of
https://github.com/ZDoom/Raze.git
synced 2024-12-01 08:31:30 +00:00
f103e33300
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.
79 lines
No EOL
1.2 KiB
Text
79 lines
No EOL
1.2 KiB
Text
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class RedneckLumberBlade : DukeActor
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{
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default
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{
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statnum STAT_LUMBERMILL;
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extra 0;
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spriteset "LUMBERBLADE1", "LUMBERBLADE";
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}
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override void Tick()
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{
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if (self.hitag == 100)
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{
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self.pos.Z += 4;
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if (self.pos.Z >= self.sector.floorz + 59.25)
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self.pos.Z = self.sector.floorz + 59.25;
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}
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if (self.spritesetindex == 1)
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{
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self.extra++;
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if (self.extra == 192)
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{
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self.hitag = 0;
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self.pos.Z = self.sector.floorz - 59.25;
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self.extra = 0;
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self.setSpritesetImage(0);
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dlevel.resetswitch(999);
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}
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}
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}
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override bool onUse(DukePlayer user)
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{
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if (user == null) // guard against unwanted activation
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{
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self.setSpritesetImage(1);
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self.hitag = 100;
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self.extra = 0;
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self.PlayActorSound("BK_JIB2");
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return true;
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}
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return false;
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}
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override void onTouch(DukePlayer user)
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{
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if (self.spritesetindex == 0)
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{
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user.quickkill();
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user.actor.PlayActorSound("JOE9000B");
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}
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}
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}
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// Development garbage?
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Class RedneckKegHolder : DukeActor
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{
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default
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{
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statnum STAT_LUMBERMILL;
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pic "KEGHOLDER";
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}
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override void Initialize()
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{
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self.cstat = CSTAT_SPRITE_INVISIBLE;
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}
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override bool OnUse(DukePlayer user)
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{
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if (user != null) return false;
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self.Destroy();
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return true;
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}
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} |