Missed some Sentry stuff. Death FX still not done, oops.

This commit is contained in:
Marisa the Magician 2019-09-06 01:41:34 +02:00
commit 8c64ee7f2d
2 changed files with 18 additions and 4 deletions

View file

@ -53,7 +53,6 @@ Doom Tournament (currently the devel branch is required).
- Rifle (slot 9) (replaces plasma rifle) - Rifle (slot 9) (replaces plasma rifle)
- Minigun (slot 0) (replaces chaingun) - Minigun (slot 0) (replaces chaingun)
## Planned ## Planned
- Unreal Bible & prototype build behaviour restoration - Unreal Bible & prototype build behaviour restoration

View file

@ -1418,6 +1418,16 @@ Class SentryItem : UnrealInventory
Charge = tracer.Health; Charge = tracer.Health;
if ( Charge <= 0 ) DepleteOrDestroy(); if ( Charge <= 0 ) DepleteOrDestroy();
} }
override void Travelled()
{
Super.Travelled();
if ( bActive && !tracer )
{
bUNTOSSABLE = false;
bUNDROPPABLE = false;
DepleteOrDestroy();
}
}
States States
{ {
Spawn: Spawn:
@ -1538,7 +1548,7 @@ Class MinigunSentry : Actor
special1 = max(0,special1-1); special1 = max(0,special1-1);
if ( (special1 <= 0) && master.master && master.master.CheckLocalView() ) Console.Printf(StringTable.Localize("$M_SENTRYDRY")); if ( (special1 <= 0) && master.master && master.master.CheckLocalView() ) Console.Printf(StringTable.Localize("$M_SENTRYDRY"));
A_SentryFaceTarget(); A_SentryFaceTarget();
master.A_AlertMonsters(); master.A_AlertMonsters(0,AMF_TARGETEMITTER);
A_PlaySound("sentry/fire",CHAN_WEAPON); A_PlaySound("sentry/fire",CHAN_WEAPON);
Vector3 x, y, z, origin; Vector3 x, y, z, origin;
[x, y, z] = dt_CoordUtil.GetAxes(pitch,angle,roll); [x, y, z] = dt_CoordUtil.GetAxes(pitch,angle,roll);
@ -1593,7 +1603,11 @@ Class MinigunSentry : Actor
{ {
Spawn: Spawn:
SENT A 15; SENT A 15;
SENT A 0 A_PlaySound("sentry/raise"); SENT A 0
{
A_PlaySound("sentry/raise");
master.A_AlertMonsters(0,AMF_TARGETEMITTER);
}
SENR ABCDEFGHIJKLMNO 3; SENR ABCDEFGHIJKLMNO 3;
Goto Idle; Goto Idle;
Idle: Idle:
@ -1641,7 +1655,7 @@ Class MinigunSentry : Actor
SENW A 0 SENW A 0
{ {
A_PlaySound("sentry/wind",looping:true); A_PlaySound("sentry/wind",looping:true);
master.A_AlertMonsters(); master.A_AlertMonsters(0,AMF_TARGETEMITTER);
master.SetStateLabel("Missile"); master.SetStateLabel("Missile");
} }
SENW ABCDEFGHIJKLMNOPQR 1 A_SentryFaceTarget(); SENW ABCDEFGHIJKLMNOPQR 1 A_SentryFaceTarget();
@ -1692,6 +1706,7 @@ Class MinigunSentry : Actor
SENI A 0 SENI A 0
{ {
A_PlaySound("sentry/raise"); A_PlaySound("sentry/raise");
master.A_AlertMonsters(0,AMF_TARGETEMITTER);
master.SetStateLabel("DoPackUp"); master.SetStateLabel("DoPackUp");
} }
SENR ONMLKJIHGFEDCBA 3; SENR ONMLKJIHGFEDCBA 3;