mirror of
https://github.com/ZDoom/Raze.git
synced 2024-11-25 05:21:31 +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.
74 lines
1.3 KiB
Text
74 lines
1.3 KiB
Text
class DukeWaterDrip : DukeActor
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{
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default
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{
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ScaleX 0.375;
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ScaleY 0.375;
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statnum STAT_STANDABLE;
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pic "WATERDRIP";
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}
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override void Initialize()
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{
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let owner = self.ownerActor;
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if (owner && (owner.statnum == STAT_PLAYER || owner.statnum == STAT_ACTOR))
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{
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self.shade = 32;
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if (owner.pal != 1)
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{
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self.pal = 2;
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self.pos.Z -= 18;
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}
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else self.pos.Z -= 13;
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self.angle = (Duke.GetViewPlayer().actor.pos.XY - self.pos.XY).Angle();
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self.vel.X = frandom(1, 3);
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self.DoMove(CLIPMASK0);
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}
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else if (owner == self)
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{
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self.pos.Z += 4;
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self.temp_pos.Z = self.pos.Z;
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self.temp_data[1] = random(0, 127);
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}
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}
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override void Tick()
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{
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if (self.temp_data[1])
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{
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self.temp_data[1]--;
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if (self.temp_data[1] == 0)
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self.cstat &= ~CSTAT_SPRITE_INVISIBLE;
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}
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else
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{
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self.makeitfall();
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self.DoMove(CLIPMASK0);
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if(self.vel.X > 0) self.vel.X -= 1/8.;
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if (self.vel.Z == 0)
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{
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self.cstat |= CSTAT_SPRITE_INVISIBLE;
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if (self.pal != 2 && (self.hitag == 0 || Raze.isRR()))
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self.PlayActorSound("SOMETHING_DRIPPING");
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if (self.ownerActor != self)
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{
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self.Destroy();
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}
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else
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{
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self.pos.Z = self.temp_pos.Z;
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self.backuppos();
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self.temp_data[1] = random(48, 79);
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}
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}
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}
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}
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}
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