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zscript.zc
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// MIT License
//
// Copyright (c) 2022-2024 Rachael Alexanderson
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in all
// copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
// SOFTWARE.
Version "4.6.1"
class SMPBEventHandler : StaticEventHandler
{
ThinkerIterator it;
override void WorldTick()
{
if (!smpb_enable)
return;
int slowdownspeed = smpb_tics;
float slowrange = smpb_range;
if ((gametic % slowdownspeed) != 0)
return;
if (!it)
it = ThinkerIterator.Create("Actor", Thinker.STAT_DEFAULT);
else
it.Reinit();
actor mo;
while (mo = Actor(it.Next()))
{
if (mo.isFrozen())
break;
bool inrange = false;
for (int i = 0; i < MAXPLAYERS; i++)
{
if (players[i].mo && players[i].camera)
{
float qdist = mo.VecTo(players[i].camera) - slowrange;
if (qdist < 0)
inrange = true;
if (mo.Default.bMissile || Inventory(mo))
inrange = true; // don't slow down missiles or inventory
}
}
if (!(inrange) && !(mo.player) && (mo.Tics != -1))
{
mo.Tics += (slowdownspeed - 1);
if (!(mo.bJustHit) && (smpb_distmoreaggro) && (mo.bIsMonster))
mo.bJustHit = true;
}
}
}
}
// party mode. let's actually test this thing!
class AlertEverything : CustomInventory
{
states
{
Pickup:
TNT1 A 0 {
ThinkerIterator it;
if (!it)
it = ThinkerIterator.Create("Actor", Thinker.STAT_DEFAULT);
else
it.Reinit();
actor mo;
while (mo = Actor(it.Next()))
{
mo.LastHeard = Self;
mo.bJustHit = true;
mo.Target = Self;
mo.bAmbush = false;
mo.reactiontime = 0;
mo.threshold = 0;
}
it.Destroy();
it = null;
}
}
}