- Converted Strife's Acolytes, Rebels, Sentinel, Reaver and Templar to
DECORATE. SVN r1113 (trunk)
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43715c5249
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19 changed files with 618 additions and 887 deletions
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@ -10,101 +10,6 @@
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static FRandom pr_shootgun ("ShootGun");
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void A_ShootGun (AActor *);
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void A_TossGib (AActor *);
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void A_Beacon (AActor *);
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// Base class for the rebels ------------------------------------------------
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class ARebel : public AStrifeHumanoid
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{
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DECLARE_ACTOR (ARebel, AStrifeHumanoid)
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};
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FState ARebel::States[] =
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{
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#define S_REBEL_STND 0
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S_NORMAL (HMN1, 'P', 5, A_Look2, &States[S_REBEL_STND]),
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S_NORMAL (HMN1, 'Q', 8, NULL, &States[S_REBEL_STND]),
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S_NORMAL (HMN1, 'R', 8, NULL, &States[S_REBEL_STND]),
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#define S_REBEL_WAND (S_REBEL_STND+3)
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S_NORMAL (HMN1, 'A', 6, A_Wander, &States[S_REBEL_WAND+1]),
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S_NORMAL (HMN1, 'B', 6, A_Wander, &States[S_REBEL_WAND+2]),
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S_NORMAL (HMN1, 'C', 6, A_Wander, &States[S_REBEL_WAND+3]),
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S_NORMAL (HMN1, 'D', 6, A_Wander, &States[S_REBEL_WAND+4]),
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S_NORMAL (HMN1, 'A', 6, A_Wander, &States[S_REBEL_WAND+5]),
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S_NORMAL (HMN1, 'B', 6, A_Wander, &States[S_REBEL_WAND+6]),
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S_NORMAL (HMN1, 'C', 6, A_Wander, &States[S_REBEL_WAND+7]),
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S_NORMAL (HMN1, 'D', 6, A_Wander, &States[S_REBEL_STND]),
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#define S_REBEL_CHASE (S_REBEL_WAND+8)
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S_NORMAL (HMN1, 'A', 3, A_Chase, &States[S_REBEL_CHASE+1]),
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S_NORMAL (HMN1, 'A', 3, A_Chase, &States[S_REBEL_CHASE+2]),
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S_NORMAL (HMN1, 'B', 3, A_Chase, &States[S_REBEL_CHASE+3]),
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S_NORMAL (HMN1, 'B', 3, A_Chase, &States[S_REBEL_CHASE+4]),
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S_NORMAL (HMN1, 'C', 3, A_Chase, &States[S_REBEL_CHASE+5]),
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S_NORMAL (HMN1, 'C', 3, A_Chase, &States[S_REBEL_CHASE+6]),
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S_NORMAL (HMN1, 'D', 3, A_Chase, &States[S_REBEL_CHASE+7]),
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S_NORMAL (HMN1, 'D', 3, A_Chase, &States[S_REBEL_CHASE]),
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#define S_REBEL_ATK (S_REBEL_CHASE+8)
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S_NORMAL (HMN1, 'E', 10, A_FaceTarget, &States[S_REBEL_ATK+1]),
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S_BRIGHT (HMN1, 'F', 10, A_ShootGun, &States[S_REBEL_ATK+2]),
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S_NORMAL (HMN1, 'E', 10, A_ShootGun, &States[S_REBEL_CHASE]),
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#define S_REBEL_PAIN (S_REBEL_ATK+3)
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S_NORMAL (HMN1, 'O', 3, NULL, &States[S_REBEL_PAIN+1]),
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S_NORMAL (HMN1, 'O', 3, A_Pain, &States[S_REBEL_CHASE]),
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#define S_REBEL_DIE (S_REBEL_PAIN+2)
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S_NORMAL (HMN1, 'G', 5, NULL, &States[S_REBEL_DIE+1]),
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S_NORMAL (HMN1, 'H', 5, A_Scream, &States[S_REBEL_DIE+2]),
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S_NORMAL (HMN1, 'I', 3, A_NoBlocking, &States[S_REBEL_DIE+3]),
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S_NORMAL (HMN1, 'J', 4, NULL, &States[S_REBEL_DIE+4]),
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S_NORMAL (HMN1, 'K', 3, NULL, &States[S_REBEL_DIE+5]),
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S_NORMAL (HMN1, 'L', 3, NULL, &States[S_REBEL_DIE+6]),
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S_NORMAL (HMN1, 'M', 3, NULL, &States[S_REBEL_DIE+7]),
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S_NORMAL (HMN1, 'N', -1, NULL, NULL),
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#define S_REBEL_XDIE (S_REBEL_DIE+8)
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S_NORMAL (RGIB, 'A', 4, A_TossGib, &States[S_REBEL_XDIE+1]),
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S_NORMAL (RGIB, 'B', 4, A_XScream, &States[S_REBEL_XDIE+2]),
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S_NORMAL (RGIB, 'C', 3, A_NoBlocking, &States[S_REBEL_XDIE+3]),
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S_NORMAL (RGIB, 'D', 3, A_TossGib, &States[S_REBEL_XDIE+4]),
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S_NORMAL (RGIB, 'E', 3, A_TossGib, &States[S_REBEL_XDIE+5]),
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S_NORMAL (RGIB, 'F', 3, A_TossGib, &States[S_REBEL_XDIE+6]),
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S_NORMAL (RGIB, 'G', 3, NULL, &States[S_REBEL_XDIE+7]),
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S_NORMAL (RGIB, 'H', 1400, NULL, NULL)
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};
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IMPLEMENT_ACTOR (ARebel, Strife, -1, 0)
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PROP_SpawnState (S_REBEL_STND)
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PROP_SeeState (S_REBEL_CHASE)
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PROP_PainState (S_REBEL_PAIN)
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PROP_MissileState (S_REBEL_ATK)
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PROP_DeathState (S_REBEL_DIE)
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PROP_XDeathState (S_REBEL_XDIE)
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PROP_SpawnHealth (60)
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PROP_PainChance (250)
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PROP_SpeedFixed (8)
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PROP_RadiusFixed (20)
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PROP_HeightFixed (56)
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PROP_Flags (MF_SOLID|MF_SHOOTABLE|MF_FRIENDLY)
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PROP_Flags2 (MF2_FLOORCLIP|MF2_PASSMOBJ|MF2_PUSHWALL|MF2_MCROSS)
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PROP_Flags3 (MF3_ISMONSTER)
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PROP_Flags4 (MF4_NOSPLASHALERT)
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PROP_MinMissileChance (150)
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PROP_Tag ("Rebel")
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PROP_SeeSound ("rebel/sight")
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PROP_PainSound ("rebel/pain")
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PROP_DeathSound ("rebel/death")
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PROP_ActiveSound ("rebel/active")
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PROP_Obituary ("$OB_REBEL")
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END_DEFAULTS
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//============================================================================
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//
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// A_ShootGun
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@ -126,130 +31,16 @@ void A_ShootGun (AActor *self)
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3*(pr_shootgun() % 5 + 1), NAME_None, RUNTIME_CLASS(AStrifePuff));
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}
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// Rebel 1 ------------------------------------------------------------------
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class ARebel1 : public ARebel
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{
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DECLARE_STATELESS_ACTOR (ARebel1, ARebel)
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public:
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void NoBlockingSet ();
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};
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IMPLEMENT_STATELESS_ACTOR (ARebel1, Strife, 9, 0)
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PROP_StrifeType (43)
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PROP_StrifeTeaserType (42)
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PROP_StrifeTeaserType2 (43)
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END_DEFAULTS
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//============================================================================
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//
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// ARebel1 :: NoBlockingSet
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//
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// Only this type of rebel drops bullet clips by default.
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//
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//============================================================================
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void ARebel1::NoBlockingSet ()
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{
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P_DropItem (this, "ClipOfBullets", -1, 256);
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}
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// Rebel 2 ------------------------------------------------------------------
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class ARebel2 : public ARebel
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{
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DECLARE_STATELESS_ACTOR (ARebel2, ARebel)
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};
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IMPLEMENT_STATELESS_ACTOR (ARebel2, Strife, 144, 0)
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PROP_StrifeType (44)
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PROP_StrifeTeaserType (43)
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PROP_StrifeTeaserType2 (44)
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END_DEFAULTS
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// Rebel 3 ------------------------------------------------------------------
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class ARebel3 : public ARebel
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{
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DECLARE_STATELESS_ACTOR (ARebel3, ARebel)
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};
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IMPLEMENT_STATELESS_ACTOR (ARebel3, Strife, 145, 0)
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PROP_StrifeType (45)
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PROP_StrifeTeaserType (44)
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PROP_StrifeTeaserType2 (45)
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END_DEFAULTS
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// Rebel 4 ------------------------------------------------------------------
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class ARebel4 : public ARebel
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{
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DECLARE_STATELESS_ACTOR (ARebel4, ARebel)
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};
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IMPLEMENT_STATELESS_ACTOR (ARebel4, Strife, 149, 0)
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PROP_StrifeType (46)
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PROP_StrifeTeaserType (45)
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PROP_StrifeTeaserType2 (46)
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END_DEFAULTS
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// Rebel 5 ------------------------------------------------------------------
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class ARebel5 : public ARebel
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{
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DECLARE_STATELESS_ACTOR (ARebel5, ARebel)
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};
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IMPLEMENT_STATELESS_ACTOR (ARebel5, Strife, 150, 0)
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PROP_StrifeType (47)
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PROP_StrifeTeaserType (46)
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PROP_StrifeTeaserType2 (47)
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END_DEFAULTS
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// Rebel 6 ------------------------------------------------------------------
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class ARebel6 : public ARebel
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{
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DECLARE_STATELESS_ACTOR (ARebel6, ARebel)
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};
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IMPLEMENT_STATELESS_ACTOR (ARebel6, Strife, 151, 0)
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PROP_StrifeType (48)
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PROP_StrifeTeaserType (47)
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PROP_StrifeTeaserType2 (48)
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END_DEFAULTS
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// Teleporter Beacon --------------------------------------------------------
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class ATeleporterBeacon : public AInventory
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{
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DECLARE_ACTOR (ATeleporterBeacon, AInventory)
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DECLARE_CLASS (ATeleporterBeacon, AInventory)
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public:
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bool Use (bool pickup);
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};
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FState ATeleporterBeacon::States[] =
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{
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S_NORMAL (BEAC, 'A', -1, NULL, NULL),
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S_NORMAL (BEAC, 'A', 30, NULL, &States[2]),
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S_NORMAL (BEAC, 'A', 160, A_Beacon, &States[1])
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};
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IMPLEMENT_ACTOR (ATeleporterBeacon, Strife, 10, 0)
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PROP_StrifeType (166)
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PROP_SpawnHealth (5)
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PROP_SpawnState (0)
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PROP_SeeState (1)
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PROP_RadiusFixed (16)
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PROP_HeightFixed (16)
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PROP_Inventory_MaxAmount (3)
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PROP_Flags (MF_SPECIAL|MF_DROPPED)
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PROP_Inventory_FlagsSet (IF_INVBAR)
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PROP_Inventory_Icon ("I_BEAC")
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PROP_Tag ("Teleporter_Beacon")
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PROP_Inventory_PickupMessage("$TXT_BEACON")
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END_DEFAULTS
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IMPLEMENT_CLASS (ATeleporterBeacon)
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bool ATeleporterBeacon::Use (bool pickup)
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{
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@ -277,10 +68,10 @@ bool ATeleporterBeacon::Use (bool pickup)
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void A_Beacon (AActor *self)
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{
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AActor *owner = self->target;
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ARebel *rebel;
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AActor *rebel;
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angle_t an;
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rebel = Spawn<ARebel1> (self->x, self->y, ONFLOORZ, ALLOW_REPLACE);
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rebel = Spawn("Rebel1", self->x, self->y, ONFLOORZ, ALLOW_REPLACE);
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if (!P_TryMove (rebel, rebel->x, rebel->y, true))
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{
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rebel->Destroy ();
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