- scriptified Hexen's Firedemon.
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213b3f1fe4
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8 changed files with 264 additions and 258 deletions
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@ -868,7 +868,6 @@ set( NOT_COMPILED_SOURCE_FILES
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g_hexen/a_fighterhammer.cpp
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g_hexen/a_fighterplayer.cpp
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g_hexen/a_fighterquietus.cpp
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g_hexen/a_firedemon.cpp
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g_hexen/a_flechette.cpp
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g_hexen/a_flies.cpp
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g_hexen/a_fog.cpp
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@ -1,248 +0,0 @@
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/*
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#include "actor.h"
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#include "info.h"
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#include "p_local.h"
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#include "s_sound.h"
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#include "p_enemy.h"
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#include "a_action.h"
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#include "m_random.h"
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#include "vm.h"
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*/
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#define FIREDEMON_ATTACK_RANGE (64*8.)
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static FRandom pr_firedemonrock ("FireDemonRock");
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static FRandom pr_smbounce ("SMBounce");
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static FRandom pr_firedemonchase ("FiredChase");
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static FRandom pr_firedemonsplotch ("FiredSplotch");
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//============================================================================
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// Fire Demon AI
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//
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// special1 index into floatbob
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// special2 whether strafing or not
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//============================================================================
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//============================================================================
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//
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// A_FiredSpawnRock
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//
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//============================================================================
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void A_FiredSpawnRock (AActor *actor)
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{
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AActor *mo;
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PClassActor *rtype;
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switch (pr_firedemonrock() % 5)
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{
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case 0:
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rtype = PClass::FindActor("FireDemonRock1");
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break;
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case 1:
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rtype = PClass::FindActor("FireDemonRock2");
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break;
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case 2:
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rtype = PClass::FindActor("FireDemonRock3");
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break;
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case 3:
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rtype = PClass::FindActor("FireDemonRock4");
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break;
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case 4:
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default:
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rtype = PClass::FindActor("FireDemonRock5");
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break;
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}
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double xo = (pr_firedemonrock() - 128) / 16.;
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double yo = (pr_firedemonrock() - 128) / 16.;
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double zo = pr_firedemonrock() / 32.;
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mo = Spawn (rtype, actor->Vec3Offset(xo, yo, zo), ALLOW_REPLACE);
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if (mo)
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{
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mo->target = actor;
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mo->Vel.X = (pr_firedemonrock() - 128) / 64.;
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mo->Vel.Y = (pr_firedemonrock() - 128) / 64.;
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mo->Vel.Z = (pr_firedemonrock() / 64.);
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mo->special1 = 2; // Number bounces
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}
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// Initialize fire demon
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actor->special2 = 0;
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actor->flags &= ~MF_JUSTATTACKED;
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}
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//============================================================================
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//
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// A_FiredRocks
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//
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//============================================================================
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DEFINE_ACTION_FUNCTION(AActor, A_FiredRocks)
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{
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PARAM_SELF_PROLOGUE(AActor);
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A_FiredSpawnRock (self);
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A_FiredSpawnRock (self);
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A_FiredSpawnRock (self);
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A_FiredSpawnRock (self);
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A_FiredSpawnRock (self);
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return 0;
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}
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//============================================================================
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//
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// A_SmBounce
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//
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//============================================================================
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DEFINE_ACTION_FUNCTION(AActor, A_SmBounce)
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{
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PARAM_SELF_PROLOGUE(AActor);
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// give some more velocity (x,y,&z)
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self->SetZ(self->floorz + 1);
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self->Vel.Z = 2. + pr_smbounce() / 64.;
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self->Vel.X = pr_smbounce() % 3;
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self->Vel.Y = pr_smbounce() % 3;
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return 0;
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}
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//============================================================================
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//
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// A_FiredAttack
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//
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//============================================================================
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DEFINE_ACTION_FUNCTION(AActor, A_FiredAttack)
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{
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PARAM_SELF_PROLOGUE(AActor);
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if (self->target == NULL)
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return 0;
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AActor *mo = P_SpawnMissile (self, self->target, PClass::FindActor("FireDemonMissile"));
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if (mo) S_Sound (self, CHAN_BODY, "FireDemonAttack", 1, ATTN_NORM);
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return 0;
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}
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//============================================================================
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//
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// A_FiredChase
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//
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//============================================================================
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DEFINE_ACTION_FUNCTION(AActor, A_FiredChase)
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{
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PARAM_SELF_PROLOGUE(AActor);
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int weaveindex = self->special1;
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AActor *target = self->target;
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DAngle ang;
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double dist;
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if (self->reactiontime) self->reactiontime--;
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if (self->threshold) self->threshold--;
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// Float up and down
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self->AddZ(BobSin(weaveindex));
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self->special1 = (weaveindex + 2) & 63;
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// Ensure it stays above certain height
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if (self->Z() < self->floorz + 64)
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{
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self->AddZ(2);
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}
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if(!self->target || !(self->target->flags&MF_SHOOTABLE))
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{ // Invalid target
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P_LookForPlayers (self,true, NULL);
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return 0;
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}
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// Strafe
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if (self->special2 > 0)
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{
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self->special2--;
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}
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else
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{
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self->special2 = 0;
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self->Vel.X = self->Vel.Y = 0;
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dist = self->Distance2D(target);
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if (dist < FIREDEMON_ATTACK_RANGE)
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{
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if (pr_firedemonchase() < 30)
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{
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ang = self->AngleTo(target);
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if (pr_firedemonchase() < 128)
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ang += 90;
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else
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ang -= 90;
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self->Thrust(ang, 8);
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self->special2 = 3; // strafe time
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}
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}
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}
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FaceMovementDirection (self);
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// Normal movement
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if (!self->special2)
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{
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if (--self->movecount<0 || !P_Move (self))
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{
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P_NewChaseDir (self);
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}
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}
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// Do missile attack
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if (!(self->flags & MF_JUSTATTACKED))
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{
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if (P_CheckMissileRange (self) && (pr_firedemonchase() < 20))
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{
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self->SetState (self->MissileState);
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self->flags |= MF_JUSTATTACKED;
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return 0;
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}
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}
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else
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{
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self->flags &= ~MF_JUSTATTACKED;
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}
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// make active sound
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if (pr_firedemonchase() < 3)
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{
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self->PlayActiveSound ();
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}
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return 0;
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}
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//============================================================================
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//
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// A_FiredSplotch
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//
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//============================================================================
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DEFINE_ACTION_FUNCTION(AActor, A_FiredSplotch)
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{
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PARAM_SELF_PROLOGUE(AActor);
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AActor *mo;
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mo = Spawn ("FireDemonSplotch1", self->Pos(), ALLOW_REPLACE);
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if (mo)
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{
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mo->Vel.X = (pr_firedemonsplotch() - 128) / 32.;
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mo->Vel.Y = (pr_firedemonsplotch() - 128) / 32.;
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mo->Vel.Z = (pr_firedemonsplotch() / 64.) + 3;
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}
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mo = Spawn ("FireDemonSplotch2", self->Pos(), ALLOW_REPLACE);
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if (mo)
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{
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mo->Vel.X = (pr_firedemonsplotch() - 128) / 32.;
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mo->Vel.Y = (pr_firedemonsplotch() - 128) / 32.;
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mo->Vel.Z = (pr_firedemonsplotch() / 64.) + 3;
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}
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return 0;
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}
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@ -38,7 +38,6 @@
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#include "a_fighterhammer.cpp"
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#include "a_fighterplayer.cpp"
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#include "a_fighterquietus.cpp"
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#include "a_firedemon.cpp"
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#include "a_flechette.cpp"
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#include "a_flies.cpp"
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#include "a_fog.cpp"
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@ -449,3 +449,10 @@ void FaceMovementDirection(AActor *actor)
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break;
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}
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}
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DEFINE_ACTION_FUNCTION(AActor, FaceMovementDirection)
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{
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PARAM_SELF_PROLOGUE(AActor);
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FaceMovementDirection(self);
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return 0;
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}
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@ -414,6 +414,12 @@ bool P_CheckMissileRange (AActor *actor)
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return actor->SuggestMissileAttack (dist);
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}
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DEFINE_ACTION_FUNCTION(AActor, CheckMissileRange)
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{
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PARAM_SELF_PROLOGUE(AActor);
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ACTION_RETURN_BOOL(P_CheckMissileRange(self));
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}
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bool AActor::SuggestMissileAttack (double dist)
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{
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// new version encapsulates the different behavior in flags instead of virtual functions
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@ -707,6 +713,11 @@ bool P_Move (AActor *actor)
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}
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return true;
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}
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DEFINE_ACTION_FUNCTION(AActor, MonsterMove)
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{
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PARAM_SELF_PROLOGUE(AActor);
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ACTION_RETURN_BOOL(P_Move(self));
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}
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//=============================================================================
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@ -1030,7 +1041,12 @@ void P_NewChaseDir(AActor * actor)
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}
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DEFINE_ACTION_FUNCTION(AActor, NewChaseDir)
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{
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PARAM_SELF_PROLOGUE(AActor);
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P_NewChaseDir(self);
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return 0;
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}
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//=============================================================================
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@ -3327,6 +3327,13 @@ void AActor::PlayActiveSound ()
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}
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}
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DEFINE_ACTION_FUNCTION(AActor, PlayActiveSound)
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{
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PARAM_SELF_PROLOGUE(AActor);
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self->PlayActiveSound();
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return 0;
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}
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bool AActor::IsOkayToAttack (AActor *link)
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{
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if (!(player // Original AActor::IsOkayToAttack was only for players
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@ -6877,6 +6884,13 @@ DEFINE_ACTION_FUNCTION(AActor, deltaangle) // should this be global?
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ACTION_RETURN_FLOAT(deltaangle(DAngle(a1), DAngle(a2)).Degrees);
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}
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DEFINE_ACTION_FUNCTION(AActor, Distance2D)
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{
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PARAM_SELF_PROLOGUE(AActor);
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PARAM_OBJECT(other, AActor);
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ACTION_RETURN_FLOAT(self->Distance2D(other));
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}
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DEFINE_ACTION_FUNCTION(AActor, AddZ)
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{
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PARAM_SELF_PROLOGUE(AActor);
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