raze/source/games/sw/src/jweapon.cpp
2022-10-14 20:31:54 +02:00

2201 lines
69 KiB
C++

//-------------------------------------------------------------------------
/*
Copyright (C) 1997, 2005 - 3D Realms Entertainment
This file is part of Shadow Warrior version 1.2
Shadow Warrior is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
Original Source: 1997 - Frank Maddin and Jim Norwood
Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
*/
//-------------------------------------------------------------------------
#include "ns.h"
#include "build.h"
#include "names2.h"
#include "panel.h"
#include "misc.h"
#include "tags.h"
#include "break.h"
#include "network.h"
#include "pal.h"
#include "ai.h"
#include "weapon.h"
#include "sprite.h"
#include "sector.h"
BEGIN_SW_NS
ANIMATOR DoSuicide;
ANIMATOR DoBloodSpray;
void SpawnFlashBombOnActor(DSWActor* actor);
ANIMATOR DoPuff, BloodSprayFall;
extern STATE s_Puff[];
extern STATE s_FireballFlames[];
extern STATE s_GoreFloorSplash[];
extern STATE s_GoreSplash[];
extern bool GlobalSkipZrange;
#define CHEMTICS SEC(40)
#define GOREDrip 1562 //2430
#define BLOODSPRAY_RATE 20
STATE s_BloodSpray[] =
{
{GOREDrip + 0, BLOODSPRAY_RATE, BloodSprayFall, &s_BloodSpray[1]},
{GOREDrip + 1, BLOODSPRAY_RATE, BloodSprayFall, &s_BloodSpray[2]},
{GOREDrip + 2, BLOODSPRAY_RATE, BloodSprayFall, &s_BloodSpray[3]},
{GOREDrip + 3, BLOODSPRAY_RATE, BloodSprayFall, &s_BloodSpray[4]},
{GOREDrip + 3, 100, DoSuicide, &s_BloodSpray[0]}
};
#define EXP_RATE 2
STATE s_PhosphorExp[] =
{
{EXP + 0, EXP_RATE, NullAnimator, &s_PhosphorExp[1]},
{EXP + 1, EXP_RATE, NullAnimator, &s_PhosphorExp[2]},
{EXP + 2, EXP_RATE, NullAnimator, &s_PhosphorExp[3]},
{EXP + 3, EXP_RATE, NullAnimator, &s_PhosphorExp[4]},
{EXP + 4, EXP_RATE, NullAnimator, &s_PhosphorExp[5]},
{EXP + 5, EXP_RATE, NullAnimator, &s_PhosphorExp[6]},
{EXP + 6, EXP_RATE, NullAnimator, &s_PhosphorExp[7]},
{EXP + 7, EXP_RATE, NullAnimator, &s_PhosphorExp[8]},
{EXP + 8, EXP_RATE, NullAnimator, &s_PhosphorExp[9]},
{EXP + 9, EXP_RATE, NullAnimator, &s_PhosphorExp[10]},
{EXP + 10, EXP_RATE, NullAnimator, &s_PhosphorExp[11]},
{EXP + 11, EXP_RATE, NullAnimator, &s_PhosphorExp[12]},
{EXP + 12, EXP_RATE, NullAnimator, &s_PhosphorExp[13]},
{EXP + 13, EXP_RATE, NullAnimator, &s_PhosphorExp[14]},
{EXP + 14, EXP_RATE, NullAnimator, &s_PhosphorExp[15]},
{EXP + 15, EXP_RATE, NullAnimator, &s_PhosphorExp[16]},
{EXP + 16, EXP_RATE, NullAnimator, &s_PhosphorExp[17]},
{EXP + 17, EXP_RATE, NullAnimator, &s_PhosphorExp[18]},
{EXP + 18, EXP_RATE, NullAnimator, &s_PhosphorExp[19]},
{EXP + 19, EXP_RATE, NullAnimator, &s_PhosphorExp[20]},
{EXP + 20, 100, DoSuicide, &s_PhosphorExp[0]}
};
#define MUSHROOM_RATE 25
STATE s_NukeMushroom[] =
{
{MUSHROOM_CLOUD + 0, MUSHROOM_RATE, NullAnimator, &s_NukeMushroom[1]},
{MUSHROOM_CLOUD + 1, MUSHROOM_RATE, NullAnimator, &s_NukeMushroom[2]},
{MUSHROOM_CLOUD + 2, MUSHROOM_RATE, NullAnimator, &s_NukeMushroom[3]},
{MUSHROOM_CLOUD + 3, MUSHROOM_RATE, NullAnimator, &s_NukeMushroom[4]},
{MUSHROOM_CLOUD + 4, MUSHROOM_RATE, NullAnimator, &s_NukeMushroom[5]},
{MUSHROOM_CLOUD + 5, MUSHROOM_RATE, NullAnimator, &s_NukeMushroom[6]},
{MUSHROOM_CLOUD + 6, MUSHROOM_RATE, NullAnimator, &s_NukeMushroom[7]},
{MUSHROOM_CLOUD + 7, MUSHROOM_RATE, NullAnimator, &s_NukeMushroom[8]},
{MUSHROOM_CLOUD + 8, MUSHROOM_RATE, NullAnimator, &s_NukeMushroom[9]},
{MUSHROOM_CLOUD + 9, MUSHROOM_RATE, NullAnimator, &s_NukeMushroom[10]},
{MUSHROOM_CLOUD + 10, MUSHROOM_RATE, NullAnimator, &s_NukeMushroom[11]},
{MUSHROOM_CLOUD + 11, MUSHROOM_RATE, NullAnimator, &s_NukeMushroom[12]},
{MUSHROOM_CLOUD + 12, MUSHROOM_RATE, NullAnimator, &s_NukeMushroom[13]},
{MUSHROOM_CLOUD + 13, MUSHROOM_RATE, NullAnimator, &s_NukeMushroom[14]},
{MUSHROOM_CLOUD + 14, MUSHROOM_RATE, NullAnimator, &s_NukeMushroom[15]},
{MUSHROOM_CLOUD + 15, MUSHROOM_RATE, NullAnimator, &s_NukeMushroom[16]},
{MUSHROOM_CLOUD + 16, MUSHROOM_RATE, NullAnimator, &s_NukeMushroom[17]},
{MUSHROOM_CLOUD + 17, MUSHROOM_RATE, NullAnimator, &s_NukeMushroom[18]},
{MUSHROOM_CLOUD + 18, MUSHROOM_RATE, NullAnimator, &s_NukeMushroom[19]},
{MUSHROOM_CLOUD + 19, 100, DoSuicide, &s_NukeMushroom[0]},
};
ANIMATOR DoRadiationCloud;
#define RADIATION_RATE 16
STATE s_RadiationCloud[] =
{
{RADIATION_CLOUD + 0, RADIATION_RATE, DoRadiationCloud, &s_RadiationCloud[1]},
{RADIATION_CLOUD + 1, RADIATION_RATE, DoRadiationCloud, &s_RadiationCloud[2]},
{RADIATION_CLOUD + 2, RADIATION_RATE, DoRadiationCloud, &s_RadiationCloud[3]},
{RADIATION_CLOUD + 3, RADIATION_RATE, DoRadiationCloud, &s_RadiationCloud[4]},
{RADIATION_CLOUD + 4, RADIATION_RATE, DoRadiationCloud, &s_RadiationCloud[5]},
{RADIATION_CLOUD + 5, RADIATION_RATE, DoRadiationCloud, &s_RadiationCloud[6]},
{RADIATION_CLOUD + 6, RADIATION_RATE, DoRadiationCloud, &s_RadiationCloud[7]},
{RADIATION_CLOUD + 7, RADIATION_RATE, DoRadiationCloud, &s_RadiationCloud[8]},
{RADIATION_CLOUD + 8, RADIATION_RATE, DoRadiationCloud, &s_RadiationCloud[9]},
{RADIATION_CLOUD + 9, RADIATION_RATE, DoRadiationCloud, &s_RadiationCloud[10]},
{RADIATION_CLOUD + 10, RADIATION_RATE, DoRadiationCloud, &s_RadiationCloud[11]},
{RADIATION_CLOUD + 11, RADIATION_RATE, DoRadiationCloud, &s_RadiationCloud[12]},
{RADIATION_CLOUD + 12, RADIATION_RATE, DoRadiationCloud, &s_RadiationCloud[13]},
{RADIATION_CLOUD + 13, RADIATION_RATE, DoRadiationCloud, &s_RadiationCloud[14]},
{RADIATION_CLOUD + 14, RADIATION_RATE, DoRadiationCloud, &s_RadiationCloud[15]},
{RADIATION_CLOUD + 15, RADIATION_RATE, DoRadiationCloud, &s_RadiationCloud[16]},
{RADIATION_CLOUD + 16, RADIATION_RATE, DoRadiationCloud, &s_RadiationCloud[17]},
{RADIATION_CLOUD + 17, RADIATION_RATE, DoRadiationCloud, &s_RadiationCloud[18]},
{RADIATION_CLOUD + 18, RADIATION_RATE, DoRadiationCloud, &s_RadiationCloud[19]},
{RADIATION_CLOUD + 19, 100, DoSuicide, &s_RadiationCloud[0]},
};
#define CHEMBOMB_FRAMES 1
#define CHEMBOMB_R0 3038
#define CHEMBOMB_R1 CHEMBOMB_R0 + (CHEMBOMB_FRAMES * 1)
#define CHEMBOMB_R2 CHEMBOMB_R0 + (CHEMBOMB_FRAMES * 2)
#define CHEMBOMB_R3 CHEMBOMB_R0 + (CHEMBOMB_FRAMES * 3)
#define CHEMBOMB_R4 CHEMBOMB_R0 + (CHEMBOMB_FRAMES * 4)
#define CHEMBOMB CHEMBOMB_R0
#define CHEMBOMB_RATE 8
ANIMATOR DoChemBomb;
STATE s_ChemBomb[5] =
{
{CHEMBOMB_R0 + 0, CHEMBOMB_RATE, DoChemBomb, &s_ChemBomb[1]},
{CHEMBOMB_R1 + 0, CHEMBOMB_RATE, DoChemBomb, &s_ChemBomb[2]},
{CHEMBOMB_R2 + 0, CHEMBOMB_RATE, DoChemBomb, &s_ChemBomb[3]},
{CHEMBOMB_R3 + 0, CHEMBOMB_RATE, DoChemBomb, &s_ChemBomb[4]},
{CHEMBOMB_R4 + 0, CHEMBOMB_RATE, DoChemBomb, &s_ChemBomb[0]},
};
#define CALTROPS_FRAMES 1
#define CALTROPS_R0 CALTROPS-1
#define CALTROPS_RATE 8
ANIMATOR DoCaltrops, DoCaltropsStick;
STATE s_Caltrops[] =
{
{CALTROPS_R0 + 0, CALTROPS_RATE, DoCaltrops, &s_Caltrops[1]},
{CALTROPS_R0 + 1, CALTROPS_RATE, DoCaltrops, &s_Caltrops[2]},
{CALTROPS_R0 + 2, CALTROPS_RATE, DoCaltrops, &s_Caltrops[0]},
};
STATE s_CaltropsStick[] =
{
{CALTROPS_R0 + 2, CALTROPS_RATE, DoCaltropsStick, &s_CaltropsStick[0]},
};
//////////////////////
//
// CAPTURE FLAG
//
//////////////////////
ANIMATOR DoFlag, DoCarryFlag, DoCarryFlagNoDet;
#undef FLAG
#define FLAG 2520
#define FLAG_RATE 16
STATE s_CarryFlag[] =
{
{FLAG + 0, FLAG_RATE, DoCarryFlag, &s_CarryFlag[1]},
{FLAG + 1, FLAG_RATE, DoCarryFlag, &s_CarryFlag[2]},
{FLAG + 2, FLAG_RATE, DoCarryFlag, &s_CarryFlag[0]}
};
STATE s_CarryFlagNoDet[] =
{
{FLAG + 0, FLAG_RATE, DoCarryFlagNoDet, &s_CarryFlagNoDet[1]},
{FLAG + 1, FLAG_RATE, DoCarryFlagNoDet, &s_CarryFlagNoDet[2]},
{FLAG + 2, FLAG_RATE, DoCarryFlagNoDet, &s_CarryFlagNoDet[0]}
};
STATE s_Flag[] =
{
{FLAG + 0, FLAG_RATE, DoFlag, &s_Flag[1]},
{FLAG + 1, FLAG_RATE, DoFlag, &s_Flag[2]},
{FLAG + 2, FLAG_RATE, DoFlag, &s_Flag[0]}
};
#define PHOSPHORUS_RATE 8
ANIMATOR DoPhosphorus;
STATE s_Phosphorus[] =
{
{PHOSPHORUS + 0, PHOSPHORUS_RATE, DoPhosphorus, &s_Phosphorus[1]},
{PHOSPHORUS + 1, PHOSPHORUS_RATE, DoPhosphorus, &s_Phosphorus[0]},
};
ANIMATOR DoBloodSpray;
#define CHUNK1 1685
STATE s_BloodSprayChunk[] =
{
{CHUNK1 + 0, 8, DoBloodSpray, &s_BloodSprayChunk[1]},
{CHUNK1 + 1, 8, DoBloodSpray, &s_BloodSprayChunk[2]},
{CHUNK1 + 2, 8, DoBloodSpray, &s_BloodSprayChunk[3]},
{CHUNK1 + 3, 8, DoBloodSpray, &s_BloodSprayChunk[4]},
{CHUNK1 + 4, 8, DoBloodSpray, &s_BloodSprayChunk[5]},
{CHUNK1 + 5, 8, DoBloodSpray, &s_BloodSprayChunk[0]},
};
ANIMATOR DoWallBloodDrip;
#define DRIP 1566
STATE s_BloodSprayDrip[] =
{
{DRIP + 0, PHOSPHORUS_RATE, DoWallBloodDrip, &s_BloodSprayDrip[1]},
{DRIP + 1, PHOSPHORUS_RATE, DoWallBloodDrip, &s_BloodSprayDrip[2]},
{DRIP + 2, PHOSPHORUS_RATE, DoWallBloodDrip, &s_BloodSprayDrip[0]},
};
/////////////////////////////////////////////////////////////////////////////////////////////
int DoWallBloodDrip(DSWActor* actor)
{
// sy & sz are the ceiling and floor of the sector you are sliding down
if (actor->user.pos.Z != actor->user.pos.Y)
{
// if you are between the ceiling and floor fall fast
if (actor->spr.pos.Z > actor->user.pos.Y && actor->spr.pos.Z < actor->user.pos.Z)
{
actor->spr.zvel += 300;
actor->add_int_z(actor->spr.zvel);
}
else
{
actor->spr.zvel = (300+RandomRange(2300)) >> 1;
actor->add_int_z(actor->spr.zvel);
}
}
else
{
actor->spr.zvel = (300+RandomRange(2300)) >> 1;
actor->add_int_z(actor->spr.zvel);
}
if (actor->spr.pos.Z >= actor->user.loz)
{
actor->spr.pos.Z = actor->user.loz;
SpawnFloorSplash(actor);
KillActor(actor);
return 0;
}
return 0;
}
void SpawnMidSplash(DSWActor* actor)
{
auto actorNew = SpawnActor(STAT_MISSILE, GOREDrip, s_GoreSplash, actor->sector(),
DVector3(actor->spr.pos.XY(), ActorZOfMiddle(actor)), actor->spr.angle, 0);
actorNew->spr.shade = -12;
actorNew->spr.xrepeat = 70-RandomRange(20);
actorNew->spr.yrepeat = 70-RandomRange(20);
actorNew->opos = actor->opos;
actorNew->spr.cstat |= (CSTAT_SPRITE_YCENTER);
actorNew->spr.cstat &= ~(CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
if (RANDOM_P2(1024) < 512)
actorNew->spr.cstat |= (CSTAT_SPRITE_XFLIP);
actor->user.change.Zero();
if (actor->user.Flags & (SPR_UNDERWATER))
actorNew->user.Flags |= (SPR_UNDERWATER);
}
void SpawnFloorSplash(DSWActor* actor)
{
auto actorNew = SpawnActor(STAT_MISSILE, GOREDrip, s_GoreFloorSplash, actor->sector(), actor->spr.pos, actor->spr.angle, 0);
actorNew->spr.shade = -12;
actorNew->spr.xrepeat = 70-RandomRange(20);
actorNew->spr.yrepeat = 70-RandomRange(20);
actorNew->opos = actor->opos;
actorNew->spr.cstat |= (CSTAT_SPRITE_YCENTER);
actorNew->spr.cstat &= ~(CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
if (RANDOM_P2(1024) < 512)
actorNew->spr.cstat |= (CSTAT_SPRITE_XFLIP);
actor->user.change.Zero();
if (actor->user.Flags & (SPR_UNDERWATER))
actorNew->user.Flags |= (SPR_UNDERWATER);
}
int DoBloodSpray(DSWActor* actor)
{
double cz,fz;
if (actor->user.Flags & (SPR_UNDERWATER))
{
ScaleSpriteVector(actor, 50000);
actor->user.Counter += 20; // These are STAT_SKIIP4 now, so * 2
actor->user.addCounterToChange();
}
else
{
actor->user.Counter += 20;
actor->user.addCounterToChange();
}
if (actor->spr.xvel <= 2)
{
// special stuff for blood worm
actor->spr.pos.Z += actor->user.change.Z * 0.5;
getzsofslopeptr(actor->sector(), actor->spr.pos, &cz, &fz);
// pretend like we hit a sector
if (actor->spr.pos.Z >= fz)
{
actor->spr.pos.Z = fz;
SpawnFloorSplash(actor);
KillActor(actor);
return true;
}
}
else
{
actor->user.coll = move_missile(actor, actor->user.change, actor->user.ceiling_dist, actor->user.floor_dist, CLIPMASK_MISSILE, MISSILEMOVETICS);
}
MissileHitDiveArea(actor);
{
switch (actor->user.coll.type)
{
case kHitVoid:
KillActor(actor);
return true;
case kHitSprite:
{
short wall_ang;
auto hitActor = actor->user.coll.actor();
if ((hitActor->spr.cstat & CSTAT_SPRITE_ALIGNMENT_WALL))
{
wall_ang = NORM_ANGLE(hitActor->int_ang());
SpawnMidSplash(actor);
QueueWallBlood(actor, hitActor->int_ang());
WallBounce(actor, hitActor->spr.angle);
ScaleSpriteVector(actor, 32000);
}
else
{
actor->user.change.X = actor->user.change.Y = 0;
SpawnMidSplash(actor);
QueueWallBlood(actor, hitActor->int_ang());
KillActor(actor);
return true;
}
break;
}
case kHitWall:
{
short hit_wall, nw, wall_ang;
walltype* wph;
short wb;
wph = actor->user.coll.hitWall;
if (wph->lotag == TAG_WALL_BREAK)
{
HitBreakWall(wph, actor->spr.pos, actor->spr.angle, actor->user.ID);
actor->user.coll.setNone();
break;
}
wall_ang = NORM_ANGLE(getangle(wph->delta()) + 512);
SpawnMidSplash(actor);
auto bldActor = QueueWallBlood(actor, NORM_ANGLE(wall_ang+1024));
if (bldActor== nullptr)
{
KillActor(actor);
return 0;
}
else
{
if (FAF_Sector(bldActor->sector()) || FAF_ConnectArea(bldActor->sector()))
{
KillActor(actor);
return 0;
}
actor->spr.xvel = actor->spr.yvel = 0;
actor->user.change.X = actor->user.change.Y = 0;
actor->spr.xrepeat = actor->spr.yrepeat = 70 - RandomRange(25);
actor->spr.pos.XY() = bldActor->spr.pos.XY();
// !FRANK! bit of a hack
// yvel is the hit_wall
if (bldActor->tempwall)
{
// sy & sz are the ceiling and floor of the sector you are sliding down
if (bldActor->tempwall->twoSided())
getzsofslopeptr(bldActor->tempwall->nextSector(), actor->spr.pos.X, actor->spr.pos.Y, &actor->user.pos.Y, &actor->user.pos.Z);
else
actor->user.pos.Y = actor->user.pos.Z; // ceiling and floor are equal - white wall
}
actor->spr.cstat &= ~(CSTAT_SPRITE_INVISIBLE);
ChangeState(actor, s_BloodSprayDrip);
}
break;
}
case kHitSector:
{
// hit floor
if (actor->spr.pos.Z > ((actor->user.hiz + actor->user.loz) * 0.5))
{
if (actor->user.Flags & (SPR_UNDERWATER))
actor->user.Flags |= (SPR_BOUNCE); // no bouncing
// underwater
if (actor->user.lo_sectp && actor->sector()->hasU() && FixedToInt(actor->sector()->depth_fixed))
actor->user.Flags |= (SPR_BOUNCE); // no bouncing on
// shallow water
#if 0
if (!(actor->user.Flags & SPR_BOUNCE))
{
SpawnFloorSplash(actor);
actor->user.Flags |= (SPR_BOUNCE);
actor->user.coll.setNone();
actor->user.Counter = 0;
actor->user.zchange = -actor->user.zchange;
ScaleSpriteVector(actor, 32000); // Was 18000
actor->user.zchange /= 6;
}
else
#endif
{
actor->user.change.X = actor->user.change.Y = 0;
SpawnFloorSplash(actor);
KillActor(actor);
return true;
}
}
else
// hit something above
{
actor->user.change.Z = -actor->user.change.Z;
ScaleSpriteVector(actor, 32000); // was 22000
}
break;
}
}
}
// if you haven't bounced or your going slow do some puffs
if (!(actor->user.Flags & (SPR_BOUNCE | SPR_UNDERWATER)))
{
auto actorNew = SpawnActor(STAT_MISSILE, GOREDrip, s_BloodSpray, actor->sector(), actor->spr.pos, actor->spr.angle, 100);
SetOwner(actor, actorNew);
actorNew->spr.shade = -12;
actorNew->spr.xrepeat = 40-RandomRange(30);
actorNew->spr.yrepeat = 40-RandomRange(30);
actorNew->opos = actor->opos;
actorNew->spr.cstat |= (CSTAT_SPRITE_YCENTER);
actorNew->spr.cstat &= ~(CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
if (RANDOM_P2(1024) < 512)
actorNew->spr.cstat |= (CSTAT_SPRITE_XFLIP);
if (RANDOM_P2(1024) < 512)
actorNew->spr.cstat |= (CSTAT_SPRITE_YFLIP);
actorNew->user.change = actor->user.change;
ScaleSpriteVector(actorNew, 20000);
if (actor->user.Flags & (SPR_UNDERWATER))
actorNew->user.Flags |= (SPR_UNDERWATER);
}
return false;
}
int DoPhosphorus(DSWActor* actor)
{
if (actor->user.Flags & (SPR_UNDERWATER))
{
ScaleSpriteVector(actor, 50000);
actor->user.Counter += 20*2;
actor->user.addCounterToChange();
}
else
{
actor->user.Counter += 20*2;
actor->user.addCounterToChange();
}
actor->user.coll = move_missile(actor, actor->user.change, actor->user.ceiling_dist, actor->user.floor_dist, CLIPMASK_MISSILE, MISSILEMOVETICS*2);
MissileHitDiveArea(actor);
if (actor->user.Flags & (SPR_UNDERWATER) && (RANDOM_P2(1024 << 4) >> 4) < 256)
SpawnBubble(actor);
{
switch (actor->user.coll.type)
{
case kHitVoid:
KillActor(actor);
return true;
case kHitSprite:
{
short wall_ang;
auto hitActor = actor->user.coll.actor();
if ((hitActor->spr.cstat & CSTAT_SPRITE_ALIGNMENT_WALL))
{
WallBounce(actor, hitActor->spr.angle);
ScaleSpriteVector(actor, 32000);
}
else
{
if ((hitActor->spr.extra & SPRX_BURNABLE))
{
if (!hitActor->hasU())
SpawnUser(hitActor, hitActor->spr.picnum, nullptr);
SpawnFireballExp(actor);
if (hitActor->hasU())
SpawnFireballFlames(actor, hitActor);
DoFlamesDamageTest(actor);
}
actor->user.change.X = actor->user.change.Y = 0;
KillActor(actor);
return true;
}
break;
}
case kHitWall:
{
short hit_wall, nw, wall_ang;
walltype* wph;
wph = actor->user.coll.hitWall;
if (wph->lotag == TAG_WALL_BREAK)
{
HitBreakWall(wph, actor->spr.pos, actor->spr.angle, actor->user.ID);
actor->user.coll.setNone();
break;
}
WallBounce(actor, wph->delta().Angle() + DAngle90);
ScaleSpriteVector(actor, 32000);
break;
}
case kHitSector:
{
bool did_hit_wall;
if (SlopeBounce(actor, &did_hit_wall))
{
if (did_hit_wall)
{
// hit a wall
ScaleSpriteVector(actor, 28000);
actor->user.coll.setNone();
actor->user.Counter = 0;
}
else
{
// hit a sector
if (actor->spr.pos.Z > ((actor->user.hiz + actor->user.loz) * 0.5))
{
// hit a floor
if (!(actor->user.Flags & SPR_BOUNCE))
{
actor->user.Flags |= (SPR_BOUNCE);
ScaleSpriteVector(actor, 32000); // was 18000
actor->user.change.Z /= 6;
actor->user.coll.setNone();
actor->user.Counter = 0;
}
else
{
actor->user.change.X = actor->user.change.Y = 0;
SpawnFireballExp(actor);
KillActor(actor);
return true;
}
}
else
{
// hit a ceiling
ScaleSpriteVector(actor, 32000); // was 22000
}
}
}
else
{
// hit floor
if (actor->spr.pos.Z > ((actor->user.hiz + actor->user.loz) * 0.5))
{
if (actor->user.Flags & (SPR_UNDERWATER))
actor->user.Flags |= (SPR_BOUNCE); // no bouncing
// underwater
if (actor->user.lo_sectp && actor->sector()->hasU() && FixedToInt(actor->sector()->depth_fixed))
actor->user.Flags |= (SPR_BOUNCE); // no bouncing on
// shallow water
if (!(actor->user.Flags & SPR_BOUNCE))
{
actor->user.Flags |= (SPR_BOUNCE);
actor->user.coll.setNone();
actor->user.Counter = 0;
actor->user.change.Z = -actor->user.change.Z;
ScaleSpriteVector(actor, 32000); // Was 18000
actor->user.change.Z /= 6;
}
else
{
actor->user.change.X = actor->user.change.Y = 0;
SpawnFireballExp(actor);
KillActor(actor);
return true;
}
}
else
// hit something above
{
actor->user.change.Z = -actor->user.change.Z;
ScaleSpriteVector(actor, 32000); // was 22000
}
}
break;
}
}
}
// if you haven't bounced or your going slow do some puffs
if (!(actor->user.Flags & (SPR_BOUNCE | SPR_UNDERWATER)) && !(actor->spr.cstat & CSTAT_SPRITE_INVISIBLE))
{
auto actorNew = SpawnActor(STAT_SKIP4, PUFF, s_PhosphorExp, actor->sector(), actor->spr.pos, actor->spr.angle, 100);
actorNew->spr.hitag = LUMINOUS; // Always full brightness
SetOwner(actor, actorNew);
actorNew->spr.shade = -40;
actorNew->spr.xrepeat = 12 + RandomRange(10);
actorNew->spr.yrepeat = 12 + RandomRange(10);
actorNew->opos = actor->opos;
actorNew->spr.cstat |= (CSTAT_SPRITE_YCENTER);
actorNew->spr.cstat &= ~(CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
if (RANDOM_P2(1024) < 512)
actorNew->spr.cstat |= (CSTAT_SPRITE_XFLIP);
if (RANDOM_P2(1024) < 512)
actorNew->spr.cstat |= (CSTAT_SPRITE_YFLIP);
actorNew->user.change = actor->user.change;
actorNew->user.spal = actorNew->spr.pal = PALETTE_PLAYER3; // RED
ScaleSpriteVector(actorNew, 20000);
if (actor->user.Flags & (SPR_UNDERWATER))
actorNew->user.Flags |= (SPR_UNDERWATER);
}
return false;
}
int DoChemBomb(DSWActor* actor)
{
if (actor->user.Flags & (SPR_UNDERWATER))
{
ScaleSpriteVector(actor, 50000);
actor->user.Counter += 20;
actor->user.addCounterToChange();
}
else
{
actor->user.Counter += 20;
actor->user.addCounterToChange();
}
actor->user.coll = move_missile(actor, actor->user.change, actor->user.ceiling_dist, actor->user.floor_dist, CLIPMASK_MISSILE, MISSILEMOVETICS);
MissileHitDiveArea(actor);
if (actor->user.Flags & (SPR_UNDERWATER) && (RANDOM_P2(1024 << 4) >> 4) < 256)
SpawnBubble(actor);
{
switch (actor->user.coll.type)
{
case kHitVoid:
KillActor(actor);
return true;
case kHitSprite:
{
short wall_ang;
if (!(actor->spr.cstat & CSTAT_SPRITE_INVISIBLE))
PlaySound(DIGI_CHEMBOUNCE, actor, v3df_dontpan);
auto hitActor = actor->user.coll.actor();
if ((hitActor->spr.cstat & CSTAT_SPRITE_ALIGNMENT_WALL))
{
WallBounce(actor, hitActor->spr.angle);
ScaleSpriteVector(actor, 32000);
}
else
{
// Canister pops when first smoke starts out
if (actor->user.WaitTics == CHEMTICS && !(actor->spr.cstat & CSTAT_SPRITE_INVISIBLE))
{
PlaySound(DIGI_GASPOP, actor, v3df_dontpan | v3df_doppler);
PlaySound(DIGI_CHEMGAS, actor, v3df_dontpan | v3df_doppler);
}
actor->user.change.X = actor->user.change.Y = 0;
actor->user.WaitTics -= (MISSILEMOVETICS * 2);
if (actor->user.WaitTics <= 0)
KillActor(actor);
return true;
}
break;
}
case kHitWall:
{
auto wph = actor->user.coll.hitWall;
if (wph->lotag == TAG_WALL_BREAK)
{
HitBreakWall(wph, actor->spr.pos, actor->spr.angle, actor->user.ID);
actor->user.coll.setNone();
break;
}
if (!(actor->spr.cstat & CSTAT_SPRITE_INVISIBLE))
PlaySound(DIGI_CHEMBOUNCE, actor, v3df_dontpan);
WallBounce(actor, wph->delta().Angle() + DAngle90);
ScaleSpriteVector(actor, 32000);
break;
}
case kHitSector:
{
bool did_hit_wall;
if (SlopeBounce(actor, &did_hit_wall))
{
if (did_hit_wall)
{
// hit a wall
ScaleSpriteVector(actor, 28000);
actor->user.coll.setNone();
actor->user.Counter = 0;
}
else
{
// hit a sector
if (actor->spr.pos.Z > ((actor->user.hiz + actor->user.loz) * 0.5))
{
// hit a floor
if (!(actor->user.Flags & SPR_BOUNCE))
{
if (!(actor->spr.cstat & CSTAT_SPRITE_INVISIBLE))
PlaySound(DIGI_CHEMBOUNCE, actor, v3df_dontpan);
actor->user.Flags |= (SPR_BOUNCE);
ScaleSpriteVector(actor, 32000); // was 18000
actor->user.change.Z /= 6;
actor->user.coll.setNone();
actor->user.Counter = 0;
}
else
{
// Canister pops when first smoke starts out
if (actor->user.WaitTics == CHEMTICS && !(actor->spr.cstat & CSTAT_SPRITE_INVISIBLE))
{
PlaySound(DIGI_GASPOP, actor, v3df_dontpan | v3df_doppler);
PlaySound(DIGI_CHEMGAS, actor, v3df_dontpan | v3df_doppler);
}
SpawnRadiationCloud(actor);
actor->user.change.X = actor->user.change.Y = 0;
actor->user.WaitTics -= (MISSILEMOVETICS * 2);
if (actor->user.WaitTics <= 0)
KillActor(actor);
return true;
}
}
else
{
// hit a ceiling
ScaleSpriteVector(actor, 32000); // was 22000
}
}
}
else
{
// hit floor
if (actor->spr.pos.Z > ((actor->user.hiz + actor->user.loz) * 0.5))
{
if (actor->user.Flags & (SPR_UNDERWATER))
actor->user.Flags |= (SPR_BOUNCE); // no bouncing
// underwater
if (actor->user.lo_sectp && actor->sector()->hasU() && FixedToInt(actor->sector()->depth_fixed))
actor->user.Flags |= (SPR_BOUNCE); // no bouncing on
// shallow water
if (!(actor->user.Flags & SPR_BOUNCE))
{
if (!(actor->spr.cstat & CSTAT_SPRITE_INVISIBLE))
PlaySound(DIGI_CHEMBOUNCE, actor, v3df_dontpan);
actor->user.Flags |= (SPR_BOUNCE);
actor->user.coll.setNone();
actor->user.Counter = 0;
actor->user.change.Z = -actor->user.change.Z;
ScaleSpriteVector(actor, 32000); // Was 18000
actor->user.change.Z /= 6;
}
else
{
// Canister pops when first smoke starts out
if (actor->user.WaitTics == CHEMTICS && !(actor->spr.cstat & CSTAT_SPRITE_INVISIBLE))
{
PlaySound(DIGI_GASPOP, actor, v3df_dontpan | v3df_doppler);
PlaySound(DIGI_CHEMGAS, actor, v3df_dontpan | v3df_doppler);
}
SpawnRadiationCloud(actor);
actor->user.change.X = actor->user.change.Y = 0;
actor->user.WaitTics -= (MISSILEMOVETICS * 2);
if (actor->user.WaitTics <= 0)
KillActor(actor);
return true;
}
}
else
// hit something above
{
actor->user.change.Z = -actor->user.change.Z;
ScaleSpriteVector(actor, 32000); // was 22000
}
}
break;
}
}
}
// if you haven't bounced or your going slow do some puffs
if (!(actor->user.Flags & (SPR_BOUNCE | SPR_UNDERWATER)) && !(actor->spr.cstat & CSTAT_SPRITE_INVISIBLE))
{
auto actorNew = SpawnActor(STAT_MISSILE, PUFF, s_Puff, actor->sector(), actor->spr.pos, actor->spr.angle, 100);
SetOwner(actor, actorNew);
actorNew->spr.shade = -40;
actorNew->spr.xrepeat = 40;
actorNew->spr.yrepeat = 40;
actorNew->opos = actor->opos;
// !Frank - dont do translucent
actorNew->spr.cstat |= (CSTAT_SPRITE_YCENTER);
// actorNew->spr.cstat |= (CSTAT_SPRITE_YCENTER|CSTAT_SPRITE_TRANSLUCENT);
actorNew->spr.cstat &= ~(CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
actorNew->user.change = actor->user.change;
actorNew->user.spal = actorNew->spr.pal = PALETTE_PLAYER6;
ScaleSpriteVector(actorNew, 20000);
if (actor->user.Flags & (SPR_UNDERWATER))
actorNew->user.Flags |= (SPR_UNDERWATER);
}
return false;
}
int DoCaltropsStick(DSWActor* actor)
{
actor->user.Counter = !actor->user.Counter;
if (actor->user.Counter)
DoFlamesDamageTest(actor);
return 0;
}
int DoCaltrops(DSWActor* actor)
{
if (actor->user.Flags & (SPR_UNDERWATER))
{
ScaleSpriteVector(actor, 50000);
actor->user.Counter += 20;
actor->user.addCounterToChange();
}
else
{
actor->user.Counter += 70;
actor->user.addCounterToChange();
}
actor->user.coll = move_missile(actor, actor->user.change, actor->user.ceiling_dist, actor->user.floor_dist, CLIPMASK_MISSILE, MISSILEMOVETICS);
MissileHitDiveArea(actor);
{
switch (actor->user.coll.type)
{
case kHitVoid:
KillActor(actor);
return true;
case kHitSprite:
{
short wall_ang;
PlaySound(DIGI_CALTROPS, actor, v3df_dontpan);
auto hitActor = actor->user.coll.actor();
if ((hitActor->spr.cstat & CSTAT_SPRITE_ALIGNMENT_WALL))
{
WallBounce(actor, hitActor->spr.angle);
ScaleSpriteVector(actor, 10000);
}
else
{
// fall to the ground
actor->user.change.X = actor->user.change.Y = 0;
}
break;
}
case kHitWall:
{
auto wph = actor->user.coll.hitWall;
if (wph->lotag == TAG_WALL_BREAK)
{
HitBreakWall(wph, actor->spr.pos, actor->spr.angle, actor->user.ID);
actor->user.coll.setNone();
break;
}
PlaySound(DIGI_CALTROPS, actor, v3df_dontpan);
WallBounce(actor, wph->delta().Angle() + DAngle90);
ScaleSpriteVector(actor, 1000);
break;
}
case kHitSector:
{
bool did_hit_wall;
if (SlopeBounce(actor, &did_hit_wall))
{
if (did_hit_wall)
{
// hit a wall
ScaleSpriteVector(actor, 1000);
actor->user.coll.setNone();
actor->user.Counter = 0;
}
else
{
// hit a sector
if (actor->spr.pos.Z > ((actor->user.hiz + actor->user.loz) * 0.5))
{
// hit a floor
if (!(actor->user.Flags & SPR_BOUNCE))
{
PlaySound(DIGI_CALTROPS, actor, v3df_dontpan);
actor->user.Flags |= (SPR_BOUNCE);
ScaleSpriteVector(actor, 1000); // was 18000
actor->user.coll.setNone();
actor->user.Counter = 0;
}
else
{
actor->user.change.X = actor->user.change.Y = 0;
actor->spr.extra |= (SPRX_BREAKABLE);
actor->spr.cstat |= (CSTAT_SPRITE_BREAKABLE);
ChangeState(actor, s_CaltropsStick);
return true;
}
}
else
{
// hit a ceiling
ScaleSpriteVector(actor, 1000); // was 22000
}
}
}
else
{
// hit floor
if (actor->spr.pos.Z > ((actor->user.hiz + actor->user.loz) * 0.5))
{
if (actor->user.Flags & (SPR_UNDERWATER))
actor->user.Flags |= (SPR_BOUNCE); // no bouncing
// underwater
if (actor->user.lo_sectp && actor->sector()->hasU() && FixedToInt(actor->sector()->depth_fixed))
actor->user.Flags |= (SPR_BOUNCE); // no bouncing on
// shallow water
if (!(actor->user.Flags & SPR_BOUNCE))
{
PlaySound(DIGI_CALTROPS, actor, v3df_dontpan);
actor->user.Flags |= (SPR_BOUNCE);
actor->user.coll.setNone();
actor->user.Counter = 0;
actor->user.change.Z = -actor->user.change.Z;
ScaleSpriteVector(actor, 1000); // Was 18000
}
else
{
actor->user.change.X = actor->user.change.Y = 0;
actor->spr.extra |= (SPRX_BREAKABLE);
actor->spr.cstat |= (CSTAT_SPRITE_BREAKABLE);
ChangeState(actor, s_CaltropsStick);
return true;
}
}
else
// hit something above
{
actor->user.change.Z = -actor->user.change.Z;
ScaleSpriteVector(actor, 1000); // was 22000
}
}
break;
}
}
}
return false;
}
/////////////////////////////
//
// Deadly green gas clouds
//
/////////////////////////////
int SpawnRadiationCloud(DSWActor* actor)
{
if (!MoveSkip4)
return false;
// This basically works like a MoveSkip8, if one existed
// actor->user.Counter2 = !actor->user.Counter2;
if (actor->user.ID == MUSHROOM_CLOUD || actor->user.ID == 3121)
{
if ((actor->user.Counter2++) > 16)
actor->user.Counter2 = 0;
if (actor->user.Counter2)
return false;
}
else
{
if ((actor->user.Counter2++) > 2)
actor->user.Counter2 = 0;
if (actor->user.Counter2)
return false;
}
if (actor->user.Flags & (SPR_UNDERWATER))
return -1;
auto actorNew = SpawnActor(STAT_MISSILE, RADIATION_CLOUD, s_RadiationCloud, actor->sector(),
actor->spr.pos.plusZ(-RANDOM_P2F(8, 8)), actor->spr.angle, 0);
SetOwner(GetOwner(actor), actorNew);
actorNew->user.WaitTics = 1 * 120;
actorNew->spr.shade = -40;
actorNew->spr.xrepeat = 32;
actorNew->spr.yrepeat = 32;
actorNew->spr.clipdist = actor->spr.clipdist;
actorNew->spr.cstat |= (CSTAT_SPRITE_YCENTER);
actorNew->spr.cstat &= ~(CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
actorNew->user.spal = actorNew->spr.pal = PALETTE_PLAYER6;
// Won't take floor palettes
actorNew->spr.hitag = SECTFU_DONT_COPY_PALETTE;
if (RANDOM_P2(1024) < 512)
actorNew->spr.cstat |= (CSTAT_SPRITE_XFLIP);
//if (RANDOM_P2(1024) < 512)
//actorNew->spr.cstat |= (CSTAT_SPRITE_YFLIP);
actorNew->spr.angle = RANDOM_ANGLE();
actorNew->spr.xvel = RANDOM_P2(32);
actorNew->user.Counter = 0;
actorNew->user.Counter2 = 0;
if (actor->user.ID == MUSHROOM_CLOUD || actor->user.ID == 3121)
{
actorNew->user.Radius = 2000;
actorNew->user.change.XY() = MOVExy(actorNew->spr.xvel >> 2, actorNew->spr.angle);
actorNew->spr.zvel = Z(1) + RANDOM_P2(Z(2));
}
else
{
UpdateChangeXY(actorNew);
actorNew->spr.zvel = Z(4) + RANDOM_P2(Z(4));
actorNew->user.Radius = 4000;
}
return false;
}
int DoRadiationCloud(DSWActor* actor)
{
actor->spr.pos.XY() += actor->user.change;
actor->add_int_z(-actor->spr.zvel);
if (actor->user.ID)
{
DoFlamesDamageTest(actor);
}
return false;
}
//////////////////////////////////////////////
//
// Inventory Chemical Bombs
//
//////////////////////////////////////////////
int PlayerInitChemBomb(PLAYER* pp)
{
DSWActor* plActor = pp->actor;
int nx, ny, nz;
short oclipdist;
PlaySound(DIGI_THROW, pp, v3df_dontpan | v3df_doppler);
if (!pp->insector())
return 0;
nx = pp->int_ppos().X;
ny = pp->int_ppos().Y;
nz = pp->int_ppos().Z + pp->bob_z + Z(8);
// Spawn a shot
// Inserting and setting up variables
auto actorNew = SpawnActor(STAT_MISSILE, CHEMBOMB, s_ChemBomb, pp->cursector,
nx, ny, nz, pp->angle.ang.Buildang(), CHEMBOMB_VELOCITY);
// don't throw it as far if crawling
if (pp->Flags & (PF_CRAWLING))
{
actorNew->spr.xvel -= (actorNew->spr.xvel >> 2);
}
// actorNew->user.RotNum = 5;
actorNew->user.Flags |= (SPR_XFLIP_TOGGLE);
SetOwner(pp->actor, actorNew);
actorNew->spr.yrepeat = 32;
actorNew->spr.xrepeat = 32;
actorNew->spr.shade = -15;
actorNew->user.WeaponNum = plActor->user.WeaponNum;
actorNew->user.Radius = 200;
actorNew->user.ceiling_dist = (3);
actorNew->user.floor_dist = (3);
actorNew->user.Counter = 0;
actorNew->spr.cstat |= (CSTAT_SPRITE_YCENTER);
actorNew->spr.cstat |= (CSTAT_SPRITE_BLOCK);
if (pp->Flags & (PF_DIVING) || SpriteInUnderwaterArea(actorNew))
actorNew->user.Flags |= (SPR_UNDERWATER);
actorNew->spr.zvel = -pp->horizon.horiz.asq16() >> 9;
oclipdist = plActor->spr.clipdist;
plActor->spr.clipdist = 0;
actorNew->spr.clipdist = 0;
MissileSetPos(actorNew, DoChemBomb, 1000);
plActor->spr.clipdist = uint8_t(oclipdist);
actorNew->spr.clipdist = 80L >> 2;
UpdateChange(actorNew, 0.5);
// adjust xvel according to player velocity
actorNew->user.add_int_change_x(pp->vect.X >> 14);
actorNew->user.add_int_change_y(pp->vect.Y >> 14);
// Smoke will come out for this many seconds
actorNew->user.WaitTics = CHEMTICS;
return 0;
}
int InitSpriteChemBomb(DSWActor* actor)
{
PlaySound(DIGI_THROW, actor, v3df_dontpan | v3df_doppler);
// Spawn a shot
// Inserting and setting up variables
auto actorNew = SpawnActor(STAT_MISSILE, CHEMBOMB, s_ChemBomb, actor->sector(),
actor->spr.pos, actor->spr.angle, CHEMBOMB_VELOCITY);
actorNew->user.Flags |= (SPR_XFLIP_TOGGLE);
SetOwner(actor, actorNew);
actorNew->spr.yrepeat = 32;
actorNew->spr.xrepeat = 32;
actorNew->spr.shade = -15;
actorNew->user.WeaponNum = actor->user.WeaponNum;
actorNew->user.Radius = 200;
actorNew->user.ceiling_dist = 3;
actorNew->user.floor_dist = 3;
actorNew->user.Counter = 0;
actorNew->spr.cstat |= (CSTAT_SPRITE_YCENTER);
actorNew->spr.cstat |= (CSTAT_SPRITE_BLOCK);
actorNew->spr.zvel = short(-RandomRange(100) * HORIZ_MULT);
actorNew->spr.clipdist = 80L >> 2;
UpdateChange(actorNew, 0.5);
// Smoke will come out for this many seconds
actorNew->user.WaitTics = CHEMTICS;
return 0;
}
int InitChemBomb(DSWActor* actor)
{
// Spawn a shot
// Inserting and setting up variables
auto actorNew = SpawnActor(STAT_MISSILE, MUSHROOM_CLOUD, s_ChemBomb, actor->sector(), actor->spr.pos, actor->spr.angle, CHEMBOMB_VELOCITY);
actorNew->user.Flags |= (SPR_XFLIP_TOGGLE);
SetOwner(GetOwner(actor), actorNew);
actorNew->spr.yrepeat = 32;
actorNew->spr.xrepeat = 32;
actorNew->spr.shade = -15;
actorNew->user.Radius = 200;
actorNew->user.ceiling_dist = (3);
actorNew->user.floor_dist = (3);
actorNew->user.Counter = 0;
actorNew->spr.cstat |= (CSTAT_SPRITE_YCENTER | CSTAT_SPRITE_INVISIBLE); // Make nuke radiation
// invis.
actorNew->spr.cstat &= ~(CSTAT_SPRITE_BLOCK);
if (SpriteInUnderwaterArea(actorNew))
actorNew->user.Flags |= (SPR_UNDERWATER);
actorNew->spr.zvel = short(-RandomRange(100) * HORIZ_MULT);
actorNew->spr.clipdist = 0;
if (actor->user.ID == MUSHROOM_CLOUD || actor->user.ID == 3121 || actor->user.ID == SUMO_RUN_R0) // 3121 == GRENADE_EXP
{
actor->user.change.Zero();
actorNew->spr.xvel = actorNew->spr.yvel = actorNew->spr.zvel = 0;
// Smoke will come out for this many seconds
actorNew->user.WaitTics = 40*120;
}
else
{
UpdateChange(actorNew, 0.5);
// Smoke will come out for this many seconds
actorNew->user.WaitTics = 3*120;
}
return 0;
}
//////////////////////////////////////////////
//
// Inventory Flash Bombs
//
//////////////////////////////////////////////
int PlayerInitFlashBomb(PLAYER* pp)
{
unsigned int stat;
int dist, tx, ty, tmin;
short damage;
DSWActor* actor = pp->actor;
PlaySound(DIGI_GASPOP, pp, v3df_dontpan | v3df_doppler);
// Set it just a little to let player know what he just did
SetFadeAmt(pp, -30, 1); // White flash
for (stat = 0; stat < SIZ(StatDamageList); stat++)
{
SWStatIterator it(StatDamageList[stat]);
while (auto itActor = it.Next())
{
if (itActor == pp->actor)
break;
DISTANCE(itActor->spr.pos, actor->spr.pos, dist, tx, ty, tmin);
if (dist > 16384) // Flash radius
continue;
if (!(actor->spr.cstat & CSTAT_SPRITE_BLOCK))
continue;
if (!FAFcansee(itActor->spr.pos, itActor->sector(), actor->spr.pos.plusZ(-ActorSizeZ(actor)), actor->sector()))
continue;
damage = GetDamage(itActor, pp->actor, DMG_FLASHBOMB);
if (itActor->user.sop_parent)
{
break;
}
else if (itActor->user.PlayerP)
{
// if(itActor->user.PlayerP->NightVision)
// {
// SetFadeAmt(itActor->user.PlayerP, -200, 1); // Got him with night vision on!
// PlayerUpdateHealth(itActor->user.PlayerP, -15); // Hurt eyes
// }else
if (damage < -70)
{
int choosesnd = 0;
choosesnd = RandomRange(MAX_PAIN);
PlayerSound(PlayerLowHealthPainVocs[choosesnd],v3df_dontpan|v3df_doppler|v3df_follow,pp);
}
SetFadeAmt(itActor->user.PlayerP, damage, 1); // White flash
}
else
{
ActorPain(itActor);
SpawnFlashBombOnActor(itActor);
}
}
}
return 0;
}
int InitFlashBomb(DSWActor* actor)
{
int i;
unsigned int stat;
int dist, tx, ty, tmin;
short damage;
PLAYER* pp = Player + screenpeek;
PlaySound(DIGI_GASPOP, actor, v3df_dontpan | v3df_doppler);
for (stat = 0; stat < SIZ(StatDamageList); stat++)
{
SWStatIterator it(StatDamageList[stat]);
while (auto itActor = it.Next())
{
DISTANCE(itActor->spr.pos, actor->spr.pos, dist, tx, ty, tmin);
if (dist > 16384) // Flash radius
continue;
if (!(actor->spr.cstat & CSTAT_SPRITE_BLOCK))
continue;
if (!FAFcansee(itActor->spr.pos, itActor->sector(), actor->spr.pos.plusZ(-ActorSizeZ(actor)), actor->sector()))
continue;
damage = GetDamage(itActor, actor, DMG_FLASHBOMB);
if (itActor->user.sop_parent)
{
break;
}
else if (itActor->user.PlayerP)
{
if (damage < -70)
{
int choosesnd = 0;
choosesnd = RandomRange(MAX_PAIN);
PlayerSound(PlayerLowHealthPainVocs[choosesnd],v3df_dontpan|v3df_doppler|v3df_follow,pp);
}
SetFadeAmt(itActor->user.PlayerP, damage, 1); // White flash
}
else
{
if (itActor != actor)
{
ActorPain(itActor);
SpawnFlashBombOnActor(itActor);
}
}
}
}
return 0;
}
// This is a sneaky function to make actors look blinded by flashbomb while using flaming code
void SpawnFlashBombOnActor(DSWActor* actor)
{
if (!actor->hasU()) return;
// Forget about burnable sprites
if ((actor->spr.extra & SPRX_BURNABLE))
return;
if (actor != nullptr)
{
DSWActor* flameActor = actor->user.flameActor;
if (flameActor != nullptr)
{
double sizez = ActorSizeZ(actor) * 1.25;
if (flameActor->user.Counter >= GetRepeatFromHeight(flameActor, sizez))
{
// keep flame only slightly bigger than the enemy itself
flameActor->user.Counter = GetRepeatFromHeight(flameActor, sizez) * 2;
}
else
{
// increase max size
flameActor->user.Counter += GetRepeatFromHeight(flameActor, 8) * 2;
}
// Counter is max size
if (flameActor->user.Counter >= 230)
{
// this is far too big
flameActor->user.Counter = 230;
}
if (flameActor->user.WaitTics < 2 * 120)
flameActor->user.WaitTics = 2 * 120; // allow it to grow again
return;
}
}
auto actorNew = SpawnActor(STAT_MISSILE, FIREBALL_FLAMES, s_FireballFlames, actor->sector(),
actor->spr.pos, actor->spr.angle, 0);
if (actor != nullptr)
actor->user.flameActor = actorNew;
actorNew->spr.xrepeat = 16;
actorNew->spr.yrepeat = 16;
if (actor->user.flameActor != nullptr)
{
actorNew->user.Counter = GetRepeatFromHeight(actorNew, ActorSizeZ(actor) * 0.5) * 4;
}
else
actorNew->user.Counter = 0; // max flame size
actorNew->spr.shade = -40;
actorNew->spr.cstat |= (CSTAT_SPRITE_YCENTER | CSTAT_SPRITE_INVISIBLE);
actorNew->spr.cstat &= ~(CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
actorNew->user.Radius = 200;
if (actor->user.flameActor != nullptr)
{
SetAttach(actor, actorNew);
}
return;
}
//////////////////////////////////////////////
//
// Inventory Caltrops
//
//////////////////////////////////////////////
int PlayerInitCaltrops(PLAYER* pp)
{
DSWActor* plActor = pp->actor;
int nx, ny, nz;
short oclipdist;
PlaySound(DIGI_THROW, pp, v3df_dontpan | v3df_doppler);
if (!pp->insector())
return 0;
nx = pp->int_ppos().X;
ny = pp->int_ppos().Y;
nz = pp->int_ppos().Z + pp->bob_z + Z(8);
auto actorNew = SpawnActor(STAT_DEAD_ACTOR, CALTROPS, s_Caltrops, pp->cursector,
nx, ny, nz, pp->angle.ang.Buildang(), (CHEMBOMB_VELOCITY + RandomRange(CHEMBOMB_VELOCITY)) / 2);
// don't throw it as far if crawling
if (pp->Flags & (PF_CRAWLING))
{
actorNew->spr.xvel -= (actorNew->spr.xvel >> 2);
}
actorNew->user.Flags |= (SPR_XFLIP_TOGGLE);
SetOwner(pp->actor, actorNew);
actorNew->spr.yrepeat = 64;
actorNew->spr.xrepeat = 64;
actorNew->spr.shade = -15;
actorNew->user.WeaponNum = plActor->user.WeaponNum;
actorNew->user.Radius = 200;
actorNew->user.ceiling_dist = (3);
actorNew->user.floor_dist = (3);
actorNew->user.Counter = 0;
// spawnedActor->spr.cstat |= (CSTAT_SPRITE_BLOCK);
if (pp->Flags & (PF_DIVING) || SpriteInUnderwaterArea(actorNew))
actorNew->user.Flags |= (SPR_UNDERWATER);
// They go out at different angles
// spawnedActor->spr.ang = NORM_ANGLE(pp->angle.ang.Buildang() + (RandomRange(50) - 25));
actorNew->spr.zvel = -pp->horizon.horiz.asq16() >> 9;
oclipdist = plActor->spr.clipdist;
plActor->spr.clipdist = 0;
actorNew->spr.clipdist = 0;
MissileSetPos(actorNew, DoCaltrops, 1000);
plActor->spr.clipdist = uint8_t(oclipdist);
actorNew->spr.clipdist = 80L >> 2;
UpdateChange(actorNew, 0.5);
// adjust xvel according to player velocity
actorNew->user.add_int_change_x(pp->vect.X >> 14);
actorNew->user.add_int_change_y(pp->vect.Y >> 14);
SetupSpriteForBreak(actorNew); // Put Caltrops in the break queue
return 0;
}
int InitCaltrops(DSWActor* actor)
{
PlaySound(DIGI_THROW, actor, v3df_dontpan | v3df_doppler);
// Spawn a shot
// Inserting and setting up variables
auto actorNew = SpawnActor(STAT_DEAD_ACTOR, CALTROPS, s_Caltrops, actor->sector(),
actor->spr.pos, actor->spr.angle, CHEMBOMB_VELOCITY / 2);
actorNew->user.Flags |= (SPR_XFLIP_TOGGLE);
SetOwner(actor, actorNew);
actorNew->spr.yrepeat = 64;
actorNew->spr.xrepeat = 64;
actorNew->spr.shade = -15;
// !FRANK - clipbox must be <= weapon otherwise can clip thru walls
actorNew->spr.clipdist = actor->spr.clipdist;
actorNew->user.WeaponNum = actor->user.WeaponNum;
actorNew->user.Radius = 200;
actorNew->user.ceiling_dist = (3);
actorNew->user.floor_dist = (3);
actorNew->user.Counter = 0;
actorNew->spr.zvel = short(-RandomRange(100) * HORIZ_MULT);
// spawnedActor->spr.clipdist = 80L>>2;
UpdateChange(actorNew, 0.5);
SetupSpriteForBreak(actorNew); // Put Caltrops in the break queue
return 0;
}
int InitPhosphorus(DSWActor* actor)
{
PlaySound(DIGI_FIREBALL1, actor, v3df_follow);
// Spawn a shot
// Inserting and setting up variables
auto actorNew = SpawnActor(STAT_SKIP4, FIREBALL1, s_Phosphorus, actor->sector(),
actor->spr.pos, RANDOM_ANGLE(), CHEMBOMB_VELOCITY/3);
actorNew->spr.hitag = LUMINOUS; // Always full brightness
actorNew->user.Flags |= (SPR_XFLIP_TOGGLE);
// !Frank - don't do translucent
actorNew->spr.cstat |= (CSTAT_SPRITE_YCENTER);
// actorNew->spr.cstat |= (CSTAT_SPRITE_TRANSLUCENT|CSTAT_SPRITE_YCENTER);
actorNew->spr.shade = -128;
actorNew->spr.yrepeat = 64;
actorNew->spr.xrepeat = 64;
actorNew->spr.shade = -15;
// !FRANK - clipbox must be <= weapon otherwise can clip thru walls
if (actor->spr.clipdist > 0)
actorNew->spr.clipdist = actor->spr.clipdist-1;
else
actorNew->spr.clipdist = actor->spr.clipdist;
actorNew->user.WeaponNum = actor->user.WeaponNum;
actorNew->user.Radius = 600;
actorNew->user.ceiling_dist = (3);
actorNew->user.floor_dist = (3);
actorNew->user.Counter = 0;
actorNew->spr.zvel = short(-RandomRange(100) * HORIZ_MULT);
UpdateChange(actorNew, 0.5);
return 0;
}
int InitBloodSpray(DSWActor* actor, bool dogib, short velocity)
{
short cnt, vel, rnd;
if (dogib)
cnt = RandomRange(3)+1;
else
cnt = 1;
//if(dogib)
// {
rnd = RandomRange(1000);
if (rnd > 650)
PlaySound(DIGI_GIBS1, actor, v3df_none);
else if (rnd > 350)
PlaySound(DIGI_GIBS2, actor, v3df_none);
else
PlaySound(DIGI_GIBS3, actor, v3df_none);
// }
vel = velocity;
DAngle ang = actor->spr.angle;
for (int i=0; i<cnt; i++)
{
if (velocity == -1)
vel = 105+RandomRange(320);
else if (velocity == -2)
vel = 105+RandomRange(100);
if (dogib)
ang = ang + DAngle90 + DAngle::fromBuild(RandomRange(200));
else
ang = ang + DAngle180 + DAngle45 - DAngle::fromBuild(RandomRange(256));
// Spawn a shot
auto actorNew = SpawnActor(STAT_MISSILE, GOREDrip, s_BloodSprayChunk, actor->sector(),
ActorVectOfTop(actor).plusZ(- 20/256.), ang, vel*2);
actorNew->user.Flags |= (SPR_XFLIP_TOGGLE);
if (dogib)
actorNew->spr.cstat |= (CSTAT_SPRITE_YCENTER);
else
actorNew->spr.cstat |= (CSTAT_SPRITE_YCENTER | CSTAT_SPRITE_INVISIBLE);
actorNew->spr.shade = -12;
SetOwner(actor, actorNew);
actorNew->spr.yrepeat = 64-RandomRange(35);
actorNew->spr.xrepeat = 64-RandomRange(35);
actorNew->spr.shade = -15;
actorNew->spr.clipdist = actor->spr.clipdist;
actorNew->user.WeaponNum = actor->user.WeaponNum;
actorNew->user.Radius = 600;
actorNew->user.ceiling_dist = (3);
actorNew->user.floor_dist = (3);
actorNew->user.Counter = 0;
actorNew->spr.zvel = short((-10 - RandomRange(50)) * HORIZ_MULT);
UpdateChange(actorNew, 0.5);
if (!GlobalSkipZrange)
DoActorZrange(actorNew);
}
return 0;
}
int BloodSprayFall(DSWActor* actor)
{
actor->spr.pos.Z += 5.86;
return 0;
}
////////////////// DEATHFLAG! ////////////////////////////////////////////////////////////////
// Rules: Run to an enemy flag, run over it an it will stick to you.
// The goal is to run the enemy's flag back to your startpoint.
// If an enemy flag touches a friendly start sector, then the opposing team explodes and
// your team wins and the level restarts.
// Once you pick up a flag, you have 30 seconds to score, otherwise, the flag detonates
// an explosion, killing you and anyone in the vicinity, and you don't score.
//////////////////////////////////////////////////////////////////////////////////////////////
// Update the scoreboard for team color that just scored.
void DoFlagScore(int16_t pal)
{
SWStatIterator it(STAT_DEFAULT);
while (auto actor = it.Next())
{
if (actor->spr.picnum < 1900 || actor->spr.picnum > 1999)
continue;
if (actor->spr.pal == pal)
actor->spr.picnum++; // Increment the counter
if (actor->spr.picnum > 1999)
actor->spr.picnum = 1900; // Roll it over if you must
}
}
DSWActor* DoFlagRangeTest(DSWActor* actor, int range)
{
unsigned int stat;
int dist, tx, ty;
int tmin;
for (stat = 0; stat < SIZ(StatDamageList); stat++)
{
SWStatIterator it(StatDamageList[stat]);
while (auto itActor = it.Next())
{
DISTANCE(itActor->spr.pos, actor->spr.pos, dist, tx, ty, tmin);
if (dist > range)
continue;
if (actor == itActor)
continue;
if (!(itActor->spr.cstat & CSTAT_SPRITE_BLOCK))
continue;
if (!(itActor->spr.extra & SPRX_PLAYER_OR_ENEMY))
continue;
if (!FAFcansee(itActor->spr.pos, itActor->sector(), actor->spr.pos, actor->sector()))
continue;
dist = FindDistance3D(actor->int_pos() - itActor->int_pos());
if (dist > range)
continue;
return itActor;
}
}
return nullptr;
}
int DoCarryFlag(DSWActor* actor)
{
const int FLAG_DETONATE_STATE = 99;
DSWActor* fown = actor->user.flagOwnerActor;
if (!fown) return 0;
DSWActor* attached = actor->user.attachActor;
// if no Owner then die
if (attached != nullptr)
{
DVector3 pos(attached->spr.pos.XY(), ActorZOfMiddle(attached));
SetActorZ(actor, pos);
actor->spr.angle = attached->spr.angle + DAngle270;
}
// not activated yet
if (!(actor->user.Flags & SPR_ACTIVE))
{
if ((actor->user.WaitTics -= (MISSILEMOVETICS * 2)) > 0)
return false;
// activate it
actor->user.WaitTics = SEC(30); // You have 30 seconds to get it to
// scorebox
actor->user.Counter2 = 0;
actor->user.Flags |= (SPR_ACTIVE);
}
// limit the number of times DoFlagRangeTest is called
actor->user.Counter++;
if (actor->user.Counter > 1)
actor->user.Counter = 0;
if (!actor->user.Counter)
{
// not already in detonate state
if (actor->user.Counter2 < FLAG_DETONATE_STATE)
{
if (!attached->hasU() || attached->user.Health <= 0)
{
actor->user.Counter2 = FLAG_DETONATE_STATE;
actor->user.WaitTics = SEC(1) / 2;
}
// if in score box, score.
if (attached->sector()->hitag == 9000 && attached->sector()->lotag == attached->spr.pal
&& attached->spr.pal != actor->spr.pal)
{
if (fown != nullptr)
{
if (fown->spr.lotag) // Trigger everything if there is a lotag
DoMatchEverything(nullptr, fown->spr.lotag, 1);
}
if (!TEST_BOOL1(fown))
{
PlaySound(DIGI_BIGITEM, actor->user.attachActor, v3df_none);
DoFlagScore(attached->spr.pal);
if (SP_TAG5(fown) > 0)
{
fown->user.filler++;
if (fown->user.filler >= SP_TAG5(fown))
{
fown->user.filler = 0;
DoMatchEverything(nullptr, SP_TAG6(fown), 1);
}
}
}
SetSuicide(actor); // Kill the flag, you scored!
}
}
else
{
// Time's up! Move directly to detonate state
actor->user.Counter2 = FLAG_DETONATE_STATE;
actor->user.WaitTics = SEC(1) / 2;
}
}
actor->user.WaitTics -= (MISSILEMOVETICS * 2);
switch (actor->user.Counter2)
{
case 0:
if (actor->user.WaitTics < SEC(30))
{
PlaySound(DIGI_MINEBEEP, actor, v3df_dontpan);
actor->user.Counter2++;
}
break;
case 1:
if (actor->user.WaitTics < SEC(20))
{
PlaySound(DIGI_MINEBEEP, actor, v3df_dontpan);
actor->user.Counter2++;
}
break;
case 2:
if (actor->user.WaitTics < SEC(10))
{
PlaySound(DIGI_MINEBEEP, actor, v3df_dontpan);
actor->user.Counter2++;
}
break;
case 3:
if (actor->user.WaitTics < SEC(5))
{
PlaySound(DIGI_MINEBEEP, actor, v3df_dontpan);
actor->user.Counter2++;
}
break;
case 4:
if (actor->user.WaitTics < SEC(4))
{
PlaySound(DIGI_MINEBEEP, actor, v3df_dontpan);
actor->user.Counter2++;
}
break;
case 5:
if (actor->user.WaitTics < SEC(3))
{
PlaySound(DIGI_MINEBEEP, actor, v3df_dontpan);
actor->user.Counter2++;
}
break;
case 6:
if (actor->user.WaitTics < SEC(2))
{
PlaySound(DIGI_MINEBEEP, actor, v3df_dontpan);
actor->user.Counter2 = FLAG_DETONATE_STATE;
}
break;
case FLAG_DETONATE_STATE:
// start frantic beeping
PlaySound(DIGI_MINEBEEP, actor, v3df_dontpan);
actor->user.Counter2++;
break;
case FLAG_DETONATE_STATE + 1:
SpawnGrenadeExp(actor);
SetSuicide(actor);
return false;
break;
}
return false;
}
int DoCarryFlagNoDet(DSWActor* actor)
{
DSWActor* attached = actor->user.attachActor;
DSWActor* fown = actor->user.flagOwnerActor;
if (!fown) return 0;
if (actor->user.flagOwnerActor != nullptr)
fown->user.WaitTics = 30 * 120; // Keep setting respawn tics so it won't respawn
// if no Owner then die
if (attached != nullptr)
{
SetActorZ(actor, DVector3(attached->spr.pos.XY(), ActorZOfMiddle(attached)));
actor->spr.angle = attached->spr.angle + DAngle270;
actor->spr.pos.Z = attached->spr.pos.Z - (ActorSizeZ(attached) * 0.5);
}
if (!attached->hasU() || attached->user.Health <= 0)
{
if (actor->user.flagOwnerActor != nullptr)
fown->user.WaitTics = 0; // Tell it to respawn
SetSuicide(actor);
return false;
}
// if in score box, score.
if (attached->sector()->hitag == 9000 && attached->sector()->lotag == attached->spr.pal
&& attached->spr.pal != actor->spr.pal)
{
if (actor->user.flagOwnerActor != nullptr)
{
if (fown->spr.lotag) // Trigger everything if there is a lotag
DoMatchEverything(nullptr, fown->spr.lotag, 1);
fown->user.WaitTics = 0; // Tell it to respawn
}
if (!TEST_BOOL1(fown))
{
PlaySound(DIGI_BIGITEM, actor->user.attachActor, v3df_none);
DoFlagScore(attached->spr.pal);
if (SP_TAG5(fown) > 0)
{
fown->user.filler++;
if (fown->user.filler >= SP_TAG5(fown))
{
fown->user.filler = 0;
DoMatchEverything(nullptr, SP_TAG6(fown), 1);
}
}
}
SetSuicide(actor); // Kill the flag, you scored!
}
return false;
}
int SetCarryFlag(DSWActor* actor)
{
// stuck
actor->user.Flags |= (SPR_BOUNCE);
// not yet active for 1 sec
actor->spr.cstat |= (CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
actor->user.Counter = 0;
change_actor_stat(actor, STAT_ITEM);
if (actor->spr.hitag == 1)
ChangeState(actor, s_CarryFlagNoDet);
else
ChangeState(actor, s_CarryFlag);
return false;
}
int DoFlag(DSWActor* actor)
{
auto hitActor = DoFlagRangeTest(actor, 1000);
if (hitActor)
{
SetCarryFlag(actor);
// check to see if sprite is player or enemy
if ((hitActor->spr.extra & SPRX_PLAYER_OR_ENEMY))
{
// attach weapon to sprite
actor->spr.cstat &= ~(CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
SetAttach(hitActor, actor);
actor->user.pos.Z = hitActor->spr.pos.Z - ActorSizeZ(hitActor) * 0.5;
}
}
return false;
}
int SpawnShell(DSWActor* actor, int ShellNum)
{
short id=0,velocity=0;
STATE* p=nullptr;
extern STATE s_UziShellShrap[];
extern STATE s_ShotgunShellShrap[];
switch (ShellNum)
{
case -2:
case -3:
id = UZI_SHELL;
p = s_UziShellShrap;
velocity = 1500 + RandomRange(1000);
break;
case -4:
id = SHOT_SHELL;
p = s_ShotgunShellShrap;
velocity = 2000 + RandomRange(1000);
break;
}
auto actorNew = SpawnActor(STAT_SKIP4, id, p, actor->sector(), ActorVectOfMiddle(actor), actor->spr.angle, 64);
actorNew->spr.zvel = -(velocity);
if (actor->user.PlayerP)
{
actorNew->add_int_z(int(-actor->user.PlayerP->horizon.horiz.asbuildf() * HORIZ_MULT * (1. / 3.)));
}
switch (actorNew->user.ID)
{
case UZI_SHELL:
actorNew->spr.pos.Z -= 13;
if (ShellNum == -3)
{
actorNew->spr.angle = actor->spr.angle;
HelpMissileLateral(actorNew,2500);
actorNew->set_int_ang(NORM_ANGLE(actorNew->spr.int_ang() - 512));
HelpMissileLateral(actorNew,1000); // Was 1500
actorNew->set_int_ang(NORM_ANGLE(actorNew->spr.int_ang() + 712));
}
else
{
actorNew->spr.angle = actor->spr.angle;
HelpMissileLateral(actorNew,2500);
actorNew->set_int_ang(NORM_ANGLE(actorNew->spr.int_ang() + 512));
HelpMissileLateral(actorNew,1500);
actorNew->set_int_ang(NORM_ANGLE(actorNew->spr.int_ang() - 128));
}
actorNew->add_int_ang((RANDOM_P2(128<<5)>>5) - (128 / 2));
actorNew->set_int_ang(NORM_ANGLE(actorNew->int_ang()));
// Set the shell number
actorNew->user.ShellNum = ShellCount;
actorNew->spr.yrepeat = actorNew->spr.xrepeat = 13;
break;
case SHOT_SHELL:
actorNew->spr.pos.Z -= 13;
actorNew->spr.angle = actor->spr.angle;
HelpMissileLateral(actorNew,2500);
actorNew->set_int_ang(NORM_ANGLE(actorNew->spr.int_ang() + 512));
HelpMissileLateral(actorNew,1300);
actorNew->set_int_ang(NORM_ANGLE(actorNew->spr.int_ang() - 128 - 64));
actorNew->add_int_ang((RANDOM_P2(128<<5)>>5) - (128 / 2));
actorNew->set_int_ang(NORM_ANGLE(actorNew->int_ang()));
// Set the shell number
actorNew->user.ShellNum = ShellCount;
actorNew->spr.yrepeat = actorNew->spr.xrepeat = 18;
break;
}
SetOwner(actor, actorNew);
actorNew->spr.shade = -15;
actorNew->user.ceiling_dist = (1);
actorNew->user.floor_dist = (1);
actorNew->user.Counter = 0;
actorNew->spr.cstat |= (CSTAT_SPRITE_YCENTER);
actorNew->spr.cstat &= ~(CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
actorNew->user.Flags &= ~(SPR_BOUNCE|SPR_UNDERWATER); // Make em' bounce
UpdateChange(actorNew);
actorNew->user.jump_speed = 200;
actorNew->user.jump_speed += RandomRange(400);
actorNew->user.jump_speed = -actorNew->user.jump_speed;
DoBeginJump(actorNew);
actorNew->user.jump_grav = ACTOR_GRAVITY;
return 0;
}
#include "saveable.h"
static saveable_data saveable_jweapon_data[] =
{
SAVE_DATA(s_BloodSpray),
SAVE_DATA(s_PhosphorExp),
SAVE_DATA(s_NukeMushroom),
SAVE_DATA(s_RadiationCloud),
SAVE_DATA(s_ChemBomb),
SAVE_DATA(s_Caltrops),
SAVE_DATA(s_CaltropsStick),
SAVE_DATA(s_CarryFlag),
SAVE_DATA(s_CarryFlagNoDet),
SAVE_DATA(s_Flag),
SAVE_DATA(s_Phosphorus),
SAVE_DATA(s_BloodSprayChunk),
SAVE_DATA(s_BloodSprayDrip),
};
saveable_module saveable_jweapon =
{
// code
nullptr,0,
// data
saveable_jweapon_data,
SIZ(saveable_jweapon_data)
};
END_SW_NS