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I tried to look up how to make it so that a prop could change targets regardless if it was a player or enemy, but couldn't find anything for Decorate uses.
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version "4.11"
class PrimedDrill : Actor
{
// This will the mine's activation radius:
const DETECTRADIUS = 75;
Default
{
Projectile;
-NOGRAVITY;
speed 0;
}
States
{
Spawn:
DRIL XWWWWWWWWWWWWWWWWWWWW 5
{
// Create an iterator to cover the effective radius:
BlockThingsIterator it = BlockThingsIterator.Create(self, DETECTRADIUS);
while (it.Next())
{
// Get a shorter pointer to the found actor (for convenience):
let obj = it.thing;
// Check the object is either a monster or a player, isn't the same
// as the projectile's target (so that the shooter can't trigger it),
// then checks that it's alive and within distance:
if ((obj.bISMONSTER || obj.player) && (!target || obj != target) && obj.health > 0 && Distance3D(obj) <= DETECTRADIUS)
{
// Go to the Boom state sequence if the check passes:
return ResolveState("Detected");
}
}
// If the jump didn't happen, proceed to loop:
return ResolveState(null);
}
loop;
Detected:
TNT1 A 0 A_SpawnItemEx("DrillExplosion",0,0,15);
stop;
}
}
DoomEdNums
{
14819 = PrimedDrill
}
SpawnNums
{
14819 = PrimedDrill
}
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class CeilingDrillDrillerSwitch : Actor //Switchable to make drills constantly drop
{
Default
{
//$Category Props
//$Title "CeilingDrill_Switchable_Driller"
Radius 10;
Height 0;
Activation THINGSPEC_Switch;
+USESPECIAL
+NOGRAVITY;
+SPAWNCEILING;
}
bool activedrill;
override void Activate(Actor activator)
{
// Sets the boolean to true
activedrill = true;
}
override void Deactivate(Actor activator)
{
// Sets the boolean to false
activedrill = false;
}
States
{
Spawn:
CDA0 A 1 Nodelay A_JumpIf(activedrill == true,"Active");
Loop;
Active:
CDA0 A 0 A_JumpIf(activedrill == false,"Spawn");
CDA0 A 4 A_StartSound("DRLSTART");
CDA0 B 1 A_SpawnItemEx("CDrillDL",0,0,-45);
CDA0 B 4;
CDA0 C 25;
CDB0 ABCDEFGHI 2;
CDB0 J 25;
CDC0 ABCDEFGHIJKLMNOPQRSTU 2;
loop;
}
}
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