swwmgz_m/zscript/swwm_blod.zsc

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// Gore FX ported over from Soundless Mound, with some edits
// Base blood actor
Class mkBlood : Actor
{
Default
{
+NOBLOCKMAP;
+NOGRAVITY;
+NOTELEPORT;
+PUFFGETSOWNER;
}
action void A_Bleed( int str = 1 )
{
if ( !target ) return;
let b = Spawn("mkBloodSpray",pos);
Vector2 dirto = target.Vec2To(self).unit();
b.angle = atan2(dirto.y,dirto.x);
b.pitch = FRandom[Blood](-60,30);
b.translation = translation;
b.target = target;
b.args[0] = str;
if ( target.bloodcolor ) b.SetShade(Color(target.bloodcolor.r/2,target.bloodcolor.g/2,target.bloodcolor.b/2));
else b.SetShade(Color(80,0,0));
b.CopyBloodColor(target);
int numpt = Random[Blood](2,4)+str*2;
double sstr = (2.5+str)/3.;
Vector3 vdir = (cos(b.angle)*cos(b.pitch),sin(b.angle)*cos(b.pitch),-sin(b.pitch));
for ( int i=0; i<numpt; i++ )
{
Vector3 ndir = (vdir+(FRandom[Blood](-.5,.5),FRandom[Blood](-.5,.5),FRandom[Blood](-.5,.5))).unit()*FRandom[Blood](.2,2.)*sstr;
for ( double j=1.; j>=.5; j-=.125 )
A_SpawnParticle(b.fillcolor,0,int(12*sstr),2.*str*FRandom[Blood](.6,1.4)*j,0,0,0,0,ndir.x*j,ndir.y*j,ndir.z*j,0,0,-.25,.75,-1,-.02*sstr*j);
}
let s = Spawn("mkBloodSmoke",pos);
s.SetShade(b.fillcolor);
s.scale *= .4*str;
s.special1 += str-1;
}
override void Tick()
{
if ( isFrozen() ) return;
if ( !CheckNoDelay() || (tics == -1) ) return;
if ( tics > 0 ) tics--;
while ( !tics )
{
if ( !SetState(CurState.NextState) )
return;
}
}
States
{
Spawn:
TNT1 A 1 NoDelay A_Bleed(3);
Stop;
TNT1 A 1 A_Bleed(2);
Stop;
TNT1 A 1 A_Bleed(1);
Stop;
}
}
// a burst of blood attached to a bleeding actor
Class mkBloodSpray : Actor
{
double str;
int cnt;
Vector3 attachofs;
double baseang;
color shadecol;
Default
{
+NOBLOCKMAP;
+NOGRAVITY;
+NOTELEPORT;
+NOINTERACTION;
}
override void PostBeginPlay()
{
if ( !target )
{
Destroy();
return;
}
str = FRandom[Blood](2.,4.)*args[0];
cnt = Random[Blood](2,3)*args[0];
attachofs.xy = RotateVector(target.Vec2To(self),-target.angle);
attachofs.z = pos.z-target.pos.z;
baseang = angle-target.angle;
}
private bool IsTargetFlying()
{
if ( !target ) return false;
if ( !target.bNOGRAVITY && (target.pos.z > target.floorz) && target.TestMobjZ() ) return true;
if ( ((!target.bNOGRAVITY && target.bBlasted) || (target.health <= 0)) && (target.vel.length() > 10.) ) return true;
return false;
}
override void Tick()
{
if ( !target )
{
Destroy();
return;
}
if ( isFrozen() ) return;
Vector3 setofs;
setofs = (cos(target.angle)*attachofs.x+sin(target.angle)*attachofs.y,sin(target.angle)*attachofs.x-cos(target.angle)*attachofs.y,attachofs.z);
SetOrigin(level.Vec3Offset(target.pos,setofs),false);
int sz = max(1,args[0]/2);
double ang, pt;
int cnt = sz-Random[Blood](0,4);
for ( int i=0; i<cnt; i++ )
{
let d = Spawn("mkBloodDrop",pos);
d.SetShade(fillcolor);
d.CopyBloodColor(self);
ang = baseang+target.angle+FRandom[Blood](-15.,15.)*str;
pt = pitch+FRandom[Blood](-15.,15.)*str;
Vector3 dir = (cos(pt)*cos(ang),cos(pt)*sin(ang),-sin(pt));
d.vel = dir*str*FRandom[Blood](.8,1.8);
d.scale *= str*.15*FRandom[Blood](.6,1.4);
}
bool flying = IsTargetFlying();
if ( flying ) str *= 1.-(.15/sz);
else str *= 1.-(.4/sz);
if ( (str <= .05) || ((cnt-- <= 0) && !flying) ) Destroy();
}
}
// drop of salsa
// becomes a decal on crash
Class mkBloodDrop : Actor
{
bool killme;
bool dead, onceiling;
mkBloodDrop prevblod, nextblod;
Sector tracksector;
int trackplane;
Default
{
+MISSILE;
+NOBLOCKMAP;
+DROPOFF;
+NOTELEPORT;
+THRUACTORS;
+FORCEXYBILLBOARD;
+ROLLSPRITE;
+ROLLCENTER;
+NOINTERACTION;
Scale .35;
Radius 2;
Height 2;
Mass 1;
RenderStyle "Translucent";
}
// try to reduce overhead as much as possible with this
override void Tick()
{
prev = pos; // for interpolation
if ( isFrozen() ) return;
if ( killme ) A_FadeOut(.01);
if ( dead )
{
// do nothing but follow floor movement and eventually fade out
if ( tracksector )
{
double trackz;
if ( trackplane ) trackz = tracksector.ceilingplane.ZAtPoint(pos.xy)-.1;
else trackz = tracksector.floorplane.ZAtPoint(pos.xy);
if ( trackz != pos.z )
{
SetZ(trackz);
UpdateWaterLevel(false);
}
}
if ( (waterlevel > 0) || GetFloorTerrain().isliquid )
{
scale *= 1.005;
A_FadeOut(.01);
}
if ( onceiling && (special2 < 200) && (scale.x > .2) )
{
if ( special1-- ) return;
special2 += 10;
special1 = Random[Blood](20,30)+special2;
let d = Spawn("mkBloodDrop",Vec3Offset(0,0,-2));
d.master = self;
d.SetShade(fillcolor);
d.CopyBloodColor(self);
d.scale = Scale*FRandom[Blood](.4,.6);
}
return; // we don't need to update states when we're dead
}
else
{
// gravitational pull
if ( waterlevel <= 0 ) vel.z -= GetGravity();
// linetrace-based movement (hopefully more reliable than traditional methods)
Vector3 dir = vel;
double spd = vel.length();
dir /= spd;
FLineTraceData d;
Vector3 newpos = pos;
newpos.z = clamp(newpos.z,floorz,ceilingz);
double ang = atan2(dir.y,dir.x);
double pt = asin(-dir.z);
LineTrace(ang,spd,pt,TRF_THRUACTORS|TRF_THRUHITSCAN|TRF_ABSPOSITION,newpos.z,newpos.x,newpos.y,d);
if ( d.HitType != TRACE_HitNone )
{
Vector3 hitnormal = -d.HitDir;
if ( d.HitType == TRACE_HitFloor )
{
if ( d.Hit3DFloor ) hitnormal = -d.Hit3DFloor.top.Normal;
else hitnormal = d.HitSector.floorplane.Normal;
}
else if ( d.HitType == TRACE_HitCeiling )
{
if ( d.Hit3DFloor ) hitnormal = -d.Hit3DFloor.bottom.Normal;
else hitnormal = d.HitSector.ceilingplane.Normal;
}
else if ( d.HitType == TRACE_HitWall )
{
hitnormal = (-d.HitLine.delta.y,d.HitLine.delta.x,0).unit();
if ( !d.LineSide ) hitnormal *= -1;
}
newpos = d.HitLocation+hitnormal;
}
else newpos = level.Vec3Offset(newpos,vel);
newpos.z = clamp(newpos.z,floorz,ceilingz);
Vector3 ndiff = level.Vec3Diff(newpos,pos);
double ndist = ndiff.length();
ndiff /= ndist;
for ( int i=0; i<ndist; i++ )
{
if ( Random[Blood](0,2) ) continue;
Vector3 ppos = level.Vec3Offset(pos,ndiff*i)-pos;
A_SpawnParticle(fillcolor,0,10,10.*scale.x*FRandom[Blood](.6,1.4),0,ppos.x,ppos.y,ppos.z,vel.x*.1+FRandom[Blood](-.1,.1),vel.y*.1+FRandom[Blood](-.1,.1),vel.z*.1+FRandom[Blood](-.1,.1),0,0,-.5,.5*alpha,-1,-1.*scale.x);
}
SetOrigin(newpos,true);
if ( (d.HitType == TRACE_HitFloor) || (pos.z <= floorz) )
{
// hacky workaround
if ( !d.HitSector )
{
d.HitSector = floorsector;
d.HitTexture = floorsector.GetTexture(0);
}
if ( d.HitTexture == skyflatnum )
{
Destroy();
return;
}
// landed on floor
SetOrigin(d.HitLocation,true);
HitFloor();
A_StartSound("misc/blooddrop",volume:.1);
if ( master )
{
// assume we dropped onto the previous spot
if ( master.tracer )
{
Vector3 floordir;
if ( d.Hit3DFloor ) floordir = -d.Hit3DFloor.model.ceilingplane.Normal;
else floordir = d.HitSector.floorplane.Normal;
int numpt = Random[Blood](2,4);
for ( int i=0; i<numpt; i++ )
{
Vector3 ndir = (floordir+(FRandom[Blood](-.5,.5),FRandom[Blood](-.5,.5),FRandom[Blood](-.5,.5))).unit()*FRandom[Blood](.5,8.);
for ( double j=1.; j>=.5; j-=.125 )
A_SpawnParticle(fillcolor,0,20,10.*scale.x*FRandom[Blood](.6,1.4)*j,0,0,0,0,ndir.x*j,ndir.y*j,ndir.z*j,0,0,-.25,.5*alpha,-1,-1.*scale.x*j);
}
Destroy();
return;
}
master.tracer = self;
}
bMISSILE = false;
dead = true;
Vector3 floordir;
if ( d.Hit3DFloor )
{
tracksector = d.Hit3DFloor.model;
trackplane = 1;
floordir = -d.Hit3DFloor.model.ceilingplane.Normal;
}
else
{
tracksector = d.HitSector;
trackplane = 0;
floordir = d.HitSector.floorplane.Normal;
}
SWWMUtility.SetToSlope(self,FRandom[Blood](0,360));
A_SetRenderStyle(1.,STYLE_Shaded);
frame = Random[Blood](5,8);
int numpt = Random[Blood](4,8);
for ( int i=0; i<numpt; i++ )
{
Vector3 ndir = (floordir+(FRandom[Blood](-.5,.5),FRandom[Blood](-.5,.5),FRandom[Blood](-.5,.5))).unit()*FRandom[Blood](.5,8.);
for ( double j=1.; j>=.5; j-=.125 )
A_SpawnParticle(fillcolor,0,20,10.*scale.x*FRandom[Blood](.6,1.4)*j,0,0,0,0,ndir.x*j,ndir.y*j,ndir.z*j,0,0,-.25,.5*alpha,-1,-1.*scale.x*j);
}
vel *= 0;
return;
}
if ( (d.HitType == TRACE_HitCeiling) || (pos.z >= ceilingz) )
{
// hacky workaround
if ( !d.HitSector )
{
d.HitSector = ceilingsector;
d.HitTexture = ceilingsector.GetTexture(1);
}
if ( (d.HitTexture == skyflatnum) || master )
{
Destroy();
return;
}
// hit the ceiling
SetOrigin(d.HitLocation-(0,0,1),true);
A_StartSound("misc/blooddrop",volume:.1);
bMISSILE = false;
dead = true;
onceiling = true;
Vector3 floordir;
if ( d.Hit3DFloor )
{
tracksector = d.Hit3DFloor.model;
trackplane = 0;
floordir = -d.Hit3DFloor.model.floorplane.Normal;
}
else
{
tracksector = d.HitSector;
trackplane = 1;
floordir = d.HitSector.ceilingplane.Normal;
}
SWWMUtility.SetToSlope(self,FRandom[Blood](0,360),true);
A_SetRenderStyle(1.,STYLE_Shaded);
frame = Random[Blood](5,8);
int numpt = Random[Blood](4,8);
for ( int i=0; i<numpt; i++ )
{
Vector3 ndir = (floordir+(FRandom[Blood](-.5,.5),FRandom[Blood](-.5,.5),FRandom[Blood](-.5,.5))).unit()*FRandom[Blood](.5,8.);
for ( double j=1.; j>=.5; j-=.125 )
A_SpawnParticle(fillcolor,0,20,10.*scale.x*FRandom[Blood](.6,1.4)*j,0,0,0,0,ndir.x*j,ndir.y*j,ndir.z*j,0,0,-.25,.5*alpha,-1,-1.*scale.x*j);
}
vel *= 0;
return;
}
if ( d.HitType == TRACE_HitWall )
{
if ( d.HitLine.backsector && (d.HitLine.backsector.GetTexture(1) == skyflatnum) && (d.HitLocation.z >= d.HitLine.backsector.ceilingplane.ZAtPoint(d.HitLocation.xy)) )
{
Destroy();
return;
}
// hit wall
Vector2 walldir = (-d.HitLine.delta.y,d.HitLine.delta.x).unit();
if ( d.LineSide ) walldir *= -1;
SetOrigin(d.HitLocation-walldir*8,true);
TraceBleedAngle(20,atan2(walldir.y,walldir.x),0);
A_StartSound("misc/blooddrop",volume:.1);
int numpt = Random[Blood](4,8);
for ( int i=0; i<numpt; i++ )
{
Vector3 ndir = (-(walldir.x,walldir.y,0)+(FRandom[Blood](-.5,.5),FRandom[Blood](-.5,.5),FRandom[Blood](-.5,.5))).unit()*FRandom[Blood](.5,8.);
for ( double j=1.; j>=.5; j-=.125 )
A_SpawnParticle(fillcolor,0,20,10.*scale.x*FRandom[Blood](.6,1.4)*j,0,0,0,0,ndir.x*j,ndir.y*j,ndir.z*j,0,0,-.25,.5*alpha,-1,-1.*scale.x*j);
}
Destroy();
return;
}
UpdateWaterLevel();
if ( waterlevel > 0 ) A_FadeOut();
scale *= .99;
if ( scale.x <= 0. )
{
Destroy();
return;
}
}
if ( !CheckNoDelay() || (tics == -1) ) return;
if ( tics > 0 ) tics--;
while ( !tics )
{
if ( !SetState(CurState.NextState) )
return;
}
}
override void PostBeginPlay()
{
Super.PostBeginPlay();
SWWMHandler.QueueBlod(self);
int jumps = Random[Blood](0,3);
state dest = ResolveState("Spawn");
SetState(dest+jumps);
}
override void OnDestroy()
{
SWWMHandler.DeQueueBlod(self);
Super.OnDestroy();
}
States
{
Spawn:
SBLD ABCD 2;
Loop;
}
}
// chunky salsa in the air
Class mkBloodSmoke : Actor
{
Default
{
+NOBLOCKMAP;
+NOGRAVITY;
+NOINTERACTION;
+NOTELEPORT;
+FORCEXYBILLBOARD;
+ROLLSPRITE;
Scale .5;
Alpha .35;
RenderStyle "Shaded";
}
override void PostBeginPlay()
{
int jumps = Random[Blood](0,19);
state dest = ResolveState("Spawn");
SetState(dest+jumps);
roll = FRandom[Blood](0,360);
}
override void Tick()
{
if ( isFrozen() ) return;
Vector3 newp = level.Vec3Offset(pos,vel);
if ( level.IsPointInLevel(newp) ) SetOrigin(newp,true);
UpdateWaterLevel();
if ( waterlevel > 0 ) A_FadeOut();
A_FadeOut(.04/max(1.,special1));
A_SetScale(scale.x*(1.+.04/max(1.,special1)));
vel *= 1.-.04/max(1.,special1);
if ( tics > 0 ) tics--;
while ( !tics )
{
if ( !SetState(CurState.NextState) )
return;
}
}
States
{
Spawn:
BSMK ABCDEFGHIJKLMNOPQRST -1;
Stop;
}
}
Class mkBloodSmoke2 : mkBloodSmoke
{
Default
{
Scale .8;
Alpha 1.;
}
}
// flying gibs
// inspired by Lud's Universal Gibs
Class mkFlyingGib : Actor
{
bool killme;
int lastbleed;
color shadecol;
bool bleeding;
double rollvel;
mkFlyingGib prevmeat, nextmeat;
Vector3 oldpos;
override void PostBeginPlay()
{
Super.PostBeginPlay();
frame = Random[Blood](0,5);
double ang = FRandom[Gibs](0,360);
double pt = FRandom[Gibs](-60,20);
Vector3 dir = (cos(pt)*cos(ang),cos(pt)*sin(ang),sin(-pt));
vel += dir*FRandom[Gibs](4.,8.);
if ( master )
{
vel += master.vel;
CopyBloodColor(master);
}
rollvel = FRandom[Gibs](10,50)*RandomPick[Gibs](-1,1)*clamp(vel.length()/10.,.25,4.);
scale *= FRandom[Gibs](.5,1.5);
if ( master && master.bloodcolor ) shadecol = Color(master.bloodcolor.r/2,master.bloodcolor.g/2,master.bloodcolor.b/2);
else shadecol = Color(80,0,0);
bleeding = true;
if ( Random[Blood](0,1) ) bXFlip = true;
SWWMHandler.QueueMeat(self);
}
override void OnDestroy()
{
SWWMHandler.DeQueueMeat(self);
Super.OnDestroy();
}
override void Tick()
{
oldpos = pos;
Super.Tick();
if ( isFrozen() ) return;
if ( killme ) A_FadeOut(.01);
if ( CurState == ResolveState("Death2") )
{
if ( vel.length() < .1 )
bleeding = false;
return;
}
roll += rollvel;
if ( waterlevel > 0 )
{
rollvel *= .98;
vel.xy *= .98;
return;
}
if ( !bleeding ) return;
Vector3 ndiff = level.Vec3Diff(pos,oldpos);
double ndist = ndiff.length();
ndiff /= ndist;
for ( int i=0; i<ndist; i++ )
{
if ( Random[Blood](0,2) ) continue;
Vector3 ppos = level.Vec3Offset(oldpos,ndiff*i)-pos;
A_SpawnParticle(shadecol,0,40,20.*scale.x*FRandom[Blood](.6,1.4),0,ppos.x,ppos.y,ppos.z,vel.x*.1+FRandom[Blood](-1.,1.),vel.y*.1+FRandom[Blood](-1.,1.),vel.z*.1+FRandom[Blood](-1.,1.),0,0,-.25,.5*alpha,-1,-.5*scale.x);
}
if ( !Random[Blood](0,2) )
{
let s = Spawn("mkBloodSmoke",pos);
s.SetShade(shadecol);
s.special1 += Random[Gibs](1,2);
}
}
override bool CanCollideWith(Actor other, bool passive)
{
if ( other == master ) return false;
return true;
}
action void A_Bleed()
{
if ( vel.length() < .5 ) ExplodeMissile(null,null);
else
{
Vector3 dir = vel;
double spd = dir.length();
dir /= spd;
dir = (dir+(FRandom[Blood](-.3,.3),FRandom[Blood](-.3,.3),FRandom[Blood](-.3,.3))).unit();
vel = dir*spd;
}
invoker.rollvel = FRandom[Gibs](10,50)*RandomPick[Gibs](-1,1)*clamp(vel.length()/10.,.25,4.);
if ( invoker.lastbleed > level.maptime ) return;
invoker.lastbleed = level.maptime+5;
double ang;
double pt;
Vector3 dir;
int numpt = Random[Blood](2,4);
for ( int i=0; i<numpt; i++ )
{
let b = Spawn("mkBloodDrop",pos);
ang = FRandom[Gibs](0,360);
pt = FRandom[Gibs](-60,30);
dir = (cos(pt)*cos(ang),cos(pt)*sin(ang),sin(-pt));
b.vel = dir*FRandom[Gibs](0.3,2.2)*vel.length();
b.scale *= 2.0;
b.SetShade(invoker.shadecol);
}
TraceBleedAngle(int(vel.length()),angle+180,-pitch);
}
Default
{
Radius 4;
Height 4;
Mass 10;
Scale .75;
Gravity .5;
BounceType "Doom";
BounceFactor .2;
+MISSILE;
+DROPOFF;
+NOBLOCKMAP;
+USEBOUNCESTATE;
+CANBOUNCEWATER;
-BOUNCEAUTOOFF;
+MOVEWITHSECTOR;
+THRUACTORS;
+NOTELEPORT;
+ROLLSPRITE;
+ROLLCENTER;
+INTERPOLATEANGLES;
}
States
{
Spawn:
SGIB # 1;
Wait;
Bounce:
SGIB # 0
{
A_Bleed();
A_StartSound("misc/gibhit",CHAN_BODY,CHANF_OVERLAP);
// oops we got squished
if ( floorz >= ceilingz ) ExplodeMissile(null,null);
}
Goto Spawn;
Death:
SGIB # 1 A_JumpIf(pos.z<=floorz,"Death2");
Wait;
Death2:
SGIB # -1
{
A_StartSound("misc/gibhit",CHAN_BODY,CHANF_OVERLAP);
pitch = Random[Gibs](-5,5);
if ( abs(roll) < abs(180-roll) ) roll = Random[Gibs](-5,5);
else roll = Random[Gibs](175,185);
A_Stop();
}
Stop;
}
}
// Manually added gibbing
Class mkGibber : Actor
{
Actor Gibbed;
int gibcount, gibsize;
int delay;
color shadecol;
Class<Actor> gibtype; // allow custom gib types (will be used for monster pack)
bool psnd;
Property GibType: gibtype;
virtual void BurstGibs()
{
Actor a;
double ang, pt;
Vector3 dir;
bool dummy;
for ( int i=0; i<gibsize; i++ )
{
a = Spawn("mkBloodSmoke2",pos+(FRandom[Gibs](-.8,.8)*radius,FRandom[Gibs](-.8,.8)*radius,FRandom[Gibs](0.,.9)*height));
ang = FRandom[Gibs](0,360);
pt = FRandom[Gibs](-90,90);
dir = (cos(pt)*cos(ang),cos(pt)*sin(ang),sin(-pt));
a.vel = vel*.1;
if ( a.vel.length() > 2. ) a.vel = a.vel.unit()*2.;
a.vel += dir*FRandom[Gibs](.2,.8);
a.SetShade(shadecol);
a.special1 += Random[Gibs](1,3);
}
for ( int i=0; i<gibsize; i++ )
{
[dummy, a] = A_SpawnItemEx(gibtype,FRandom[Gibs](-.5,.5)*radius,FRandom[Gibs](-.5,.5)*radius,FRandom[Gibs](.1,.9)*height,flags:SXF_ABSOLUTEANGLE|SXF_USEBLOODCOLOR);
a.translation = translation;
a.CopyBloodColor(self);
a.scale *= scale.x;
a.master = gibbed;
if ( special1 )
{
ang = FRandom[Gibs](0,360);
pt = FRandom[Gibs](-90,90);
dir = (cos(pt)*cos(ang),cos(pt)*sin(ang),sin(-pt));
a.vel += dir*FRandom[Gibs](4.,8.);
a.vel.z += 16.;
}
}
for ( int i=0; i<gibsize; i++ )
{
[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);
ang = FRandom[Gibs](0,360);
pt = FRandom[Gibs](-90,90);
dir = (cos(pt)*cos(ang),cos(pt)*sin(ang),sin(-pt));
a.vel = dir*FRandom[Gibs](8.,24.);
a.vel += vel*.1;
a.scale *= 2.+FRandom[Gibs](.3,1.6);
a.SetShade(shadecol);
a.CopyBloodColor(self);
}
reactiontime--;
}
override void PostBeginPlay()
{
gibsize = int(min(max(radius,height)/8,12));
reactiontime = int(min(max(radius,height)/10,8));
if ( gibbed && gibbed.bloodcolor ) shadecol = Color(gibbed.bloodcolor.r/2,gibbed.bloodcolor.g/2,gibbed.bloodcolor.b/2);
else shadecol = Color(80,0,0);
if ( gibbed ) CopyBloodColor(gibbed);
}
override void Tick()
{
if ( isFrozen() ) return;
if ( !gibbed )
{
SetOrigin(level.Vec3Offset(pos,vel),false);
return;
}
SetOrigin(gibbed.pos,false);
scale = gibbed.scale;
vel = gibbed.vel;
if ( delay > 0 )
{
delay--;
return;
}
if ( !psnd )
{
A_StartSound("misc/gibber",CHAN_VOICE,CHANF_OVERLAP);
psnd = true;
}
BurstGibs();
if ( reactiontime <= 0 )
Destroy();
}
Default
{
+NOBLOCKMAP;
+NOGRAVITY;
+NOTELEPORT;
+DONTSPLASH;
+NOINTERACTION;
Radius 32;
Height 16;
mkGibber.GibType "mkFlyingGib";
}
}
// bare actors used for copying blood color to vanilla monsters
Class GreenBloodReference : Actor
{
Default
{
BloodColor "Green";
}
}
Class BlueBloodReference : Actor
{
Default
{
BloodColor "Blue";
}
}
Class PurpleBloodReference : Actor
{
Default
{
BloodColor "Purple";
}
}
// bare actor used for extra gib deaths
Class ExtraGibDeaths : Actor
{
StateLabel gibstate;
static void GibThis( Actor a, Statelabel st )
{
if ( !a ) return;
let g = ExtraGibDeaths(Spawn("ExtraGibDeaths"));
g.master = a;
g.gibstate = st;
}
void A_DoGib()
{
if ( !master ) return;
master.SetState(FindState(gibstate));
}
States
{
Spawn:
TNT1 A 1 NoDelay;
TNT1 A 1 A_DoGib();
Stop;
DemonXDeath:
SARX A 5;
SARX B 5 A_XScream();
SARX C 5 A_NoBlocking();
SARX DEF 5;
SARX G -1;
Stop;
KnightXDeath:
BO2X A 5;
BO2X B 5 A_XScream();
BO2X C 5;
BO2X D 5 A_NoBlocking();
BO2X EFGH 5;
BO2X I -1;
Stop;
BaronXDeath:
BOSX A 5;
BOSX B 5 A_XScream();
BOSX C 5;
BOSX D 5 A_NoBlocking();
BOSX EFGH 5;
BOSX I -1 A_BossDeath();
Stop;
CacoXDeath:
CACX A 5;
CACX B 5 A_XScream();
CACX C 5 A_NoBlocking();
CACX D 4;
CACX E 3;
CACX F 4;
CACX G 5;
CACX H -1;
Stop;
BonerXDeath:
REVX A 3;
REVX B 4 A_XScream();
REVX C 5 A_NoBlocking();
REVX DE 5;
REVX F -1;
Stop;
VileXDeath:
VILX A 5;
VILX B 5 A_XScream();
VILX C 5 A_NoBlocking();
VILX DEF 5;
VILX G -1;
Stop;
ArachXDeath:
BSPX A 5;
BSPX A 5 A_XScream();
BSPX B 8 A_NoBlocking();
BSPX C 6;
BSPX DE 6 BRIGHT;
BSPX F 5 BRIGHT;
BSPX GH 4 BRIGHT;
BSPX I -1 A_BossDeath();
Stop;
FatsoXDeath:
FATX A 5;
FATX B 5 A_XScream();
FATX C 5 A_NoBlocking();
FATX DE 5;
FATX F -1 A_BossDeath();
Stop;
}
}
// corpse thump handler
Class CorpseFallTracker : Thinker
{
Actor mybody;
double lastvelz;
bool wasflying;
static void TrackBody( Actor b )
{
if ( !b ) return;
let cft = new("CorpseFallTracker");
cft.ChangeStatNum(STAT_USER);
cft.mybody = b;
cft.lastvelz = b.vel.z;
cft.wasflying = ((b.pos.z>b.floorz)&&b.TestMobjZ());
}
override void Tick()
{
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();
}
}