- scriptified the Revenant's code.
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6 changed files with 182 additions and 159 deletions
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@ -25,6 +25,5 @@
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#include "a_bossbrain.cpp"
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#include "a_doomweaps.cpp"
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#include "a_painelemental.cpp"
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#include "a_revenant.cpp"
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#include "a_scriptedmarine.cpp"
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@ -1,152 +0,0 @@
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/*
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#include "templates.h"
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#include "actor.h"
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#include "info.h"
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#include "m_random.h"
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#include "s_sound.h"
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#include "p_local.h"
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#include "p_enemy.h"
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#include "gstrings.h"
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#include "a_action.h"
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#include "vm.h"
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#include "g_level.h"
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*/
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static FRandom pr_tracer ("Tracer");
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static FRandom pr_skelfist ("SkelFist");
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//
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// A_SkelMissile
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//
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DEFINE_ACTION_FUNCTION(AActor, A_SkelMissile)
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{
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PARAM_SELF_PROLOGUE(AActor);
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AActor *missile;
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if (!self->target)
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return 0;
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A_FaceTarget (self);
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self->AddZ(16.);
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missile = P_SpawnMissile(self, self->target, PClass::FindActor("RevenantTracer"));
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self->AddZ(-16.);
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if (missile != NULL)
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{
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missile->SetOrigin(missile->Vec3Offset(missile->Vel.X, missile->Vel.Y, 0.), false);
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missile->tracer = self->target;
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}
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return 0;
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}
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#define TRACEANGLE (16.875)
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DEFINE_ACTION_FUNCTION(AActor, A_Tracer)
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{
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PARAM_SELF_PROLOGUE(AActor);
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double dist;
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double slope;
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AActor *dest;
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AActor *smoke;
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// killough 1/18/98: this is why some missiles do not have smoke
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// and some do. Also, internal demos start at random gametics, thus
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// the bug in which revenants cause internal demos to go out of sync.
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//
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// killough 3/6/98: fix revenant internal demo bug by subtracting
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// levelstarttic from gametic:
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//
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// [RH] level.time is always 0-based, so nothing special to do here.
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if (level.time & 3)
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return 0;
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// spawn a puff of smoke behind the rocket
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P_SpawnPuff (self, PClass::FindActor(NAME_BulletPuff), self->Pos(), self->Angles.Yaw, self->Angles.Yaw, 3);
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smoke = Spawn ("RevenantTracerSmoke", self->Vec3Offset(-self->Vel.X, -self->Vel.Y, 0.), ALLOW_REPLACE);
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smoke->Vel.Z = 1.;
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smoke->tics -= pr_tracer()&3;
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if (smoke->tics < 1)
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smoke->tics = 1;
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// adjust direction
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dest = self->tracer;
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if (!dest || dest->health <= 0 || self->Speed == 0 || !self->CanSeek(dest))
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return 0;
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// change angle
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DAngle exact = self->AngleTo(dest);
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DAngle diff = deltaangle(self->Angles.Yaw, exact);
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if (diff < 0)
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{
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self->Angles.Yaw -= TRACEANGLE;
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if (deltaangle(self->Angles.Yaw, exact) > 0)
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self->Angles.Yaw = exact;
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}
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else if (diff > 0)
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{
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self->Angles.Yaw += TRACEANGLE;
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if (deltaangle(self->Angles.Yaw, exact) < 0.)
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self->Angles.Yaw = exact;
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}
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self->VelFromAngle();
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if (!(self->flags3 & (MF3_FLOORHUGGER|MF3_CEILINGHUGGER)))
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{
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// change slope
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dist = self->DistanceBySpeed(dest, self->Speed);
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if (dest->Height >= 56.)
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{
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slope = (dest->Z() + 40. - self->Z()) / dist;
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}
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else
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{
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slope = (dest->Z() + self->Height*(2./3) - self->Z()) / dist;
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}
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if (slope < self->Vel.Z)
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self->Vel.Z -= 1. / 8;
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else
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self->Vel.Z += 1. / 8;
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}
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return 0;
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}
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DEFINE_ACTION_FUNCTION(AActor, A_SkelWhoosh)
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{
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PARAM_SELF_PROLOGUE(AActor);
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if (!self->target)
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return 0;
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A_FaceTarget (self);
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S_Sound (self, CHAN_WEAPON, "skeleton/swing", 1, ATTN_NORM);
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return 0;
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}
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DEFINE_ACTION_FUNCTION(AActor, A_SkelFist)
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{
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PARAM_SELF_PROLOGUE(AActor);
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if (!self->target)
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return 0;
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A_FaceTarget (self);
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if (self->CheckMeleeRange ())
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{
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int damage = ((pr_skelfist()%10)+1)*6;
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S_Sound (self, CHAN_WEAPON, "skeleton/melee", 1, ATTN_NORM);
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int newdam = P_DamageMobj (self->target, self, self, damage, NAME_Melee);
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P_TraceBleed (newdam > 0 ? newdam : damage, self->target, self);
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}
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return 0;
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}
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