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Rev 1 Rev 66
Line 182... Line 182...
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    soundonce COMM_SPIN
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    soundonce COMM_SPIN
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    ifcount 16
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    ifcount 16
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    {
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    {
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      ifvarl xydist 1280
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      ifvarl xydist 1280
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      {
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      {
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	    setvar temp CAPTSPINNINGPLAYER
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	    setvar nw_temp CAPTSPINNINGPLAYER
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        ifvarand monstflags 8 mulvar temp -2 else mulvar temp -1
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        ifvarand monstflags 8 mulvar nw_temp -2 else mulvar nw_temp -1
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        setactor[target].htextra temp
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        setactor[target].htextra nw_temp
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        setactor[target].htpicnum RPG
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        setactor[target].htpicnum RPG
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        setactor[target].htowner THISACTOR
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        setactor[target].htowner THISACTOR
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        //sound DUKE_GRUNT
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        //sound DUKE_GRUNT
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        resetcount
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        resetcount
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      }
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      }
Line 270... Line 270...
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	{
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	{
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		addvar RETURN 16384
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		addvar RETURN 16384
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        ifvarl RETURN 16384
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        ifvarl RETURN 16384
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        ifvarg RETURN -1 // hit a sprite
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        ifvarg RETURN -1 // hit a sprite
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        {
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        {
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	        getactor[RETURN].picnum picnum
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	        getactor[RETURN].picnum nw_picnum
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	        getactorvar[RETURN].monstatus temp
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	        getactorvar[RETURN].monstatus nw_temp
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	        ifvare picnum APLAYER sound SQUISHED else
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	        ifvare nw_picnum APLAYER sound SQUISHED else
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	        ifvare temp 1 sound SQUISHED
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	        ifvare nw_temp 1 sound SQUISHED
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	        setactor[RETURN].htpicnum RPG
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	        setactor[RETURN].htpicnum RPG
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	        setactor[RETURN].htextra 100
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	        setactor[RETURN].htextra 100
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	        setactor[RETURN].htowner THISACTOR
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	        setactor[RETURN].htowner THISACTOR
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	        setactor[RETURN].htang peractor5
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	        setactor[RETURN].htang peractor5
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	        sound COMM_ATTACK
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	        sound COMM_ATTACK
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  }
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  }
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  else
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  else
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    ifai AICOMMSHOOT
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    ifai AICOMMSHOOT
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  {
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  {
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	ifvare target -1 ifvarn playerally 0 { ai AICOMMGET break }
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	ifvare target -1 ifvarn playerally 0 { ai AICOMMGET break }
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	setvar temp 0
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	setvar nw_temp 0
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	ifvarn target -1 setvar temp 1
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	ifvarn target -1 setvar nw_temp 1
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	ifvarand monstflags 2048
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	ifvarand monstflags 2048
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	ifvare playerally 0
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	ifvare playerally 0
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	{
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	{
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		ifangdiffl 512 
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		ifangdiffl 512 
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		{ 
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		{ 
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			ai AICOMMFRISBEE 
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			ai AICOMMFRISBEE 
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			break 
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			break 
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		} 
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		} 
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		else ifvarg targetlock 0 setvar temp 1 
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		else ifvarg targetlock 0 setvar nw_temp 1 
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	} else
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	} else
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	ifvarg canshootplayer 0 setvar temp 1
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	ifvarg canshootplayer 0 setvar nw_temp 1
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    ifvare temp 1
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    ifvare nw_temp 1
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    {
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    {
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      ifcount 24
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      ifcount 24
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        ifrnd 16
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        ifrnd 16
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          ai AICOMMWAIT
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          ai AICOMMWAIT
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      ifactioncount 2
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      ifactioncount 2
Line 487... Line 487...
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	  break
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	  break
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    }
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    }
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    ifvarg canseeplayer 0
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    ifvarg canseeplayer 0
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    {
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    {
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	  setvar temp 0
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	  setvar nw_temp 0
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	  ifp phigher setvar temp 1
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	  ifp phigher setvar nw_temp 1
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	  ifvarn target -1
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	  ifvarn target -1
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	  ifvarvarg z mz setvar temp 1
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	  ifvarvarg z mz setvar nw_temp 1
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      ifvare temp 1
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      ifvare nw_temp 1
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        move COMMGETUPVELS getv geth faceplayer
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        move COMMGETUPVELS getv geth faceplayer
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      else
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      else
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        move COMMGETVELS getv geth faceplayer
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        move COMMGETVELS getv geth faceplayer
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    }
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    }
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    ifactioncount 8
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    ifactioncount 8