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513de38723
Using ownerActor is not robust, for some actors this will have unwanted side effects.
69 lines
1.3 KiB
Text
69 lines
1.3 KiB
Text
class DukeLetter : DukeActor
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{
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default
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{
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pic "LETTER";
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+NOFALLER;
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}
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override void Initialize(DukeActor spawner)
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{
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self.cstat |= CSTAT_SPRITE_BLOCK_ALL;
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self.ChangeStat(STAT_ACTOR);
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self.extra = 1;
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}
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}
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class DukeDuck : DukeLetter // shooting gallery target
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{
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default
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{
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pic "DUCK";
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}
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override void Tick()
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{
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if (self.cstat & CSTAT_SPRITE_ALIGNMENT_FLOOR)
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{
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self.counter++;
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if (self.counter > 60)
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{
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self.counter = 0;
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self.cstat = CSTAT_SPRITE_YCENTER | CSTAT_SPRITE_BLOCK_ALL | CSTAT_SPRITE_ALIGNMENT_WALL;
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self.extra = 1;
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}
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}
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else
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{
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int j = self.ifhitbyweapon();
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if (j >= 0)
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{
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self.cstat = CSTAT_SPRITE_ALIGNMENT_FLOOR | CSTAT_SPRITE_YCENTER;
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DukeStatIterator itr;
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for(let act2 = itr.First(STAT_ACTOR); act2; act2 = itr.Next())
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{
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if (act2.lotag == self.lotag && act2.GetClass() == self.GetClass())
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{
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if ((act2.hitag && !(act2.cstat & CSTAT_SPRITE_ALIGNMENT_FLOOR)) ||
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(!act2.hitag && (act2.cstat & CSTAT_SPRITE_ALIGNMENT_FLOOR))
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)
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return;
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}
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}
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// got the last one. Receive your reward!
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dlevel.operateactivators(self.lotag, nullptr);
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self.operateforcefields(self.lotag);
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dlevel.operatemasterswitches(self.lotag);
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}
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}
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}
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}
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class DukeTarget : DukeDuck
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{
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default
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{
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pic "TARGET";
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}
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}
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