Split item code.
This commit is contained in:
parent
3ba2e921bc
commit
1fe50b5c32
8 changed files with 4511 additions and 4501 deletions
682
zscript/items/swwm_lamp.zsc
Normal file
682
zscript/items/swwm_lamp.zsc
Normal file
|
|
@ -0,0 +1,682 @@
|
|||
// Lämp
|
||||
|
||||
Class LampMoth : Actor
|
||||
{
|
||||
Actor lamp;
|
||||
Vector3 trail, ofs;
|
||||
int lifespan;
|
||||
|
||||
Default
|
||||
{
|
||||
Tag "$T_MOTH";
|
||||
Radius 2;
|
||||
Height 4;
|
||||
Speed 2;
|
||||
DamageFunction 1;
|
||||
MeleeRange 16;
|
||||
Mass 10;
|
||||
Health 50;
|
||||
DeathSound "moth/die";
|
||||
BloodColor "20 10 10";
|
||||
MONSTER;
|
||||
-COUNTKILL;
|
||||
+THRUACTORS;
|
||||
+NOGRAVITY;
|
||||
+NOTELEPORT;
|
||||
+FLOAT;
|
||||
+NOPAIN;
|
||||
+FRIENDLY;
|
||||
+LOOKALLAROUND;
|
||||
+QUICKTORETALIATE;
|
||||
+INTERPOLATEANGLES;
|
||||
+NOBLOCKMONST;
|
||||
}
|
||||
override string GetObituary( Actor victim, Actor inflictor, Name mod, bool playerattack )
|
||||
{
|
||||
if ( inflictor && (inflictor != self) )
|
||||
{
|
||||
if ( inflictor == master ) return StringTable.Localize("$O_MOTHSELF"); // not likely to happen
|
||||
else return StringTable.Localize("$O_MOTH");
|
||||
}
|
||||
return StringTable.Localize("$O_MOTH2");
|
||||
}
|
||||
override void PostBeginPlay()
|
||||
{
|
||||
Super.PostBeginPlay();
|
||||
A_StartSound("moth/fly",CHAN_BODY,CHANF_LOOP,.02,4.,FRandom[Moth](.8,1.2));
|
||||
if ( master && master.player ) SetFriendPlayer(master.player);
|
||||
else bFRIENDLY = false;
|
||||
}
|
||||
override int DamageMobj( Actor inflictor, Actor source, int damage, Name mod, int flags, double angle )
|
||||
{
|
||||
// no hurt moff
|
||||
if ( source && IsFriend(source) ) damage = 0;
|
||||
return Super.DamageMobj(inflictor,source,damage,mod,flags,angle);
|
||||
}
|
||||
bool isEntranced()
|
||||
{
|
||||
if ( !lamp )
|
||||
{
|
||||
// look for nearby lamps
|
||||
let bi = BlockThingsIterator.Create(self,250);
|
||||
double mindist = 62500.;
|
||||
while ( bi.Next() )
|
||||
{
|
||||
if ( !bi.Thing || !(bi.Thing is 'CompanionLamp') ) continue;
|
||||
Actor a = bi.Thing;
|
||||
double dist = Distance3DSquared(a);
|
||||
if ( (a.frame == 0) || (dist > mindist) && !CheckSight(a,SF_IGNOREVISIBILITY|SF_IGNOREWATERBOUNDARY) ) continue;
|
||||
mindist = dist;
|
||||
lamp = a;
|
||||
master = a.target;
|
||||
if ( CompanionLamp(lamp).moff.Find(self) == CompanionLamp(lamp).moff.Size() )
|
||||
CompanionLamp(lamp).moff.Push(self);
|
||||
if ( master && master.player ) SetFriendPlayer(master.player);
|
||||
else bFRIENDLY = false;
|
||||
}
|
||||
}
|
||||
if ( !lamp || (lamp.frame == 0) || (Distance3DSquared(lamp) > 62500) || !CheckSight(lamp,SF_IGNOREVISIBILITY|SF_IGNOREWATERBOUNDARY) ) return false;
|
||||
if ( target && (target.Health > 0) && CheckSight(target) ) return false;
|
||||
return true;
|
||||
}
|
||||
void A_SmoothWander()
|
||||
{
|
||||
if ( level.Vec3Diff(pos,trail).length() < speed )
|
||||
{
|
||||
double ang = FRandom[Moth](0,360);
|
||||
double pt = FRandom[Moth](-30,30);
|
||||
double dist = FRandom[Moth](20,40);
|
||||
ofs = SWWMUtility.Vec3FromAngles(ang,pt)*dist;
|
||||
}
|
||||
Vector3 newpos = level.Vec3Offset(pos,ofs);
|
||||
if ( level.IsPointInLevel(newpos) ) trail = newpos;
|
||||
if ( vel.length() > 0 )
|
||||
{
|
||||
Vector3 uvel = vel.unit();
|
||||
angle += Clamp(deltaangle(angle,atan2(uvel.y,uvel.x)),-5.,5.);
|
||||
pitch += Clamp(deltaangle(pitch,asin(-uvel.z)),-5.,5.);
|
||||
}
|
||||
vel *= .8;
|
||||
Vector3 dir = level.Vec3Diff(pos,trail);
|
||||
if ( dir.length() > 0 ) vel += dir.unit()*clamp(dir.length()*.05,.4*speed,.5*speed);
|
||||
}
|
||||
void A_SmoothChase()
|
||||
{
|
||||
if ( !target || (target.Health <= 0) )
|
||||
{
|
||||
A_ClearTarget();
|
||||
SetStateLabel("Spawn");
|
||||
return;
|
||||
}
|
||||
if ( CheckMeleeRange() )
|
||||
{
|
||||
SetStateLabel("Melee");
|
||||
return;
|
||||
}
|
||||
Vector3 dest = target.Vec3Offset(0,0,target.height*.75);
|
||||
Vector3 dir = level.Vec3Diff(pos,dest);
|
||||
if ( dir.length() > 0 )
|
||||
{
|
||||
Vector3 dirunit = dir.unit();
|
||||
FLineTraceData d;
|
||||
LineTrace(atan2(dirunit.y,dirunit.x),dir.length(),asin(-dirunit.z),data:d);
|
||||
if ( (d.HitType != TRACE_HitActor) && (d.HitActor != target) )
|
||||
{
|
||||
A_Chase();
|
||||
return;
|
||||
}
|
||||
}
|
||||
if ( vel.length() > 0 )
|
||||
{
|
||||
Vector3 uvel = vel.unit();
|
||||
angle = atan2(uvel.y,uvel.x);
|
||||
pitch = asin(-uvel.z);
|
||||
}
|
||||
vel *= .8;
|
||||
if ( dir.length() > 0 ) vel += dir.unit()*clamp(dir.length()*.02,.3*speed,2.*speed);
|
||||
}
|
||||
void A_FollowLamp()
|
||||
{
|
||||
if ( !lamp )
|
||||
{
|
||||
SetStateLabel("Spawn");
|
||||
return;
|
||||
}
|
||||
double dst = level.Vec3Diff(pos,trail).length();
|
||||
if ( (dst < speed) || (dst > 50) )
|
||||
{
|
||||
double ang = FRandom[Moth](0,360);
|
||||
double pt = FRandom[Moth](-30,30);
|
||||
double dist = FRandom[Moth](20,30);
|
||||
ofs = SWWMUtility.Vec3FromAngles(ang,pt)*dist;
|
||||
}
|
||||
Vector3 newpos = level.Vec3Offset(lamp.Vec3Offset(0,0,lamp.height/2),ofs);
|
||||
if ( level.IsPointInLevel(newpos) ) trail = newpos;
|
||||
if ( vel.length() > 0 )
|
||||
{
|
||||
Vector3 uvel = vel.unit();
|
||||
angle = atan2(uvel.y,uvel.x);
|
||||
pitch = asin(-uvel.z);
|
||||
}
|
||||
vel *= .8;
|
||||
Vector3 dir = level.Vec3Diff(pos,trail);
|
||||
if ( dir.length() > 0 ) vel += dir.unit()*clamp(dir.length()*.02,.4*speed,2.*speed);
|
||||
Vector3 diff = level.Vec3Diff(pos,lamp.pos);
|
||||
if ( (diff.x > -8) && (diff.x < 8) && (diff.y > -8) && (diff.y < 8) && (diff.z > -4) && (diff.z < lamp.height+4) )
|
||||
{
|
||||
if ( diff.x < 0 ) vel.x -= .2;
|
||||
else vel.x += .2;
|
||||
if ( diff.y < 0 ) vel.y -= .2;
|
||||
else vel.y += .2;
|
||||
if ( diff.z < 0 ) vel.z -= .2;
|
||||
else vel.z += .2;
|
||||
}
|
||||
}
|
||||
void A_SmoothMove()
|
||||
{
|
||||
if ( vel.length() > 0 )
|
||||
{
|
||||
Vector3 uvel = vel.unit();
|
||||
angle = atan2(uvel.y,uvel.x);
|
||||
pitch = asin(-uvel.z);
|
||||
}
|
||||
vel *= .8;
|
||||
}
|
||||
void A_Scrape()
|
||||
{
|
||||
if ( CheckMeleeRange() )
|
||||
{
|
||||
A_FaceTarget(0,0);
|
||||
lifespan -= 5;
|
||||
Vector3 awaydir = level.Vec3Diff(target.Vec3Offset(0,0,target.height),pos).unit();
|
||||
vel += awaydir*8.;
|
||||
int dmg = target.DamageMobj(self,master?master:Actor(self),GetMissileDamage(0,0),'Melee',Random[Moth](0,8)?DMG_NO_PAIN:0);
|
||||
if ( (dmg > 0) && target && !target.bNOBLOOD && !target.bDORMANT && !target.bINVULNERABLE )
|
||||
{
|
||||
target.TraceBleed(dmg,self);
|
||||
target.SpawnBlood(pos,atan2(awaydir.y,awaydir.x)+180,dmg);
|
||||
}
|
||||
A_StartSound("moth/scrape",CHAN_WEAPON,CHANF_OVERLAP,.2,2.5);
|
||||
DamageMobj(target,target,1,'Melee');
|
||||
}
|
||||
}
|
||||
override void Tick()
|
||||
{
|
||||
Super.Tick();
|
||||
if ( isFrozen() || (freezetics > 0) ) return;
|
||||
if ( isEntranced() )
|
||||
{
|
||||
lifespan = 100;
|
||||
return;
|
||||
}
|
||||
if ( target && (target.Health > 0) ) lifespan = max(20,lifespan);
|
||||
lifespan--;
|
||||
if ( lifespan <= 0 )
|
||||
{
|
||||
let s = Spawn("SWWMSmallSmoke",pos);
|
||||
s.alpha *= .3;
|
||||
Destroy();
|
||||
}
|
||||
}
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
XZW1 B 0 A_JumpIf(isEntranced(),"See.Entranced");
|
||||
XZW1 BC 1
|
||||
{
|
||||
A_SmoothWander();
|
||||
A_Look();
|
||||
}
|
||||
Loop;
|
||||
See: // go for enemies
|
||||
XZW1 B 0 A_JumpIf(isEntranced(),"See.Entranced");
|
||||
XZW1 BC 1 A_SmoothChase();
|
||||
Loop;
|
||||
See.Entranced: // follow the lamp
|
||||
XZW1 B 0 A_JumpIf(!isEntranced(),"Spawn");
|
||||
XZW1 BC 1 A_FollowLamp();
|
||||
Loop;
|
||||
Melee:
|
||||
XZW1 B 0 A_Scrape();
|
||||
XZW1 BCBC 1 A_SmoothMove();
|
||||
Goto See;
|
||||
Death:
|
||||
TNT1 A 1
|
||||
{
|
||||
A_StartSound("moth/die",CHAN_VOICE,CHANF_OVERLAP,.6,2.5);
|
||||
let s = Spawn("SWWMSmallSmoke",pos);
|
||||
s.alpha *= .3;
|
||||
}
|
||||
Stop;
|
||||
}
|
||||
}
|
||||
|
||||
Class LampMoth2 : LampMoth
|
||||
{
|
||||
Default
|
||||
{
|
||||
Tag "$T_WMOTH";
|
||||
DamageFunction 3;
|
||||
Speed 3;
|
||||
Scale 1.5;
|
||||
Health 200;
|
||||
}
|
||||
}
|
||||
|
||||
Class LampMashiro : Actor abstract
|
||||
{
|
||||
//
|
||||
// ~nothing here yet, but she will make an appearance someday~
|
||||
//
|
||||
// ⠀⠀⠀⠀⠤⠀⠄⠀⠀⠀⠳⠀⠂⠀⠀⠀⠀⠀⠀⠀⠀⣀⣴⣾⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣦⡣⣁⢌⡀⢄⠁⡁⠝⢿⣿⣿⣿⡻⣿⣿⣷⣦
|
||||
// ⠀⠀⠠⠀⠠⠀⠀⡀⠘⣠⠀⠀⠀⠀⠀⠀⠀⠀⢀⣴⣾⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣷⣊⢇⠠⢐⢄⡙⢿⣿⣿⣾⠫⣻⣿
|
||||
// ⠀⡄⠂⢴⠠⠌⠰⢇⠀⠀⠀⠀⠀⠀⠀⢀⣠⣾⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣶⡀⠣⡣⡱⣌⠻⣿⣿⣿⣿⣿
|
||||
// ⠀⠁⠛⠂⠀⠉⡍⠀⠀⠀⠀⠀⠀⠀⣠⣾⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣧⠘⣮⣾⡮⢦⡹⣿⣿⣿⣿
|
||||
// ⠄⠠⠉⢼⡇⠶⠀⠀⠀⠀⠀⠀⢠⣾⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⡆⢿⣿⣿⡦⢣⡉⢝⢝⢽
|
||||
// ⠀⠀⠚⠃⠀⠀⡀⠀⠀⠀⠀⣠⣿⣿⣿⣿⣿⢻⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣧⢸⣿⣿⣿⢀⢃⠀⡁⠑
|
||||
// ⠰⠀⠂⠁⠀⠀⡆⠀⠀⠀⣴⣿⣿⣿⣿⣿⠋⣼⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⡈⣿⣿⣿⣇⠆⢃⠈⡇
|
||||
// ⠀⠀⠀⢠⠄⣠⣇⠀⢀⣾⣿⣿⣿⣿⣿⡃⢀⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⡇⣿⣿⣿⣿⢔⢌⢆⢑
|
||||
// ⠀⠀⠀⢀⣶⣿⣷⢀⣾⣿⣿⣿⣿⡯⡊⠀⢸⡏⣟⣻⣽⣭⣽⣛⡛⠿⠿⢿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⡯⡇⣿⣿⣿⣿⣗⢕⢕⠄
|
||||
// ⠀⢠⣶⣿⣿⢿⢃⣾⣿⣿⣿⣿⡫⡪⠀⠀⢸⡇⣿⣿⣿⣿⣿⣿⣿⣦⡘⠄⢹⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⡯⡇⣿⣿⣿⣿⣗⢔⢕⢅
|
||||
// ⠀⣺⣿⡉⠕⠁⣼⣿⣿⣿⡿⡫⡪⠂⠀⢔⢸⢀⠸⣿⣿⣿⣿⣿⣿⣿⣿⣶⣸⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⡿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣪⠃⣿⣿⣿⣿⡟⢄⣡⣵
|
||||
// ⡛⠟⢋⠀⠀⢸⣿⣿⣿⣿⢠⢫⡊⠀⡔⢵⡈⢠⢣⡹⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⠟⠡⠚⠓⠪⠉⠛⠿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⡫⡎⣸⣿⣿⣿⡟⢠⢃⣂⡿
|
||||
// ⡃⡊⢃⡔⡠⣿⣿⣿⣿⡇⣜⡘⢀⢜⡀⡅⡆⠘⢐⠁⠙⢿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⢾⠿⢿⣿⣿⣿⣿⣷⣾⣽⡻⢿⣿⣿⣿⣿⣿⣿⣿⡿⣛⣿⣿⣟⡜⠠⣻⣿⣿⡟⠴⠃⠉⠁⠀
|
||||
// ⡺⢠⡾⣸⡷⣿⣿⣿⣿⠂⣓⠂⡎⡺⠪⠒⠃⠀⠀⠀⠀⠀⠙⠿⣯⢻⣿⣿⣿⡟⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣵⣾⣿⡷⣲⣿⣿⣿⣿⣿⣿⣿⣷⣝⢿⣿⣿⣿⡿⡫⡺⣽⣿⣿⡗⠀⢸⣿⣿⠏⠀⠀⠀⠀⠀⠀
|
||||
// ⣴⣿⢣⣿⢳⣿⣿⣿⡿⡨⡊⠠⡪⡢⠂⠀⠀⠀⠀⠀⢀⣀⠀⠀⠘⢧⡻⣿⣿⡇⢿⣿⣿⣿⣿⣿⣿⣿⣿⣷⣿⣿⣵⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⡿⢳⣝⠿⡫⡪⣪⡮⣾⣿⡟⢠⠅⣿⠟⠋⠀⠀⠀⠀⠀⠀⠀
|
||||
// ⣿⡏⣾⢣⡾⣿⣿⣿⡇⢪⠂⡨⡠⠀⠀⠀⠀⢀⡴⠋⠉⠈⠉⢦⡀⠠⢅⠹⣿⢰⢹⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⢟⣫⣾⡿⣫⣦⠸⢊⡄⣼⣿⡟⢠⠃⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀
|
||||
// ⡿⢸⣏⣾⣇⣿⣿⣿⡇⢵⢀⢓⠀⠀⠀⠀⠀⡮⠀⠀⠀⠀⠀⠈⣇⠀⠧⡗⡈⢿⣺⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⡿⠟⣯⣾⣿⡿⠛⠊⣬⠴⢪⠋⣼⣿⠟⢔⢝⠂⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀
|
||||
// ⠃⡿⣸⣿⣿⢸⣿⣿⡇⡊⢰⢱⢂⡀⠀⠀⠀⢳⠀⠀⠀⠀⠀⢰⡇⠀⣸⢐⡈⢄⢿⠿⠿⢿⡿⠽⢫⣵⣿⡿⠿⠛⠛⠙⠉⠁⠀⠞⠙⠃⠍⡁⠖⡪⡫⡪⣻⢁⣾⡿⢃⢞⢕⡝⢰⣆⡀⠀⠀⠀⠀⠀⠀⠀⠀⠀
|
||||
// ⢸⢣⣿⣿⡗⡈⢿⣿⡇⠀⢸⣿⣷⣵⣄⠀⠀⠈⠲⣠⣠⣠⡴⠋⠀⠀⢒⢔⢂⢀⢎⢇⣓⡕⠂⡚⡩⢡⢰⢂⣓⡣⣢⠒⠀⠀⠀⠀⠀⠀⠀⠈⠢⡈⡲⡑⢡⣾⠟⡠⡣⣂⢇⠃⣿⣿⣷⣦⡀⠀⠀⠀⠀⠀⠀⠀
|
||||
// ⡟⣾⣿⡿⣸⢸⡘⣿⣷⠀⢸⣿⣿⣿⣿⣿⣦⣄⣀⣀⣀⣀⣀⣠⣤⣜⢔⢕⢕⢔⢕⢕⣗⣇⣳⡪⣺⢐⢱⢑⢒⠖⠁⠀⠀⢀⠄⠔⠖⢦⣀⠀⠀⠰⠌⣴⠟⡡⡪⡪⡪⡜⡜⣸⣿⣿⣿⣿⡿⡢⠀⠀⠀⠀⠀⠀
|
||||
// ⢱⣿⣿⡣⢑⠔⡕⠘⣿⡀⢸⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣷⣷⣷⣵⣕⣥⣣⣣⡣⡪⣐⢱⢠⡃⠀⠀⠀⣴⠁⠀⠀⠀⠀⠸⣆⠀⠀⠘⠀⡪⡪⡪⡪⡪⣸⢡⣿⣿⣿⣿⣿⡯⣺⡀⢤⡀⠀⠀⠀
|
||||
// ⣿⣿⣟⣝⣝⣺⠁⠀⠘⣧⢘⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣷⣷⣇⣣⠣⡘⡀⠀⠀⠀⡟⠀⠀⠀⠀⠀⠨⡗⠀⠀⠀⠈⢮⠺⡪⢊⢫⠃⣾⣿⣿⣿⣿⣿⡪⡏⣦⡀⢹⣷⣤⣀
|
||||
// ⣿⣿⢑⢇⢆⠆⠀⠀⣸⣎⠸⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⢿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣮⣧⣀⠀⠀⢻⡀⠀⠀⠀⢀⡼⠃⠀⠀⠀⠀⠸⢘⢜⡐⡕⣸⣿⣿⣿⣿⣿⣃⣟⣱⣿⣿⣧⢻⣿⣿
|
||||
// ⣿⣟⢕⢕⢼⠀⠀⠀⣿⣿⣧⡹⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⡟⢡⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣷⣄⠀⠉⠓⠒⠓⠋⠀⠀⠀⠀⠀⠠⠀⠱⡱⡨⢣⣿⣿⣿⣿⣿⢗⡯⣱⣿⣿⣿⢇⣄⠃⠙
|
||||
// ⣿⡒⡢⡢⡃⠀⠀⠀⣿⣿⣿⣷⣝⢿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣀⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣶⣤⣄⣀⣀⣀⣀⢀⣀⡀⡠⣀⡢⡪⠂⣽⣿⣿⣿⣿⣟⡕⣺⣿⣿⣿⣏⣿⣷⢔⡄
|
||||
// ⡿⡸⢰⢔⠂⠀⠀⠀⢿⣿⣿⣿⣿⣯⣻⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣷⣯⢮⡊⡠⣰⣿⣿⣿⣿⡿⣡⣿⣿⣿⣿⡟⣾⣿⣿⢵⠅
|
||||
// ⣟⢕⢝⣗⠀⠀⠀⡹⡘⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⡿⣫⡾⢱⣿⣿⣿⣿⡟⣼⣿⣿⣿⣿⡿⣹⣿⣿⡟⡹⢰
|
||||
// ⢕⢕⢕⢕⠠⡢⣪⢂⢇⢹⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⡿⣫⣾⣿⢣⣿⣿⣿⣿⣿⣻⣿⣿⣿⣿⡿⣱⣿⣿⣿⡫⡇⣼
|
||||
// ⢕⢕⢕⠅⣘⡪⡚⡔⠍⠂⢻⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⠿⣫⣾⣿⢟⢁⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⢣⣿⣿⣿⣏⡼⢠⣿
|
||||
// ⢕⢕⢕⠀⣖⡪⡪⣂⠀⠐⠈⢿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⢿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⡿⢟⣫⣵⡿⢟⣫⡴⢁⣾⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⠃⣸⣿⣿⣿⢒⠇⣼⣿
|
||||
// ⢕⢅⢕⠨⣃⢪⢨⢂⠀⠀⠀⠈⢻⣿⣿⣿⣿⣿⣿⣿⣿⣿⣄⣳⢰⢬⡙⢿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣍⣛⠻⠿⠿⠿⢛⣯⡭⠶⣞⣛⣭⣵⣾⣿⠿⢁⣾⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⠃⢀⣿⣿⣿⡯⡝⢰⣿⣿
|
||||
// ⢝⢕⠇⢸⠱⡑⡁⠀⣀⠀⠀⠀⠈⢿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣷⣷⣬⣃⣹⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣶⣶⣾⣿⣿⣿⣿⣿⣿⣿⡿⡱⢃⣾⣿⣿⣿⣿⣿⣿⣿⣿⣿⡿⠃⠀⣼⣿⣿⣿⣸⢡⣿⣿⣿
|
||||
// ⢕⢕⠅⢜⠕⡠⣢⣾⣿⣷⣤⣄⢀⣬⢻⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⡿⢛⠴⢡⣾⣿⣿⣿⣿⣿⣿⣿⣿⣿⡿⠁⠀⢠⣿⣿⣿⢝⢡⣿⣿⣿⣿
|
||||
// ⢕⢕⠅⣕⢥⡶⢀⠻⣿⣿⣿⣟⢿⣿⣿⣻⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⡿⢫⡐⣕⢡⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⡟⠀⠀⢀⣿⣿⣿⠏⢁⣿⣿⣿⣿⣿
|
||||
// ⢕⢕⢠⢗⣛⣓⣁⢱⣾⣿⣿⣿⣷⣷⣽⣿⡻⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⢛⢔⠕⠓⢠⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⠟⠀⠀⢀⣾⣿⡿⡣⢎⣿⣿⣿⣿⣿⣿
|
||||
// ⡕⡕⠠⡅⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣷⡝⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⠿⠋⠐⣁⡴⡴⢣⣿⣿⣿⣿⣿⣿⣿⣿⣿⡿⠃⠀⠀⢠⣾⠿⣫⠞⣱⣿⣿⣿⣿⣿⠟⡡
|
||||
// ⢅⢇⢘⢕⢍⠿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣎⢿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⡿⠿⠿⠛⠛⠛⠉⠁⠀⢀⢜⢕⢅⠕⣡⣿⣿⣿⣿⣿⣿⣿⣿⣿⠟⠁⠀⠀⠐⡫⡠⠜⣡⣾⣿⣿⡿⠟⠫⠦⠪⠊
|
||||
// ⢕⢕⢸⣵⣷⣾⣿⣿⣿⣿⣟⢿⣿⣿⣿⣿⣿⣿⣿⣦⣤⡩⣉⣉⡩⣉⣉⠉⠉⠈⠀⠀⠀⠀⠀⠀⠀⢀⣀⡀⠀⠀⣤⢔⢗⢕⠕⣰⣿⣿⣿⣿⣿⣿⣿⣿⡿⢋⢔⢕⠕⣓⠏⣊⠰⠻⠟⠛⣉⠅⢄⠂⡪⡪⡪⠨
|
||||
//
|
||||
// ~it actually won't be her, but one can dream~
|
||||
//
|
||||
}
|
||||
|
||||
Class CompanionLamp : Actor
|
||||
{
|
||||
Vector3 Trail;
|
||||
Array<LampMoth> moff;
|
||||
Actor parent;
|
||||
bool justteleport;
|
||||
|
||||
Default
|
||||
{
|
||||
Tag "$T_LAMP";
|
||||
+NOGRAVITY;
|
||||
+NOTELEPORT;
|
||||
+DONTSPLASH;
|
||||
+INTERPOLATEANGLES;
|
||||
+LOOKALLAROUND;
|
||||
+FRIENDLY;
|
||||
+NOBLOCKMONST;
|
||||
Radius 4;
|
||||
Height 16;
|
||||
}
|
||||
// random chance to spawn moths
|
||||
void A_Moth()
|
||||
{
|
||||
// count up
|
||||
special1++;
|
||||
for ( int i=0; i<moff.Size(); i++ )
|
||||
{
|
||||
if ( moff[i] && (moff[i].lamp == self) && moff[i].isEntranced() ) continue;
|
||||
moff.Delete(i);
|
||||
i--;
|
||||
}
|
||||
if ( (special1%35) || Random[Moth](0,9) || (moff.Size() >= 30) ) return;
|
||||
// spawn a moth at a random offset
|
||||
double ang = FRandom[Moth](0,360);
|
||||
double pt = FRandom[Moth](-30,30);
|
||||
double dist = FRandom[Moth](10,30);
|
||||
Vector3 ofs = SWWMUtility.Vec3FromAngles(ang,pt)*dist;
|
||||
Vector3 spawnpos = level.Vec3Offset(Vec3Offset(0,0,height/2),ofs);
|
||||
if ( !level.IsPointInLevel(spawnpos) ) return;
|
||||
// higher chance of white moths if carrying the Mashiro plush
|
||||
//int mchance = parent.FindInventory("MothPlushy")?3:9;
|
||||
let m = LampMoth(Spawn(Random[Moth](0,9)?"LampMoth":"LampMoth2",spawnpos));
|
||||
if ( !m.TestMobjLocation() )
|
||||
{
|
||||
m.Destroy();
|
||||
return;
|
||||
}
|
||||
let s = Spawn("SWWMSmallSmoke",m.pos);
|
||||
s.alpha *= .3;
|
||||
m.master = parent;
|
||||
m.lamp = self;
|
||||
m.trail = m.pos;
|
||||
moff.Push(m);
|
||||
SWWMUtility.AchievementProgressInc("moth",1,parent.player);
|
||||
}
|
||||
override void PostBeginPlay()
|
||||
{
|
||||
Super.PostBeginPlay();
|
||||
if ( !parent || !SWWMLamp(master) )
|
||||
{
|
||||
Destroy();
|
||||
return;
|
||||
}
|
||||
Spawn("SWWMItemFog",pos);
|
||||
Trail = pos;
|
||||
}
|
||||
|
||||
override void Tick()
|
||||
{
|
||||
Super.Tick();
|
||||
if ( !parent || !SWWMLamp(master) )
|
||||
{
|
||||
Destroy();
|
||||
return;
|
||||
}
|
||||
if ( isFrozen() || (freezetics > 0) ) return;
|
||||
// update trailing position
|
||||
bool foundspot = false;
|
||||
for ( int i=0; i<180; i+=5 )
|
||||
{
|
||||
for ( int j=1; j>=-1; j-=2 )
|
||||
{
|
||||
double ang = (parent.angle-180)+i*j;
|
||||
Vector3 testpos = level.Vec3Offset(parent.pos,SWWMUtility.RotateVector3((32,0,parent.height-8+1.5*sin(level.maptime*3.)),ang));
|
||||
if ( !level.IsPointInLevel(testpos) ) continue;
|
||||
Vector3 oldpos = pos;
|
||||
Vector3 oldprev = prev;
|
||||
Actor oldblockingmobj = blockingmobj;
|
||||
Line oldblockingline = blockingline;
|
||||
Sector oldblockingfloor = blockingfloor, oldblockingceiling = blockingceiling;
|
||||
SetOrigin(testpos,false);
|
||||
if ( !TestMobjLocation() || SWWMUtility.BlockingLineIsBlocking(self,Line.ML_BLOCKING|Line.ML_BLOCKEVERYTHING) || BlockingFloor || BlockingCeiling )
|
||||
{
|
||||
SetOrigin(oldpos,false);
|
||||
prev = oldprev;
|
||||
blockingmobj = oldblockingmobj;
|
||||
blockingline = oldblockingline;
|
||||
blockingfloor = oldblockingfloor;
|
||||
blockingceiling = oldblockingceiling;
|
||||
continue;
|
||||
}
|
||||
SetOrigin(oldpos,false);
|
||||
prev = oldprev;
|
||||
blockingmobj = oldblockingmobj;
|
||||
blockingline = oldblockingline;
|
||||
blockingfloor = oldblockingfloor;
|
||||
blockingceiling = oldblockingceiling;
|
||||
Trail = testpos;
|
||||
foundspot = true;
|
||||
}
|
||||
// check at most for a 45 degree offset
|
||||
if ( foundspot && (i > 45) ) break;
|
||||
}
|
||||
Vector3 diff = level.Vec3Diff(pos,parent.pos);
|
||||
if ( (diff.length() > 400) || justteleport )
|
||||
{
|
||||
Vector3 rel = level.Vec3Diff(pos,trail);
|
||||
justteleport = false;
|
||||
Actor f = Spawn("SWWMItemFog",pos);
|
||||
f.A_StartSound("lamp/disappear",CHAN_VOICE);
|
||||
// carry over the moths
|
||||
foreach ( m:moff )
|
||||
{
|
||||
if ( !m ) continue;
|
||||
Vector3 whereto = level.Vec3Offset(m.pos,rel);
|
||||
if ( !level.IsPointInLevel(whereto) )
|
||||
continue;
|
||||
Vector3 oldp = m.pos;
|
||||
m.SetOrigin(whereto,false);
|
||||
if ( !m.TestMobjLocation() )
|
||||
m.SetOrigin(oldp,false);
|
||||
}
|
||||
SetOrigin(trail,false);
|
||||
angle = AngleTo(parent);
|
||||
vel *= 0.;
|
||||
f = Spawn("SWWMItemFog",pos);
|
||||
f.A_StartSound("lamp/appear",CHAN_VOICE);
|
||||
return;
|
||||
}
|
||||
angle += Clamp(deltaangle(angle,AngleTo(parent)),-5.,5.);
|
||||
vel *= .8;
|
||||
bool blocked = false;
|
||||
if ( SWWMUtility.BlockingLineIsBlocking(self,Line.ML_BLOCKING|Line.ML_BLOCKEVERYTHING) )
|
||||
{
|
||||
// push away from wall
|
||||
Vector3 normal = (-BlockingLine.delta.y,BlockingLine.delta.x,0).unit();
|
||||
if ( !SWWMUtility.PointOnLineSide(pos.xy,BlockingLine) ) normal *= -1;
|
||||
vel += 4.*normal;
|
||||
blocked = true;
|
||||
}
|
||||
if ( BlockingFloor )
|
||||
{
|
||||
// push away from floor
|
||||
Vector3 normal = BlockingFloor.floorplane.Normal;
|
||||
// find closest 3d floor for its normal
|
||||
for ( int i=0; i<BlockingFloor.Get3DFloorCount(); i++ )
|
||||
{
|
||||
if ( !(BlockingFloor.Get3DFloor(i).flags&F3DFloor.FF_SOLID) ) continue;
|
||||
if ( !(BlockingFloor.Get3DFloor(i).top.ZAtPoint(pos.xy) ~== floorz) ) continue;
|
||||
normal = -BlockingFloor.Get3DFLoor(i).top.Normal;
|
||||
break;
|
||||
}
|
||||
vel += 4.*normal;
|
||||
blocked = true;
|
||||
}
|
||||
if ( BlockingCeiling )
|
||||
{
|
||||
// push away from ceiling
|
||||
Vector3 normal = BlockingCeiling.ceilingplane.Normal;
|
||||
// find closest 3d floor for its normal
|
||||
for ( int i=0; i<BlockingCeiling.Get3DFloorCount(); i++ )
|
||||
{
|
||||
if ( !(BlockingCeiling.Get3DFloor(i).flags&F3DFloor.FF_SOLID) ) continue;
|
||||
if ( !(BlockingCeiling.Get3DFloor(i).bottom.ZAtPoint(pos.xy) ~== ceilingz) ) continue;
|
||||
normal = -BlockingCeiling.Get3DFloor(i).bottom.Normal;
|
||||
break;
|
||||
}
|
||||
vel += 4.*normal;
|
||||
blocked = true;
|
||||
}
|
||||
if ( (diff.x > -16) && (diff.x < 16) && (diff.y > -16) && (diff.y < 16) && (diff.z > -16) && (diff.z < parent.height+8) )
|
||||
{
|
||||
if ( diff.x < 0 ) vel.x -= .2;
|
||||
else vel.x += .2;
|
||||
if ( diff.y < 0 ) vel.y -= .2;
|
||||
else vel.y += .2;
|
||||
if ( diff.z < 0 ) vel.z -= .2;
|
||||
else vel.z += .2;
|
||||
blocked = true;
|
||||
}
|
||||
if ( blocked ) return;
|
||||
Vector3 dir = level.Vec3Diff(pos,trail);
|
||||
if ( dir.length() > 0 )
|
||||
vel += dir.unit()*min(dir.length()*.05,20.);
|
||||
}
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
XZW1 A 1
|
||||
{
|
||||
if ( SWWMLamp(master) && SWWMLamp(master).bActive )
|
||||
{
|
||||
A_StartSound("lamp/on",CHAN_ITEMEXTRA,CHANF_OVERLAP);
|
||||
return ResolveState("Active");
|
||||
}
|
||||
return ResolveState(null);
|
||||
}
|
||||
Wait;
|
||||
Active:
|
||||
XZW1 B 1
|
||||
{
|
||||
A_Moth();
|
||||
if ( !SWWMLamp(master) || !SWWMLamp(master).bActive )
|
||||
{
|
||||
A_StartSound("lamp/off",CHAN_ITEMEXTRA,CHANF_OVERLAP);
|
||||
return ResolveState("Spawn");
|
||||
}
|
||||
return ResolveState(null);
|
||||
}
|
||||
Wait;
|
||||
}
|
||||
}
|
||||
|
||||
Class SWWMLamp : Inventory
|
||||
{
|
||||
Mixin SWWMOverlapPickupSound;
|
||||
Mixin SWWMUseToPickup;
|
||||
Mixin SWWMRespawn;
|
||||
Mixin SWWMPickupGlow;
|
||||
|
||||
bool bActive, bActivated;
|
||||
TextureID OnIcon;
|
||||
Actor thelamp;
|
||||
int charge;
|
||||
|
||||
Property Charge : charge;
|
||||
|
||||
override Inventory CreateCopy( Actor other )
|
||||
{
|
||||
// additional lore
|
||||
SWWMLoreLibrary.Add(other.player,"MothLamp");
|
||||
return Super.CreateCopy(other);
|
||||
}
|
||||
override bool HandlePickup( Inventory item )
|
||||
{
|
||||
// add charge
|
||||
if ( item.GetClass() == GetClass() )
|
||||
{
|
||||
if ( (Charge >= Default.Charge) && (Amount+item.Amount > MaxAmount) )
|
||||
{
|
||||
// sell excess
|
||||
int sellprice = abs(Stamina)/2;
|
||||
SWWMScoreObj.Spawn(sellprice,level.Vec3Offset(Owner.pos,SWWMUtility.Vec3FromAngles(FRandom[ScoreBits](0,360),FRandom[ScoreBits](-90,90))*8.+(0,0,Owner.Height/2)));
|
||||
SWWMCredits.Give(Owner.player,sellprice);
|
||||
if ( Owner.player )
|
||||
{
|
||||
if ( Owner.player == players[consoleplayer] ) Console.Printf(StringTable.Localize(SWWMUtility.SellFemaleItem(item)?"$SWWM_SELLEXTRA_FEM":"$SWWM_SELLEXTRA"),GetTag(),sellprice);
|
||||
else Console.Printf(StringTable.Localize(SWWMUtility.SellFemaleItem(item)?"$SWWM_SELLEXTRAREM_FEM":"$SWWM_SELLEXTRAREM"),Owner.player.GetUserName(),GetTag(),sellprice);
|
||||
}
|
||||
}
|
||||
else if ( Charge > 0 )
|
||||
{
|
||||
int AddCharge = Charge+SWWMLamp(item).Charge;
|
||||
Charge = min(Default.Charge,AddCharge);
|
||||
// if there's charge to spare, increase amount
|
||||
if ( AddCharge > Charge )
|
||||
{
|
||||
if ( (Amount > 0) && (Amount+item.Amount < 0) ) Amount = int.max;
|
||||
Amount = min(MaxAmount,Amount+item.Amount);
|
||||
Charge = AddCharge-Charge;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if ( (Amount > 0) && (Amount+item.Amount < 0) ) Amount = int.max;
|
||||
// new copy, increase and take its charge
|
||||
Amount = min(MaxAmount,Amount+item.Amount);
|
||||
Charge = SWWMLamp(item).Charge;
|
||||
}
|
||||
item.bPickupGood = true;
|
||||
return true;
|
||||
}
|
||||
return Super.HandlePickup(item);
|
||||
}
|
||||
override bool Use( bool pickup )
|
||||
{
|
||||
if ( pickup && !deathmatch ) return false;
|
||||
bActivated = true;
|
||||
bActive = !bActive;
|
||||
if ( !OnIcon ) OnIcon = TexMan.CheckForTexture("graphics/HUD/Icons/I_Lamp.png");
|
||||
Icon = bActive?OnIcon:default.Icon;
|
||||
// don't consume on use
|
||||
Amount++;
|
||||
return true;
|
||||
}
|
||||
override bool ShouldSpawn()
|
||||
{
|
||||
if ( deathmatch ) return false;
|
||||
return Super.ShouldSpawn();
|
||||
}
|
||||
override void PreTravelled()
|
||||
{
|
||||
// remove the lamp
|
||||
if ( thelamp ) thelamp.Destroy();
|
||||
}
|
||||
override void DoEffect()
|
||||
{
|
||||
Super.DoEffect();
|
||||
if ( !thelamp && bActivated )
|
||||
{
|
||||
thelamp = Spawn("CompanionLamp",level.Vec3Offset(Owner.pos,SWWMUtility.RotateVector3((20,0,24),Owner.angle)));
|
||||
CompanionLamp(thelamp).parent = Owner;
|
||||
thelamp.master = self;
|
||||
let f = Spawn("SWWMItemFog",thelamp.pos);
|
||||
f.A_StartSound("lamp/appear",CHAN_VOICE);
|
||||
}
|
||||
if ( bActive && !(level.maptime%35) && !isFrozen() ) Charge--;
|
||||
if ( Charge <= 0 )
|
||||
{
|
||||
Amount--;
|
||||
if ( Amount <= 0 ) DepleteOrDestroy();
|
||||
else Charge = default.Charge;
|
||||
}
|
||||
}
|
||||
override void DetachFromOwner()
|
||||
{
|
||||
Super.DetachFromOwner();
|
||||
if ( thelamp )
|
||||
{
|
||||
let f = Spawn("SWWMItemFog",thelamp.pos);
|
||||
f.A_StartSound("lamp/disappear",CHAN_VOICE);
|
||||
thelamp.Destroy();
|
||||
}
|
||||
Icon = default.Icon;
|
||||
bActive = false;
|
||||
bActivated = false;
|
||||
}
|
||||
clearscope bool isBlinking() const
|
||||
{
|
||||
return ( (Charge < 10) && (level.maptime&8) );
|
||||
}
|
||||
Default
|
||||
{
|
||||
Tag "$T_LAMP";
|
||||
Inventory.Icon "graphics/HUD/Icons/I_LampOff.png";
|
||||
Inventory.PickupSound "misc/p_pkup";
|
||||
Inventory.PickupMessage "$I_LAMP";
|
||||
Inventory.Amount 1;
|
||||
Inventory.MaxAmount 5;
|
||||
Inventory.InterHubAmount 5;
|
||||
Inventory.PickupFlash "SWWMPurplePickupFlash";
|
||||
+INVENTORY.ALWAYSPICKUP;
|
||||
+INVENTORY.AUTOACTIVATE;
|
||||
+INVENTORY.INVBAR;
|
||||
+COUNTITEM;
|
||||
+INVENTORY.BIGPOWERUP;
|
||||
+FLOATBOB;
|
||||
+DONTGIB;
|
||||
FloatBobStrength 0.25;
|
||||
SWWMLamp.Charge 100;
|
||||
Stamina 70000;
|
||||
}
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
XZW1 A -1;
|
||||
Stop;
|
||||
}
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue