Major tweaks to item rearranging for armors/health/etc. Slight Ynykron singularity optimization. Reduced blood/gore effects, possibly less perf heavy. Fix Eviscerator chunks getting stuck in mid-air / bouncing off inventory items. Adjust Eviscerator chunk penetration. Adjust max ammo values.
752 lines
16 KiB
Text
752 lines
16 KiB
Text
// Gore FX ported over from Soundless Mound, with some edits
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// Base blood actor
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Class mkBlood : Actor
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{
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Default
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{
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+NOBLOCKMAP;
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+NOGRAVITY;
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+NOTELEPORT;
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+PUFFGETSOWNER;
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}
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action void A_Bleed( int str = 1 )
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{
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if ( !target ) return;
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let b = Spawn("mkBloodSpray",pos);
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Vector2 dirto = target.Vec2To(self).unit();
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b.angle = atan2(dirto.y,dirto.x);
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b.pitch = FRandom[Blood](-60,30);
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b.translation = translation;
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b.target = target;
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b.args[0] = str;
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if ( target.bloodcolor ) b.SetShade(Color(target.bloodcolor.r/2,target.bloodcolor.g/2,target.bloodcolor.b/2));
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else b.SetShade(Color(80,0,0));
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b.CopyBloodColor(target);
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}
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override void Tick()
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{
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if ( isFrozen() ) return;
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if ( !CheckNoDelay() || (tics == -1) ) return;
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if ( tics > 0 ) tics--;
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while ( !tics )
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{
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if ( !SetState(CurState.NextState) )
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return;
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}
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}
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States
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{
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Spawn:
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TNT1 A 1 NoDelay A_Bleed(3);
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Stop;
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TNT1 A 1 A_Bleed(2);
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Stop;
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TNT1 A 1 A_Bleed(1);
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Stop;
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}
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}
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// a burst of blood attached to a bleeding actor
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Class mkBloodSpray : Actor
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{
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double str;
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int cnt;
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Vector3 attachofs;
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double baseang;
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color shadecol;
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Default
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{
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+NOBLOCKMAP;
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+NOGRAVITY;
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+NOTELEPORT;
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+NOINTERACTION;
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}
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override void PostBeginPlay()
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{
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if ( !target )
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{
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Destroy();
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return;
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}
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str = FRandom[Blood](2.,4.)*args[0];
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cnt = Random[Blood](2,3)*args[0];
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attachofs.xy = RotateVector(target.Vec2To(self),-target.angle);
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attachofs.z = pos.z-target.pos.z;
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baseang = angle-target.angle;
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}
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private bool IsTargetFlying()
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{
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if ( !target ) return false;
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if ( !target.bNOGRAVITY && (target.pos.z > target.floorz) && target.TestMobjZ() ) return true;
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if ( ((!target.bNOGRAVITY && target.bBlasted) || (target.health <= 0)) && (target.vel.length() > 10.) ) return true;
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return false;
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}
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override void Tick()
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{
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if ( !target )
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{
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Destroy();
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return;
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}
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if ( isFrozen() ) return;
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Vector3 setofs;
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setofs = (cos(target.angle)*attachofs.x+sin(target.angle)*attachofs.y,sin(target.angle)*attachofs.x-cos(target.angle)*attachofs.y,attachofs.z);
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SetOrigin(level.Vec3Offset(target.pos,setofs),false);
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int sz = max(1,args[0]/2)-Random[Blood](0,2);
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double ang, pt;
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for ( int i=0; i<sz; i++ )
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{
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let d = Spawn("mkBloodDrop",pos);
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d.SetShade(fillcolor);
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d.CopyBloodColor(self);
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ang = baseang+target.angle+FRandom[Blood](-15.,15.)*str;
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pt = pitch+FRandom[Blood](-15.,15.)*str;
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Vector3 dir = (cos(pt)*cos(ang),cos(pt)*sin(ang),-sin(pt));
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d.vel = dir*str*FRandom[Blood](.8,1.8);
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d.scale *= str*.15*FRandom[Blood](.6,1.4);
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}
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bool flying = IsTargetFlying();
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if ( flying ) str *= 1.-(.1/sz);
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else str *= 1.-(.3/sz);
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if ( (str <= .05) || ((cnt-- <= 0) && !flying) ) Destroy();
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}
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}
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// drop of salsa
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// becomes a decal on crash
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Class mkBloodDrop : Actor
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{
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bool killme;
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bool dead, onceiling;
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mkBloodDrop prevblod, nextblod;
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Sector tracksector;
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int trackplane;
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Default
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{
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+MISSILE;
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+NOBLOCKMAP;
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+DROPOFF;
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+NOTELEPORT;
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+THRUACTORS;
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+FORCEXYBILLBOARD;
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+ROLLSPRITE;
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+ROLLCENTER;
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+NOINTERACTION;
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Scale .35;
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Radius 2;
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Height 2;
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Mass 1;
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RenderStyle "Shaded";
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}
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// try to reduce overhead as much as possible with this
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override void Tick()
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{
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prev = pos; // for interpolation
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if ( isFrozen() ) return;
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if ( killme ) A_FadeOut(.01);
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if ( dead )
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{
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// do nothing but follow floor movement and eventually fade out
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if ( tracksector )
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{
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double trackz;
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if ( trackplane ) trackz = tracksector.ceilingplane.ZAtPoint(pos.xy)-.1;
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else trackz = tracksector.floorplane.ZAtPoint(pos.xy);
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if ( trackz != pos.z )
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{
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SetZ(trackz);
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UpdateWaterLevel(false);
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}
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}
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if ( (waterlevel > 0) || GetFloorTerrain().isliquid )
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{
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scale *= 1.005;
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A_FadeOut(.01);
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}
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if ( onceiling && (special2 < 200) && (scale.x > .2) )
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{
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if ( special1-- ) return;
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special2 += 10;
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special1 = Random[Blood](20,30)+special2;
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let d = Spawn("mkBloodDrop",Vec3Offset(0,0,-2));
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d.master = self;
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d.SetShade(fillcolor);
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d.CopyBloodColor(self);
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d.scale = Scale*FRandom[Blood](.4,.6);
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}
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return; // we don't need to update states when we're dead
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}
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else
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{
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// gravitational pull
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if ( waterlevel <= 0 ) vel.z -= GetGravity();
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// linetrace-based movement (hopefully more reliable than traditional methods)
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Vector3 dir = vel;
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double spd = vel.length();
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dir /= spd;
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FLineTraceData d;
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Vector3 newpos = pos;
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newpos.z = clamp(newpos.z,floorz,ceilingz);
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double ang = atan2(dir.y,dir.x);
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double pt = asin(-dir.z);
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LineTrace(ang,spd,pt,TRF_THRUACTORS|TRF_THRUHITSCAN|TRF_ABSPOSITION,newpos.z,newpos.x,newpos.y,d);
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if ( d.HitType != TRACE_HitNone )
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{
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Vector3 hitnormal = -d.HitDir;
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if ( d.HitType == TRACE_HitFloor )
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{
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if ( d.Hit3DFloor ) hitnormal = -d.Hit3DFloor.top.Normal;
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else hitnormal = d.HitSector.floorplane.Normal;
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}
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else if ( d.HitType == TRACE_HitCeiling )
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{
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if ( d.Hit3DFloor ) hitnormal = -d.Hit3DFloor.bottom.Normal;
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else hitnormal = d.HitSector.ceilingplane.Normal;
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}
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else if ( d.HitType == TRACE_HitWall )
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{
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hitnormal = (-d.HitLine.delta.y,d.HitLine.delta.x,0).unit();
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if ( !d.LineSide ) hitnormal *= -1;
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}
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newpos = d.HitLocation+hitnormal;
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}
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else newpos = level.Vec3Offset(newpos,vel);
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newpos.z = clamp(newpos.z,floorz,ceilingz);
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SetOrigin(newpos,true);
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if ( (d.HitType == TRACE_HitFloor) || (pos.z <= floorz) )
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{
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// hacky workaround
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if ( !d.HitSector )
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{
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d.HitSector = floorsector;
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d.HitTexture = floorpic;
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}
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if ( d.HitTexture == skyflatnum )
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{
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Destroy();
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return;
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}
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// landed on floor
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SetOrigin(d.HitLocation,true);
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HitFloor();
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A_StartSound("misc/blooddrop",volume:.1);
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if ( master )
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{
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// assume we dropped onto the previous spot
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if ( master.tracer )
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{
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Destroy();
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return;
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}
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master.tracer = self;
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}
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dead = true;
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if ( d.Hit3DFloor )
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{
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tracksector = d.Hit3DFloor.model;
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trackplane = 1;
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}
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else
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{
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tracksector = d.HitSector;
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trackplane = 0;
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}
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SWWMUtility.SetToSlope(self,FRandom[Blood](0,360));
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frame = Random[Blood](5,8);
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return;
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}
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if ( (d.HitType == TRACE_HitCeiling) || (pos.z >= ceilingz) )
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{
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// hacky workaround
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if ( !d.HitSector )
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{
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d.HitSector = ceilingsector;
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d.HitTexture = ceilingpic;
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}
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if ( (d.HitTexture == skyflatnum) || master )
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{
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Destroy();
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return;
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}
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// hit the ceiling
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SetOrigin(d.HitLocation-(0,0,1),true);
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A_StartSound("misc/blooddrop",volume:.1);
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dead = true;
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onceiling = true;
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if ( d.Hit3DFloor )
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{
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tracksector = d.Hit3DFloor.model;
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trackplane = 0;
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}
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else
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{
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tracksector = d.HitSector;
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trackplane = 1;
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}
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SWWMUtility.SetToSlope(self,FRandom[Blood](0,360),true);
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frame = Random[Blood](5,8);
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return;
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}
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if ( d.HitType == TRACE_HitWall )
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{
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if ( d.HitLine.backsector && (d.HitLine.backsector.GetTexture(1) == skyflatnum) && (d.HitLocation.z >= d.HitLine.backsector.ceilingplane.ZAtPoint(d.HitLocation.xy)) )
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{
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Destroy();
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return;
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}
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// hit wall
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Vector2 walldir = (-d.HitLine.delta.y,d.HitLine.delta.x).unit();
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if ( d.LineSide ) walldir *= -1;
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SetOrigin(d.HitLocation-walldir*8,true);
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TraceBleedAngle(20,atan2(walldir.y,walldir.x),0);
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A_StartSound("misc/blooddrop",volume:.1);
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Destroy();
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return;
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}
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UpdateWaterLevel();
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if ( waterlevel > 0 ) A_FadeOut();
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scale *= .99;
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if ( scale.x <= 0. )
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{
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Destroy();
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return;
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}
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}
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if ( !CheckNoDelay() || (tics == -1) ) return;
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if ( tics > 0 ) tics--;
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while ( !tics )
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{
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if ( !SetState(CurState.NextState) )
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return;
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}
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}
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override void PostBeginPlay()
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{
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Super.PostBeginPlay();
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SWWMHandler.QueueBlod(self);
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int jumps = Random[Blood](0,3);
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state dest = ResolveState("Spawn");
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SetState(dest+jumps);
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}
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override void OnDestroy()
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{
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SWWMHandler.DeQueueBlod(self);
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Super.OnDestroy();
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}
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States
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{
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Spawn:
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SBLD ABCD 2;
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Loop;
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}
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}
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// chunky salsa in the air
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Class mkBloodSmoke : Actor
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{
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Default
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{
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+NOBLOCKMAP;
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+NOGRAVITY;
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+NOINTERACTION;
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+NOTELEPORT;
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+FORCEXYBILLBOARD;
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Scale .5;
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Alpha .35;
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RenderStyle "Shaded";
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}
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override void PostBeginPlay()
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{
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int jumps = Random[Blood](0,19);
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state dest = ResolveState("Spawn");
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SetState(dest+jumps);
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}
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override void Tick()
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{
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if ( isFrozen() ) return;
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SetOrigin(level.Vec3Offset(pos,vel),true);
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UpdateWaterLevel();
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if ( waterlevel > 0 ) A_FadeOut();
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A_FadeOut(.03);
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A_SetScale(scale.x*1.02);
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if ( tics > 0 ) tics--;
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while ( !tics )
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{
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if ( !SetState(CurState.NextState) )
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return;
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}
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}
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States
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{
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Spawn:
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BSMK ABCDEFGHIJKLMNOPQRST 2;
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Loop;
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}
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}
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Class mkBloodSmoke2 : mkBloodSmoke
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{
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Default
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{
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Scale .8;
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Alpha 1.;
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}
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}
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// flying gibs
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// inspired by Lud's Universal Gibs
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Class mkFlyingGib : Actor
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{
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bool killme;
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int lastbleed;
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color shadecol;
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bool bleeding;
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double rollvel;
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mkFlyingGib prevmeat, nextmeat;
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override void PostBeginPlay()
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{
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Super.PostBeginPlay();
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frame = Random[Blood](0,5);
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double ang = FRandom[Gibs](0,360);
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double pt = FRandom[Gibs](-60,20);
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Vector3 dir = (cos(pt)*cos(ang),cos(pt)*sin(ang),sin(-pt));
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vel += dir*FRandom[Gibs](5.,20.);
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if ( master )
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{
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vel += master.vel*1.5;
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CopyBloodColor(master);
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}
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rollvel = FRandom[Gibs](10,50)*RandomPick[Gibs](-1,1);
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scale *= FRandom[Gibs](.5,1.5);
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if ( master && master.bloodcolor ) shadecol = Color(master.bloodcolor.r/2,master.bloodcolor.g/2,master.bloodcolor.b/2);
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else shadecol = Color(80,0,0);
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bleeding = true;
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if ( Random[Blood](0,1) ) bXFlip = true;
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SWWMHandler.QueueMeat(self);
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}
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override void OnDestroy()
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{
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SWWMHandler.DeQueueMeat(self);
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Super.OnDestroy();
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}
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override void Tick()
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{
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Super.Tick();
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if ( isFrozen() ) return;
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if ( killme ) A_FadeOut(.01);
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if ( CurState == ResolveState("Death2") )
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{
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if ( vel.length() < .1 )
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bleeding = false;
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return;
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}
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roll += rollvel;
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if ( waterlevel > 0 )
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{
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rollvel *= .98;
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vel.xy *= .98;
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return;
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}
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if ( bleeding && !Random[Blood](0,3) )
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{
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let s = Spawn("mkBloodSmoke",pos);
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s.SetShade(shadecol);
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}
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}
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override bool CanCollideWith(Actor other, bool passive)
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{
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if ( other == master ) return false;
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return true;
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}
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action void A_Bleed()
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{
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double ang;
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double pt;
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Vector3 dir;
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if ( invoker.lastbleed > level.maptime ) return;
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invoker.lastbleed = level.maptime+5;
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for ( int i=0; i<4; i++ )
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{
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let b = Spawn("mkBloodDrop",pos);
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ang = FRandom[Gibs](0,360);
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pt = FRandom[Gibs](-60,30);
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dir = (cos(pt)*cos(ang),cos(pt)*sin(ang),sin(-pt));
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b.vel = dir*FRandom[Gibs](0.3,2.2)*vel.length();
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b.scale *= 2.0;
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b.SetShade(invoker.shadecol);
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}
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TraceBleedAngle(int(vel.length()),angle+180,-pitch);
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}
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Default
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{
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Radius 4;
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Height 4;
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Mass 10;
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Scale .65;
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Gravity .5;
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BounceType "Doom";
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BounceFactor .6;
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+MISSILE;
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+DROPOFF;
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+NOBLOCKMAP;
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+USEBOUNCESTATE;
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+BOUNCEONCEILINGS;
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+MOVEWITHSECTOR;
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+THRUACTORS;
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+NOTELEPORT;
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+ROLLSPRITE;
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+ROLLCENTER;
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+INTERPOLATEANGLES;
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}
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States
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{
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Spawn:
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SGIB # 1;
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Wait;
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Bounce:
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SGIB # 0
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{
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A_Bleed();
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A_StartSound("misc/gibhit",CHAN_BODY,CHANF_OVERLAP);
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}
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Goto Spawn;
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Death:
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SGIB # 1 A_JumpIf(pos.z<=floorz,"Death2");
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Wait;
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Death2:
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SGIB # -1
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{
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A_StartSound("misc/gibhit",CHAN_BODY,CHANF_OVERLAP);
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roll = RandomPick[Gibs](0,180)+Random[Gibs](-5,5);
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A_Stop();
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}
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Stop;
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}
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}
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// Manually added gibbing
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Class mkGibber : Actor
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{
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Actor Gibbed;
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int gibcount, gibsize;
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int delay;
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color shadecol;
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virtual void BurstGibs()
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{
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Actor a;
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double ang, pt;
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Vector3 dir;
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bool dummy;
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for ( int i=0; i<gibsize; i++ )
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{
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a = Spawn("mkBloodSmoke2",pos+(FRandom[Gibs](-.8,.8)*radius,FRandom[Gibs](-.8,.8)*radius,FRandom[Gibs](0.,.9)*height));
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a.SetShade(shadecol);
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}
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for ( int i=0; i<gibsize; i++ )
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{
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[dummy, a] = A_SpawnItemEx("mkFlyingGib",FRandom[Gibs](-.5,.5)*radius,FRandom[Gibs](-.5,.5)*radius,FRandom[Gibs](.1,.9)*height,flags:SXF_ABSOLUTEANGLE|SXF_USEBLOODCOLOR);
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a.translation = translation;
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a.CopyBloodColor(self);
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a.scale *= scale.x;
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a.master = gibbed;
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}
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for ( int i=0; i<2*gibsize; i++ )
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{
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[dummy, a] = A_SpawnItemEx("mkBloodDrop",FRandom[Gibs](-.8,.8)*radius,FRandom[Gibs](-.8,.8)*radius,FRandom[Gibs](0.,.9)*height,flags:SXF_ABSOLUTEANGLE|SXF_USEBLOODCOLOR);
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ang = FRandom[Gibs](0,360);
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pt = FRandom[Gibs](-90,90);
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dir = (cos(pt)*cos(ang),cos(pt)*sin(ang),sin(-pt));
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a.vel = dir*FRandom[Gibs](8.,24.);
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a.scale *= 2.+FRandom[Gibs](.3,1.6);
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a.SetShade(shadecol);
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a.CopyBloodColor(self);
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}
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reactiontime--;
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}
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override void PostBeginPlay()
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{
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gibsize = int(min(max(radius,height)/15,6));
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reactiontime = int(min(max(radius,height)/10,8));
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if ( gibbed && gibbed.bloodcolor ) shadecol = Color(gibbed.bloodcolor.r/2,gibbed.bloodcolor.g/2,gibbed.bloodcolor.b/2);
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else shadecol = Color(80,0,0);
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if ( gibbed ) CopyBloodColor(gibbed);
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}
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override void Tick()
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{
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if ( isFrozen() ) return;
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if ( !gibbed )
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{
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SetOrigin(level.Vec3Offset(pos,vel),false);
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return;
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}
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SetOrigin(gibbed.pos,false);
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scale = gibbed.scale;
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vel = gibbed.vel;
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if ( delay > 0 )
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{
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delay--;
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return;
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}
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A_StartSound("misc/gibber");
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BurstGibs();
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if ( reactiontime <= 0 )
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Destroy();
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}
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Default
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{
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+NOBLOCKMAP;
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+NOGRAVITY;
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+NOTELEPORT;
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+DONTSPLASH;
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+NOINTERACTION;
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Radius 32;
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Height 16;
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}
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}
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// bare actors used for copying blood color to vanilla monsters
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Class GreenBloodReference : Actor
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{
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Default
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{
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BloodColor "Green";
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}
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}
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Class BlueBloodReference : Actor
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{
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Default
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{
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BloodColor "Blue";
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}
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}
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Class PurpleBloodReference : Actor
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{
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Default
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{
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BloodColor "Purple";
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}
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}
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// bare actor used for extra gib deaths
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Class ExtraGibDeaths : Actor
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{
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StateLabel gibstate;
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static void GibThis( Actor a, Statelabel st )
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{
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if ( !a ) return;
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let g = ExtraGibDeaths(Spawn("ExtraGibDeaths"));
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g.master = a;
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g.gibstate = st;
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}
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void A_DoGib()
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{
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if ( !master ) return;
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master.SetState(FindState(gibstate));
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}
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States
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{
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Spawn:
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TNT1 A 1 NoDelay;
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TNT1 A 1 A_DoGib();
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Stop;
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DemonXDeath:
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SARX A 5;
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SARX B 5 A_XScream();
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SARX C 5 A_NoBlocking();
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SARX DEF 5;
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SARX G -1;
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Stop;
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KnightXDeath:
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BO2X A 5;
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BO2X B 5 A_XScream();
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BO2X C 5;
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BO2X D 5 A_NoBlocking();
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BO2X EFGH 5;
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BO2X I -1;
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Stop;
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BaronXDeath:
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BOSX A 5;
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BOSX B 5 A_XScream();
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BOSX C 5;
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BOSX D 5 A_NoBlocking();
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BOSX EFGH 5;
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BOSX I -1 A_BossDeath();
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Stop;
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CacoXDeath:
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CACX A 5;
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CACX B 5 A_XScream();
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CACX C 5 A_NoBlocking();
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CACX D 4;
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CACX E 3;
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CACX F 4;
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CACX G 5;
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CACX H -1;
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Stop;
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BonerXDeath:
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REVX A 3;
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REVX B 4 A_XScream();
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REVX C 5 A_NoBlocking();
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REVX DE 5;
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REVX F -1;
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Stop;
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|
VileXDeath:
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|
VILX A 5;
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|
VILX B 5 A_XScream();
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VILX C 5 A_NoBlocking();
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VILX DEF 5;
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VILX G -1;
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Stop;
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}
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|
}
|
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// corpse thump handler
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Class CorpseFallTracker : Thinker
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|
{
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Actor mybody;
|
|
double lastvelz;
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|
bool wasflying;
|
|
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|
static void TrackBody( Actor b )
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|
{
|
|
if ( !b ) return;
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|
let cft = new("CorpseFallTracker");
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|
cft.ChangeStatNum(STAT_USER);
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|
cft.mybody = b;
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|
cft.lastvelz = b.vel.z;
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|
cft.wasflying = ((b.pos.z>b.floorz)&&b.TestMobjZ());
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|
}
|
|
override void Tick()
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|
{
|
|
if ( !mybody )
|
|
{
|
|
Destroy();
|
|
return;
|
|
}
|
|
// play fall thumps
|
|
bool isflying = ((mybody.pos.z>mybody.floorz)&&mybody.TestMobjZ());
|
|
if ( wasflying && !isflying && (lastvelz < -10) )
|
|
mybody.A_StartSound("misc/bodythump",CHAN_DAMAGE,CHANF_OVERLAP);
|
|
wasflying = isflying;
|
|
lastvelz = mybody.vel.z;
|
|
// wait until body is dead on floor and at the last state of animation
|
|
if ( (mybody.Health > 0) || isflying || (mybody.tics != -1) || (mybody.vel.length() > 0) )
|
|
return;
|
|
Destroy();
|
|
}
|
|
}
|