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513de38723
Using ownerActor is not robust, for some actors this will have unwanted side effects.
56 lines
1.5 KiB
Text
56 lines
1.5 KiB
Text
class DukeMasterSwitch : DukeActor
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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_INVISIBLE;
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self.yint = 0;
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self.ChangeStat(STAT_STANDABLE);
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}
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override void Tick()
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{
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if (self.yint == 1 && self.statnum == STAT_STANDABLE)
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{
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self.hitag--;
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if (self.hitag <= 0)
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{
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self.operatesectors(self.sector);
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DukeSectIterator it;
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for (let effector = it.First(self.sector); effector; effector = it.Next())
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{
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if (effector.statnum == STAT_EFFECTOR)
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{
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// Todo: Once the effectors have been ported, do this with a virtual that can be overridden by custom effects.
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switch (effector.lotag)
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{
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case SE_2_EARTHQUAKE:
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case SE_21_DROP_FLOOR:
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case SE_31_FLOOR_RISE_FALL:
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case SE_32_CEILING_RISE_FALL:
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case SE_36_PROJ_SHOOTER:
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effector.counter = 1;
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break;
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case SE_3_RANDOM_LIGHTS_AFTER_SHOT_OUT:
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effector.temp_data[4] = 1;
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break;
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}
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}
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else //if (effector.statnum == STAT_STANDABLE) this check is not really needed.
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{
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if (effector.bBRIGHTEXPLODE) // SEENINE and OOZFILTER
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{
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effector.shade = -31;
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}
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}
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}
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// we cannot delete this actor because it may be used as a sound source.
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// This originally depended on undefined behavior as the deleted sprite was still used for the sound
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// with no checking if it got reused in the mean time.
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self.cstat |= CSTAT_SPRITE_INVISIBLE;
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self.cstat2 |= CSTAT2_SPRITE_NOFIND;
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self.ChangeStat(STAT_REMOVED);
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}
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}
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}
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}
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