mirror of
https://github.com/ZDoom/Raze.git
synced 2024-11-30 07:50:54 +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.
305 lines
5 KiB
Text
305 lines
5 KiB
Text
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class DukeActivator : DukeActor
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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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self.ChangeStat(STAT_ACTIVATOR);
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}
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/* this first needs work on the sector effectors.
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override void onActivate(int low, DukePlayer plr)
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{
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switch (self.hitag)
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{
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case 0:
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break;
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case 1:
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if (self.sector.floorz != self.sector.ceilingz)
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{
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continue;
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}
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break;
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case 2:
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if (self.sector.floorz == self.sector.ceilingz)
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{
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continue;
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}
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break;
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}
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if (self.sector.lotag < 3)
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{
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DukeSectIterator itr;
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for(let a2 = itr.First(self.sector); a2; a2 = itr.Next())
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{
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// todo: move this into the effectors as a virtual override.
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if (a2.statnum == STAT_EFFECTOR) switch (a2.lotag)
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{
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case SE_18_INCREMENTAL_SECTOR_RISE_FALL:
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if (Raze.isRRRA()) break;
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case SE_36_PROJ_SHOOTER:
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case SE_31_FLOOR_RISE_FALL:
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case SE_32_CEILING_RISE_FALL:
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a2.counter = 1 - a2.counter;
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a2.callsound(self.sector());
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break;
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}
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}
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}
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if (k == -1 && (self.sector.lotag & 0xff) == SE_22_TEETH_DOOR)
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k = act.callsound(self.sector);
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self.operatesectors(self.sector);
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}
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*/
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}
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class DukeLocator : DukeActor
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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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self.ChangeStat(STAT_LOCATOR);
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}
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}
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class DukeActivatorLocked : DukeActor
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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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if (!Raze.IsRR()) self.sector.lotag |= 16384;
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else self.sector.lotag ^= 16384;
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self.ChangeStat(STAT_ACTIVATOR);
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}
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/* must wait until Activator.onActivate can be done.
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override void onActivate(int low, DukePlayer plr)
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{
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if (self.lotag == low)
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{
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self.sector.lotag ^= 16384;
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if (plr)
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{
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if (self.sector.lotag & 16384)
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plr.FTA(QUOTE_LOCKED, true);
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else plr.FTA(QUOTE_UNLOCKED, true);
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}
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}
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}
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*/
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}
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// Note: StaticSetup is run much earlier than Initialize! This is only meant for things that modify global game state.
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class DukeCycler : DukeActor
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{
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override void StaticSetup()
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{
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dlevel.AddCycler(self.sector, self.lotag, self.shade, self.sector.floorshade, self.hitag, self.intangle == 1536);
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self.Destroy();
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}
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}
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class DukeGPSpeed : DukeActor
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{
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override void StaticSetup()
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{
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self.sector.extra = self.lotag;
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self.Destroy();
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}
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}
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// the following ones are only used in RR.
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class DukeTorchCtrl : DukeActor
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{
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override void StaticSetup()
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{
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dlevel.addtorch(self.sector, self.sector.floorshade, self.lotag);
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self.Destroy();
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}
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}
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class DukeLightningCtrl : DukeActor
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{
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override void StaticSetup()
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{
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dlevel.addlightning(self.sector, self.sector.floorshade);
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self.Destroy();
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}
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}
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class DukeShadeCtrl : DukeActor
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{
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override void StaticSetup()
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{
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self.sector.shadedsector = 1;
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self.Destroy();
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}
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}
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class DukeMinecartKiller : DukeActor
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{
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default
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{
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+BADGUY;
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}
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override void StaticSetup()
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{
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self.cstat |= CSTAT_SPRITE_INVISIBLE;
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}
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// This has a CON scripted part.
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}
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class DukeSoundFX : DukeActor
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{
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override void StaticSetup()
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{
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self.cstat = CSTAT_SPRITE_INVISIBLE;
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self.detail = dlevel.addambient(self.hitag, self.lotag);
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self.lotag = self.hitag = 0;
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}
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// this actor needs to start on STAT_DEFAULT.
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override void Initialize()
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{
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self.ChangeStat(STAT_ZOMBIEACTOR);
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}
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}
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class RedneckMinecartDef : DukeActor
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{
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}
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class RedneckMinecartSound : DukeActor
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{
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}
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class RedneckMinecartInner : DukeActor
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{
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}
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class RedneckJaildoorDef : DukeActor
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{
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}
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class RedneckJaildoorSound : DukeActor
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{
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}
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class RedneckGeometryEffect : DukeActor
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{
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}
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class RedneckKeyinfoSetter : DukeActor
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{
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}
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class RedneckUfoBeam : DukeActor
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{
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default
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{
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pic "UFOBEAM";
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+BADGUY;
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}
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override bool animate(tspritetype t)
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{
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t.cstat |= CSTAT_SPRITE_INVISIBLE;
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self.cstat |= CSTAT_SPRITE_INVISIBLE;
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return true;
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}
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}
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class RedneckInvisible : DukeActor
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{
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default
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{
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pic "RRTILE3586";
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}
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override bool animate(tspritetype t)
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{
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t.cstat |= CSTAT_SPRITE_INVISIBLE;
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self.cstat |= CSTAT_SPRITE_INVISIBLE;
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return true;
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}
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}
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class RedneckLadder : DukeActor
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{
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default
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{
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pic "Ladder";
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}
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override bool animate(tspritetype t)
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{
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t.cstat |= CSTAT_SPRITE_INVISIBLE;
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self.cstat |= CSTAT_SPRITE_INVISIBLE;
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return true;
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}
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}
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class RedneckDestructo : DukeActor
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{
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default
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{
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pic "DESTRUCTO";
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statnum STAT_DESTRUCT;
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}
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override bool animate(tspritetype t)
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{
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t.cstat |= CSTAT_SPRITE_INVISIBLE;
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return true;
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}
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}
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class RedneckDestroyTags : DukeActor
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{
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default
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{
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pic "DESTROYTAGS";
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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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self.scale = (REPEAT_SCALE, REPEAT_SCALE);
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self.clipdist = 0.25;
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self.ChangeStat(STAT_DESTRUCT);
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}
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}
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class RedneckPistonSoundEnabler : DukeActor
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{
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override void StaticSetup()
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{
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ud.pistonsound = true;
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self.Destroy();
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}
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}
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class RedneckFogEnabler : DukeActor
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{
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override void StaticSetup()
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{
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ud.fogactive = true;
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self.Destroy();
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}
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}
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class RedneckSeasickEnabler : DukeActor
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{
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override void StaticSetup()
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{
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// this is so wrong... :(
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Duke.GetViewPlayer().sea_sick_stat = true;
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self.Destroy();
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}
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}
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