mirror of
https://github.com/jmarshall23/DoomRTX.git
synced 2026-08-12 08:11:10 +02:00
Switched Doom 3 weapons to native.
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/***********************************************************************
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doom_main.script
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This is the main script that is loaded before any level scripts load.
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***********************************************************************/
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// base defines and util functions
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#include "script/doom_defs.script"
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#include "script/doom_events.script"
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#include "script/doom_util.script"
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#include "script/weapon_base.script"
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#include "script/ai_base.script"
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// ai
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#include "script/ai_monster_base.script"
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#include "script/ai_monster_zombie_base.script"
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#include "script/ai_monster_demon_archvile.script"
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#include "script/ai_monster_demon_cherub.script"
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#include "script/ai_monster_demon_hellknight.script"
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#include "script/ai_monster_demon_imp.script"
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#include "script/ai_monster_demon_maggot.script"
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#include "script/ai_monster_demon_mancubus.script"
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#include "script/ai_monster_demon_pinky.script"
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#include "script/ai_monster_demon_revenant.script"
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#include "script/ai_monster_demon_trite.script"
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#include "script/ai_monster_demon_wraith.script"
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#include "script/ai_monster_flying_lostsoul.script"
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#include "script/ai_monster_flying_cacodemon.script"
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#include "script/ai_monster_zombie.script"
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#include "script/ai_monster_zombie_morgue.script"
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#include "script/ai_monster_zombie_sawyer.script"
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#include "script/ai_monster_zombie_bernie.script"
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#include "script/ai_monster_zombie_commando_cgun.script"
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#include "script/ai_monster_zombie_commando_tentacle.script"
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#include "script/ai_monster_zombie_security_pistol.script"
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#include "script/ai_monster_turret.script"
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#include "script/ai_monster_boss_vagary.script"
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#include "script/ai_monster_boss_cyberdemon.script"
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#include "script/ai_monster_boss_guardian.script"
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#include "script/ai_monster_boss_guardian_seeker.script"
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#include "script/ai_monster_boss_sabaoth.script"
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#include "script/ai_character.script"
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#include "script/ai_character_prone.script"
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#include "script/ai_character_sentry.script"
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#include "script/ai_player.script"
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// map specific character scripts
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#include "script/ai_alphalabs2_scientist1.script"
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// map scripts
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#include "script/map_admin1.script"
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#include "script/map_alphalabs1.script"
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#include "script/map_alphalabs2.script"
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#include "script/map_alphalabs3.script"
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#include "script/map_alphalabs4.script"
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#include "script/map_caves.script"
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#include "script/map_caves2.script"
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#include "script/map_comm1.script"
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#include "script/map_commoutside_lift.script"
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#include "script/map_commoutside.script"
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#include "script/map_cpu.script"
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#include "script/map_cpuboss.script"
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#include "script/map_delta1.script"
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#include "script/map_delta2a.script"
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#include "script/map_delta2b.script"
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#include "script/map_delta3.script"
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#include "script/map_delta5.script"
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#include "script/map_enpro.script"
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#include "script/map_hell1.script"
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#include "script/map_hellhole.script"
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#include "script/map_recycling1.script"
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#include "script/map_recycling2.script"
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#include "script/map_site3.script"
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#include "script/map_marscity1.script"
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#include "script/map_marscity2.script"
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#include "script/map_mc_underground.script"
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#include "script/map_monorail.script"
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// test scripts
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#include "script/ai_follower.script"
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void doom_main() {
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sys.print( "Entering doom_main()\n");
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//
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// Do any script setup here
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//
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sys.print( "Exiting doom_main()\n" );
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}
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@@ -0,0 +1,111 @@
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/***********************************************************************
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weapon_base.script
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Base object for weapons. Contains variables required by game code.
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***********************************************************************/
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float global_flashlight_intensity;
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object weapon_base {
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// required by game
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boolean WEAPON_ATTACK;
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boolean WEAPON_RELOAD;
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boolean WEAPON_NETRELOAD;
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boolean WEAPON_NETENDRELOAD;
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boolean WEAPON_RAISEWEAPON;
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boolean WEAPON_LOWERWEAPON;
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boolean WEAPON_NETFIRING;
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// required by player script.
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boolean WEAPON_START_FIRING;
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// called by game
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void EnterCinematic();
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void ExitCinematic();
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void NetCatchup();
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void WeaponStolen();
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void OwnerDied();
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void UpdateSkin();
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// called by player script
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string GetFireAnim();
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};
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/*
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=====================
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weapon_base::EnterCinematic
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Required by game code for cinematics. Implemented in subclasses.
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=====================
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*/
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void weapon_base::EnterCinematic() {
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}
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/*
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=====================
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weapon_base::ExitCinematic
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Required by game code for cinematics. Implemented in subclasses.
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=====================
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*/
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void weapon_base::ExitCinematic() {
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}
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/*
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=====================
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weapon_base::NetCatchup
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Required by game code for networking. Implemented in subclasses.
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=====================
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*/
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void weapon_base::NetCatchup() {
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}
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/*
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=====================
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weapon_base::WeaponStolen
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Required by game code for multiplayer when weapon is stolen. Implemented in subclasses.
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=====================
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*/
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void weapon_base::WeaponStolen() {
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}
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/*
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=====================
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weapon_base::OwnerDied
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Required by game code for when the weapon owner dies. Implemented in subclasses.
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Script is destroyed right after this is called, so any code must execute in a single frame.
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=====================
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*/
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void weapon_base::OwnerDied() {
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}
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/*
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=====================
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weapon_base::UpdateSkin
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Required by game code for when the skin needs to change (for example, when the player has a power up). Implemented in subclasses.
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Code is called is only guaranteed to execute for one frame, so any code should either set the weapon state or start a new thread.
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=====================
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*/
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void weapon_base::UpdateSkin() {
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}
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/*
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=====================
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weapon_base::GetFireAnim
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Used by the player script to get the fire anim. Subclasses can override this in order to sync the
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viewmodel with the player model.
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=====================
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*/
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string weapon_base::GetFireAnim() {
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return "fire";
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}
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