mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-11 07:12:16 +00:00
- the last bits of Hexen refactored
This also fixes a problem with some of Hexen's Wraith's effects which did some repositioning without properly linking them into the blockmap.
This commit is contained in:
parent
ef7be016c4
commit
2326928ff7
18 changed files with 160 additions and 145 deletions
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@ -1265,6 +1265,10 @@ public:
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{
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z = newz;
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}
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void AddZ(fixed_t newz, bool moving = true)
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{
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z += newz;
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}
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// These are not for general use as they do not link the actor into the world!
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void SetXY(fixed_t xx, fixed_t yy)
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@ -83,7 +83,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_FlyBuzz)
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self->angle = ang;
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self->args[0]++;
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ang >>= ANGLETOFINESHIFT;
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if (!P_TryMove(self, self->x + 6 * finecosine[ang], self->y + 6 * finesine[ang], true))
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if (!P_TryMove(self, self->X() + 6 * finecosine[ang], self->Y() + 6 * finesine[ang], true))
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{
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self->SetIdle(true);
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return;
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@ -94,7 +94,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_FlyBuzz)
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self->vely += (pr_fly() - 128) << BOBTOFINESHIFT;
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}
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int zrand = pr_fly();
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if (targ->z + 5*FRACUNIT < self->z && zrand > 150)
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if (targ->Z() + 5*FRACUNIT < self->Z() && zrand > 150)
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{
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zrand = -zrand;
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}
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@ -41,7 +41,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_FogSpawn)
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self->special1 = self->args[2]; // Reset frequency count
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mo = Spawn (fogs[pr_fogspawn()%3], self->x, self->y, self->z, ALLOW_REPLACE);
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mo = Spawn (fogs[pr_fogspawn()%3], self->Pos(), ALLOW_REPLACE);
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if (mo)
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{
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@ -80,7 +80,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_FogMove)
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if ((self->args[3] % 4) == 0)
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{
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weaveindex = self->special2;
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self->z += finesine[weaveindex << BOBTOFINESHIFT] * 4;
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self->AddZ(finesine[weaveindex << BOBTOFINESHIFT] * 4);
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self->special2 = (weaveindex + 1) & 63;
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}
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@ -232,7 +232,6 @@ void ASorcBall1::DoFireSpell ()
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DEFINE_ACTION_FUNCTION(AActor, A_SorcSpinBalls)
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{
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AActor *mo;
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fixed_t z;
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self->SpawnState += 2; // [RH] Don't spawn balls again
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A_SlowBalls(self);
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@ -240,17 +239,18 @@ DEFINE_ACTION_FUNCTION(AActor, A_SorcSpinBalls)
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self->args[3] = SORC_NORMAL;
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self->args[4] = SORCBALL_INITIAL_SPEED; // Initial orbit speed
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self->special1 = ANGLE_1;
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z = self->z - self->floorclip + self->height;
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fixedvec3 pos = self->PosPlusZ(-self->floorclip + self->height);
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mo = Spawn("SorcBall1", self->x, self->y, z, NO_REPLACE);
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mo = Spawn("SorcBall1", pos, NO_REPLACE);
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if (mo)
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{
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mo->target = self;
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mo->special2 = SORCFX4_RAPIDFIRE_TIME;
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}
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mo = Spawn("SorcBall2", self->x, self->y, z, NO_REPLACE);
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mo = Spawn("SorcBall2", pos, NO_REPLACE);
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if (mo) mo->target = self;
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mo = Spawn("SorcBall3", self->x, self->y, z, NO_REPLACE);
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mo = Spawn("SorcBall3", pos, NO_REPLACE);
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if (mo) mo->target = self;
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}
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@ -271,7 +271,6 @@ DEFINE_ACTION_FUNCTION(AActor, A_SorcBallOrbit)
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}
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ASorcBall *actor;
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int x,y;
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angle_t angle, baseangle;
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int mode = self->target->args[3];
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AHeresiarch *parent = barrier_cast<AHeresiarch *>(self->target);
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@ -370,9 +369,12 @@ DEFINE_ACTION_FUNCTION(AActor, A_SorcBallOrbit)
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S_Sound (actor, CHAN_BODY, "SorcererBallWoosh", 1, ATTN_NORM);
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}
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actor->special1 = angle; // Set previous angle
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x = parent->x + FixedMul(dist, finecosine[angle]);
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y = parent->y + FixedMul(dist, finesine[angle]);
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actor->SetOrigin (x, y, parent->z - parent->floorclip + parent->height);
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fixedvec3 pos = parent->Vec3Offset(
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FixedMul(dist, finecosine[angle]),
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FixedMul(dist, finesine[angle]),
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-parent->floorclip + parent->height);
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actor->SetOrigin (pos, true);
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actor->floorz = parent->floorz;
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actor->ceilingz = parent->ceilingz;
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}
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@ -540,8 +542,7 @@ void ASorcBall2::CastSorcererSpell ()
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AActor *parent = target;
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AActor *mo;
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fixed_t z = parent->z - parent->floorclip + SORC_DEFENSE_HEIGHT*FRACUNIT;
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mo = Spawn("SorcFX2", x, y, z, ALLOW_REPLACE);
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mo = Spawn("SorcFX2", PosPlusZ(-parent->floorclip + SORC_DEFENSE_HEIGHT*FRACUNIT), ALLOW_REPLACE);
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parent->flags2 |= MF2_REFLECTIVE|MF2_INVULNERABLE;
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parent->args[0] = SORC_DEFENSE_TIME;
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if (mo) mo->target = parent;
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@ -667,7 +668,7 @@ void A_SorcOffense2(AActor *actor)
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mo->special2 = 35*5/2; // 5 seconds
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dist = mo->AproxDistance(dest) / mo->Speed;
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if(dist < 1) dist = 1;
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mo->velz = (dest->z - mo->z) / dist;
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mo->velz = (dest->Z() - mo->Z()) / dist;
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}
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}
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@ -695,23 +696,19 @@ DEFINE_ACTION_FUNCTION(AActor, A_SorcBossAttack)
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DEFINE_ACTION_FUNCTION(AActor, A_SpawnFizzle)
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{
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fixed_t x,y,z;
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fixed_t dist = 5*FRACUNIT;
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angle_t angle = self->angle >> ANGLETOFINESHIFT;
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fixed_t speed = self->Speed;
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angle_t rangle;
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AActor *mo;
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int ix;
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x = self->x + FixedMul(dist,finecosine[angle]);
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y = self->y + FixedMul(dist,finesine[angle]);
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z = self->z - self->floorclip + (self->height>>1);
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fixedvec3 pos = self->Vec3Angle(dist, self->angle, -self->floorclip + (self->height >> 1));
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for (ix=0; ix<5; ix++)
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{
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mo = Spawn("SorcSpark1", x, y, z, ALLOW_REPLACE);
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mo = Spawn("SorcSpark1", pos, ALLOW_REPLACE);
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if (mo)
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{
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rangle = angle + ((pr_heresiarch()%5) << 1);
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rangle = (self->angle >> ANGLETOFINESHIFT) + ((pr_heresiarch()%5) << 1);
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mo->velx = FixedMul(pr_heresiarch()%speed, finecosine[rangle]);
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mo->vely = FixedMul(pr_heresiarch()%speed, finesine[rangle]);
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mo->velz = FRACUNIT*2;
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@ -755,7 +752,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_SorcFX2Split)
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{
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AActor *mo;
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mo = Spawn(self->GetClass(), self->x, self->y, self->z, NO_REPLACE);
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mo = Spawn(self->GetClass(), self->Pos(), NO_REPLACE);
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if (mo)
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{
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mo->target = self->target;
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@ -763,7 +760,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_SorcFX2Split)
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mo->special1 = self->angle; // Set angle
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mo->SetState (mo->FindState("Orbit"));
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}
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mo = Spawn(self->GetClass(), self->x, self->y, self->z, NO_REPLACE);
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mo = Spawn(self->GetClass(), self->Pos(), NO_REPLACE);
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if (mo)
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{
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mo->target = self->target;
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@ -785,7 +782,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_SorcFX2Split)
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DEFINE_ACTION_FUNCTION(AActor, A_SorcFX2Orbit)
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{
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angle_t angle;
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fixed_t x,y,z;
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fixedvec3 pos;
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AActor *parent = self->target;
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// [RH] If no parent, then disappear
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@ -818,26 +815,28 @@ DEFINE_ACTION_FUNCTION(AActor, A_SorcFX2Orbit)
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{
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self->special1 += ANGLE_1*10;
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angle = ((angle_t)self->special1) >> ANGLETOFINESHIFT;
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x = parent->x + FixedMul(dist, finecosine[angle]);
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y = parent->y + FixedMul(dist, finesine[angle]);
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z = parent->z - parent->floorclip + SORC_DEFENSE_HEIGHT*FRACUNIT;
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z += FixedMul(15*FRACUNIT,finecosine[angle]);
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pos = parent->Vec3Offset(
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FixedMul(dist, finecosine[angle]),
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FixedMul(dist, finesine[angle]),
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parent->floorclip + SORC_DEFENSE_HEIGHT*FRACUNIT);
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pos.z += FixedMul(15*FRACUNIT,finecosine[angle]);
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// Spawn trailer
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Spawn("SorcFX2T1", x, y, z, ALLOW_REPLACE);
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Spawn("SorcFX2T1", pos, ALLOW_REPLACE);
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}
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else // Clock wise
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{
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self->special1 -= ANGLE_1*10;
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angle = ((angle_t)self->special1) >> ANGLETOFINESHIFT;
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x = parent->x + FixedMul(dist, finecosine[angle]);
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y = parent->y + FixedMul(dist, finesine[angle]);
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z = parent->z - parent->floorclip + SORC_DEFENSE_HEIGHT*FRACUNIT;
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z += FixedMul(20*FRACUNIT,finesine[angle]);
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pos = parent->Vec3Offset(
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FixedMul(dist, finecosine[angle]),
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FixedMul(dist, finesine[angle]),
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parent->floorclip + SORC_DEFENSE_HEIGHT*FRACUNIT);
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pos.z += FixedMul(20*FRACUNIT,finesine[angle]);
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// Spawn trailer
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Spawn("SorcFX2T1", x, y, z, ALLOW_REPLACE);
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Spawn("SorcFX2T1", pos, ALLOW_REPLACE);
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}
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self->SetOrigin (x, y, z);
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self->SetOrigin (pos, true);
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self->floorz = parent->floorz;
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self->ceilingz = parent->ceilingz;
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}
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@ -853,7 +852,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_SorcFX2Orbit)
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DEFINE_ACTION_FUNCTION(AActor, A_SpawnBishop)
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{
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AActor *mo;
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mo = Spawn("Bishop", self->x, self->y, self->z, ALLOW_REPLACE);
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mo = Spawn("Bishop", self->Pos(), ALLOW_REPLACE);
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if (mo)
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{
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if (!P_TestMobjLocation(mo))
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@ -878,7 +877,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_SpawnBishop)
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DEFINE_ACTION_FUNCTION(AActor, A_SorcererBishopEntry)
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{
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Spawn("SorcFX3Explosion", self->x, self->y, self->z, ALLOW_REPLACE);
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Spawn("SorcFX3Explosion", self->Pos(), ALLOW_REPLACE);
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S_Sound (self, CHAN_VOICE, self->SeeSound, 1, ATTN_NORM);
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}
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@ -60,7 +60,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_PotteryExplode)
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for(i = (pr_pottery()&3)+3; i; i--)
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{
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mo = Spawn ("PotteryBit", self->x, self->y, self->z, ALLOW_REPLACE);
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mo = Spawn ("PotteryBit", self->Pos(), ALLOW_REPLACE);
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if (mo)
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{
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mo->SetState (mo->SpawnState + (pr_pottery()%5));
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@ -77,7 +77,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_PotteryExplode)
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if (!((level.flags2 & LEVEL2_NOMONSTERS) || (dmflags & DF_NO_MONSTERS))
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|| !(GetDefaultByType (type)->flags3 & MF3_ISMONSTER))
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{ // Only spawn monsters if not -nomonsters
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Spawn (type, self->x, self->y, self->z, ALLOW_REPLACE);
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Spawn (type, self->Pos(), ALLOW_REPLACE);
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}
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}
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}
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@ -132,7 +132,7 @@ IMPLEMENT_CLASS (AZCorpseLynchedNoHeart)
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void AZCorpseLynchedNoHeart::PostBeginPlay ()
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{
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Super::PostBeginPlay ();
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Spawn ("BloodPool", x, y, floorz, ALLOW_REPLACE);
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Spawn ("BloodPool", X(), Y(), floorz, ALLOW_REPLACE);
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}
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//============================================================================
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@ -145,7 +145,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_CorpseBloodDrip)
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{
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if (pr_drip() <= 128)
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{
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Spawn ("CorpseBloodDrip", self->x, self->y, self->z + self->height/2, ALLOW_REPLACE);
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Spawn ("CorpseBloodDrip", self->PosPlusZ(self->height/2), ALLOW_REPLACE);
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}
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}
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@ -162,7 +162,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_CorpseExplode)
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for (i = (pr_foo()&3)+3; i; i--)
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{
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mo = Spawn ("CorpseBit", self->x, self->y, self->z, ALLOW_REPLACE);
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mo = Spawn ("CorpseBit", self->Pos(), ALLOW_REPLACE);
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if (mo)
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{
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mo->SetState (mo->SpawnState + (pr_foo()%3));
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@ -172,7 +172,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_CorpseExplode)
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}
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}
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// Spawn a skull
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mo = Spawn ("CorpseBit", self->x, self->y, self->z, ALLOW_REPLACE);
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mo = Spawn ("CorpseBit", self->Pos(), ALLOW_REPLACE);
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if (mo)
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{
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mo->SetState (mo->SpawnState + 3);
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@ -198,9 +198,10 @@ DEFINE_ACTION_FUNCTION(AActor, A_LeafSpawn)
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for (i = (pr_leaf()&3)+1; i; i--)
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{
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mo = Spawn (pr_leaf()&1 ? PClass::FindClass ("Leaf1") : PClass::FindClass ("Leaf2"),
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self->x + (pr_leaf.Random2()<<14),
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self->y + (pr_leaf.Random2()<<14),
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self->z + (pr_leaf()<<14), ALLOW_REPLACE);
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self->Vec3Offset(
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(pr_leaf.Random2()<<14),
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(pr_leaf.Random2()<<14),
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(pr_leaf()<<14)), ALLOW_REPLACE);
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if (mo)
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{
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P_ThrustMobj (mo, self->angle, (pr_leaf()<<9)+3*FRACUNIT);
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@ -277,9 +278,10 @@ DEFINE_ACTION_FUNCTION(AActor, A_SoAExplode)
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for (i = 0; i < 10; i++)
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{
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mo = Spawn ("ZArmorChunk", self->x+((pr_soaexplode()-128)<<12),
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self->y+((pr_soaexplode()-128)<<12),
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self->z+(pr_soaexplode()*self->height/256), ALLOW_REPLACE);
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mo = Spawn ("ZArmorChunk", self->Vec3Offset(
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((pr_soaexplode()-128)<<12),
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((pr_soaexplode()-128)<<12),
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(pr_soaexplode()*self->height/256)), ALLOW_REPLACE);
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if (mo)
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{
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mo->SetState (mo->SpawnState + i);
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@ -295,7 +297,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_SoAExplode)
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if (!((level.flags2 & LEVEL2_NOMONSTERS) || (dmflags & DF_NO_MONSTERS))
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|| !(GetDefaultByType (type)->flags3 & MF3_ISMONSTER))
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{ // Only spawn monsters if not -nomonsters
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Spawn (type, self->x, self->y, self->z, ALLOW_REPLACE);
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Spawn (type, self->Pos(), ALLOW_REPLACE);
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}
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}
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S_Sound (self, CHAN_BODY, self->DeathSound, 1, ATTN_NORM);
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@ -35,10 +35,10 @@ DEFINE_ACTION_FUNCTION(AActor, A_IceGuyLook)
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dist = ((pr_iceguylook()-128)*self->radius)>>7;
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an = (self->angle+ANG90)>>ANGLETOFINESHIFT;
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Spawn (WispTypes[pr_iceguylook()&1],
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self->x+FixedMul(dist, finecosine[an]),
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self->y+FixedMul(dist, finesine[an]),
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self->z+60*FRACUNIT, ALLOW_REPLACE);
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Spawn(WispTypes[pr_iceguylook() & 1], self->Vec3Offset(
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FixedMul(dist, finecosine[an]),
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FixedMul(dist, finesine[an]),
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60 * FRACUNIT), ALLOW_REPLACE);
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}
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}
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@ -60,10 +60,10 @@ DEFINE_ACTION_FUNCTION(AActor, A_IceGuyChase)
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dist = ((pr_iceguychase()-128)*self->radius)>>7;
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an = (self->angle+ANG90)>>ANGLETOFINESHIFT;
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mo = Spawn (WispTypes[pr_iceguychase()&1],
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self->x+FixedMul(dist, finecosine[an]),
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self->y+FixedMul(dist, finesine[an]),
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self->z+60*FRACUNIT, ALLOW_REPLACE);
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mo = Spawn(WispTypes[pr_iceguychase() & 1], self->Vec3Offset(
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FixedMul(dist, finecosine[an]),
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FixedMul(dist, finesine[an]),
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60 * FRACUNIT), ALLOW_REPLACE);
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if (mo)
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{
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mo->velx = self->velx;
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@ -82,22 +82,12 @@ DEFINE_ACTION_FUNCTION(AActor, A_IceGuyChase)
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DEFINE_ACTION_FUNCTION(AActor, A_IceGuyAttack)
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{
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fixed_t an;
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if(!self->target)
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{
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return;
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}
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an = (self->angle+ANG90)>>ANGLETOFINESHIFT;
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P_SpawnMissileXYZ(self->x+FixedMul(self->radius>>1,
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finecosine[an]), self->y+FixedMul(self->radius>>1,
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finesine[an]), self->z+40*FRACUNIT, self, self->target,
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PClass::FindClass ("IceGuyFX"));
|
||||
an = (self->angle-ANG90)>>ANGLETOFINESHIFT;
|
||||
P_SpawnMissileXYZ(self->x+FixedMul(self->radius>>1,
|
||||
finecosine[an]), self->y+FixedMul(self->radius>>1,
|
||||
finesine[an]), self->z+40*FRACUNIT, self, self->target,
|
||||
PClass::FindClass ("IceGuyFX"));
|
||||
P_SpawnMissileXYZ(self->Vec3Angle(self->radius>>1, self->angle+ANG90, 40*FRACUNIT), self, self->target, PClass::FindClass ("IceGuyFX"));
|
||||
P_SpawnMissileXYZ(self->Vec3Angle(self->radius>>1, self->angle-ANG90, 40*FRACUNIT), self, self->target, PClass::FindClass ("IceGuyFX"));
|
||||
S_Sound (self, CHAN_WEAPON, self->AttackSound, 1, ATTN_NORM);
|
||||
}
|
||||
|
||||
|
@ -129,7 +119,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_IceGuyMissileExplode)
|
|||
|
||||
for (i = 0; i < 8; i++)
|
||||
{
|
||||
mo = P_SpawnMissileAngleZ (self, self->z+3*FRACUNIT,
|
||||
mo = P_SpawnMissileAngleZ (self, self->Z()+3*FRACUNIT,
|
||||
PClass::FindClass("IceGuyFX2"), i*ANG45, (fixed_t)(-0.3*FRACUNIT));
|
||||
if (mo)
|
||||
{
|
||||
|
|
|
@ -97,7 +97,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_KoraxChase)
|
|||
spot = iterator.Next ();
|
||||
if (spot != NULL)
|
||||
{
|
||||
P_Teleport (self, spot->x, spot->y, ONFLOORZ, spot->angle, true, true, false);
|
||||
P_Teleport (self, spot->X(), spot->Y(), ONFLOORZ, spot->angle, true, true, false);
|
||||
}
|
||||
|
||||
P_StartScript (self, NULL, 249, NULL, NULL, 0, 0);
|
||||
|
@ -136,7 +136,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_KoraxChase)
|
|||
self->tracer = spot;
|
||||
if (spot)
|
||||
{
|
||||
P_Teleport (self, spot->x, spot->y, ONFLOORZ, spot->angle, true, true, false);
|
||||
P_Teleport (self, spot->X(), spot->Y(), ONFLOORZ, spot->angle, true, true, false);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -248,7 +248,6 @@ DEFINE_ACTION_FUNCTION(AActor, A_KoraxMissile)
|
|||
|
||||
DEFINE_ACTION_FUNCTION(AActor, A_KoraxCommand)
|
||||
{
|
||||
fixed_t x,y,z;
|
||||
angle_t ang;
|
||||
int numcommands;
|
||||
|
||||
|
@ -256,10 +255,11 @@ DEFINE_ACTION_FUNCTION(AActor, A_KoraxCommand)
|
|||
|
||||
// Shoot stream of lightning to ceiling
|
||||
ang = (self->angle - ANGLE_90) >> ANGLETOFINESHIFT;
|
||||
x = self->x + KORAX_COMMAND_OFFSET * finecosine[ang];
|
||||
y = self->y + KORAX_COMMAND_OFFSET * finesine[ang];
|
||||
z = self->z + KORAX_COMMAND_HEIGHT*FRACUNIT;
|
||||
Spawn("KoraxBolt", x, y, z, ALLOW_REPLACE);
|
||||
fixedvec3 pos = self->Vec3Offset(
|
||||
KORAX_COMMAND_OFFSET * finecosine[ang],
|
||||
KORAX_COMMAND_OFFSET * finesine[ang],
|
||||
KORAX_COMMAND_HEIGHT*FRACUNIT);
|
||||
Spawn("KoraxBolt", pos, ALLOW_REPLACE);
|
||||
|
||||
if (self->health <= (self->SpawnHealth() >> 1))
|
||||
{
|
||||
|
@ -310,14 +310,13 @@ void KoraxFire (AActor *actor, const PClass *type, int arm)
|
|||
};
|
||||
|
||||
angle_t ang;
|
||||
fixed_t x,y,z;
|
||||
|
||||
ang = (actor->angle + (arm < 3 ? -KORAX_DELTAANGLE : KORAX_DELTAANGLE))
|
||||
>> ANGLETOFINESHIFT;
|
||||
x = actor->x + extension[arm] * finecosine[ang];
|
||||
y = actor->y + extension[arm] * finesine[ang];
|
||||
z = actor->z - actor->floorclip + armheight[arm];
|
||||
P_SpawnKoraxMissile (x, y, z, actor, actor->target, type);
|
||||
ang = (actor->angle + (arm < 3 ? -KORAX_DELTAANGLE : KORAX_DELTAANGLE)) >> ANGLETOFINESHIFT;
|
||||
fixedvec3 pos = actor->Vec3Offset(
|
||||
extension[arm] * finecosine[ang],
|
||||
extension[arm] * finesine[ang],
|
||||
-actor->floorclip + armheight[arm]);
|
||||
P_SpawnKoraxMissile (pos.x, pos.y, pos.z, actor, actor->target, type);
|
||||
}
|
||||
|
||||
//============================================================================
|
||||
|
@ -372,11 +371,11 @@ void A_KSpiritSeeker (AActor *actor, angle_t thresh, angle_t turnMax)
|
|||
actor->vely = FixedMul (actor->Speed, finesine[angle]);
|
||||
|
||||
if (!(level.time&15)
|
||||
|| actor->z > target->z+(target->GetDefault()->height)
|
||||
|| actor->z+actor->height < target->z)
|
||||
|| actor->Z() > target->Z()+(target->GetDefault()->height)
|
||||
|| actor->Top() < target->Z())
|
||||
{
|
||||
newZ = target->z+((pr_kspiritseek()*target->GetDefault()->height)>>8);
|
||||
deltaZ = newZ-actor->z;
|
||||
newZ = target->Z()+((pr_kspiritseek()*target->GetDefault()->height)>>8);
|
||||
deltaZ = newZ-actor->Z();
|
||||
if (abs(deltaZ) > 15*FRACUNIT)
|
||||
{
|
||||
if(deltaZ > 0)
|
||||
|
@ -453,11 +452,11 @@ DEFINE_ACTION_FUNCTION(AActor, A_KBoltRaise)
|
|||
fixed_t z;
|
||||
|
||||
// Spawn a child upward
|
||||
z = self->z + KORAX_BOLT_HEIGHT;
|
||||
z = self->Z() + KORAX_BOLT_HEIGHT;
|
||||
|
||||
if ((z + KORAX_BOLT_HEIGHT) < self->ceilingz)
|
||||
{
|
||||
mo = Spawn("KoraxBolt", self->x, self->y, z, ALLOW_REPLACE);
|
||||
mo = Spawn("KoraxBolt", self->X(), self->Y(), z, ALLOW_REPLACE);
|
||||
if (mo)
|
||||
{
|
||||
mo->special1 = KORAX_BOLT_LIFETIME;
|
||||
|
@ -499,6 +498,6 @@ AActor *P_SpawnKoraxMissile (fixed_t x, fixed_t y, fixed_t z,
|
|||
{
|
||||
dist = 1;
|
||||
}
|
||||
th->velz = (dest->z-z+(30*FRACUNIT))/dist;
|
||||
th->velz = (dest->Z()-z+(30*FRACUNIT))/dist;
|
||||
return (P_CheckMissileSpawn(th, source->radius) ? th : NULL);
|
||||
}
|
||||
|
|
|
@ -120,7 +120,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_ShedShard)
|
|||
// every so many calls, spawn a new missile in its set directions
|
||||
if (spawndir & SHARDSPAWN_LEFT)
|
||||
{
|
||||
mo = P_SpawnMissileAngleZSpeed (self, self->z, RUNTIME_CLASS(AFrostMissile), self->angle+(ANG45/9),
|
||||
mo = P_SpawnMissileAngleZSpeed (self, self->Z(), RUNTIME_CLASS(AFrostMissile), self->angle+(ANG45/9),
|
||||
0, (20+2*spermcount)<<FRACBITS, self->target);
|
||||
if (mo)
|
||||
{
|
||||
|
@ -132,7 +132,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_ShedShard)
|
|||
}
|
||||
if (spawndir & SHARDSPAWN_RIGHT)
|
||||
{
|
||||
mo = P_SpawnMissileAngleZSpeed (self, self->z, RUNTIME_CLASS(AFrostMissile), self->angle-(ANG45/9),
|
||||
mo = P_SpawnMissileAngleZSpeed (self, self->Z(), RUNTIME_CLASS(AFrostMissile), self->angle-(ANG45/9),
|
||||
0, (20+2*spermcount)<<FRACBITS, self->target);
|
||||
if (mo)
|
||||
{
|
||||
|
@ -144,7 +144,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_ShedShard)
|
|||
}
|
||||
if (spawndir & SHARDSPAWN_UP)
|
||||
{
|
||||
mo = P_SpawnMissileAngleZSpeed (self, self->z+8*FRACUNIT, RUNTIME_CLASS(AFrostMissile), self->angle,
|
||||
mo = P_SpawnMissileAngleZSpeed (self, self->Z()+8*FRACUNIT, RUNTIME_CLASS(AFrostMissile), self->angle,
|
||||
0, (15+2*spermcount)<<FRACBITS, self->target);
|
||||
if (mo)
|
||||
{
|
||||
|
@ -159,7 +159,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_ShedShard)
|
|||
}
|
||||
if (spawndir & SHARDSPAWN_DOWN)
|
||||
{
|
||||
mo = P_SpawnMissileAngleZSpeed (self, self->z-4*FRACUNIT, RUNTIME_CLASS(AFrostMissile), self->angle,
|
||||
mo = P_SpawnMissileAngleZSpeed (self, self->Z()-4*FRACUNIT, RUNTIME_CLASS(AFrostMissile), self->angle,
|
||||
0, (15+2*spermcount)<<FRACBITS, self->target);
|
||||
if (mo)
|
||||
{
|
||||
|
|
|
@ -151,12 +151,12 @@ DEFINE_ACTION_FUNCTION(AActor, A_LightningClip)
|
|||
{
|
||||
return;
|
||||
}
|
||||
self->z = self->floorz;
|
||||
self->SetZ(self->floorz);
|
||||
target = self->lastenemy->tracer;
|
||||
}
|
||||
else if (self->flags3 & MF3_CEILINGHUGGER)
|
||||
{
|
||||
self->z = self->ceilingz-self->height;
|
||||
self->SetZ(self->ceilingz-self->height);
|
||||
target = self->tracer;
|
||||
}
|
||||
if (self->flags3 & MF3_FLOORHUGGER)
|
||||
|
@ -228,9 +228,11 @@ DEFINE_ACTION_FUNCTION(AActor, A_LightningZap)
|
|||
{
|
||||
deltaZ = -10*FRACUNIT;
|
||||
}
|
||||
mo = Spawn(lightning, self->x+((pr_zap()-128)*self->radius/256),
|
||||
self->y+((pr_zap()-128)*self->radius/256),
|
||||
self->z+deltaZ, ALLOW_REPLACE);
|
||||
mo = Spawn(lightning,
|
||||
self->Vec3Offset(
|
||||
((pr_zap() - 128)*self->radius / 256),
|
||||
((pr_zap() - 128)*self->radius / 256),
|
||||
deltaZ), ALLOW_REPLACE);
|
||||
if (mo)
|
||||
{
|
||||
mo->lastenemy = self;
|
||||
|
@ -329,7 +331,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_LastZap)
|
|||
|
||||
AActor *mo;
|
||||
|
||||
mo = Spawn(lightning, self->x, self->y, self->z, ALLOW_REPLACE);
|
||||
mo = Spawn(lightning, self->Pos(), ALLOW_REPLACE);
|
||||
if (mo)
|
||||
{
|
||||
mo->SetState (mo->FindState (NAME_Death));
|
||||
|
|
|
@ -140,8 +140,8 @@ DEFINE_ACTION_FUNCTION(AActor, A_MStaffAttack)
|
|||
P_AimLineAttack (self, angle, PLAYERMISSILERANGE, &linetarget, ANGLE_1*32);
|
||||
if (linetarget == NULL)
|
||||
{
|
||||
BlockCheckLine.x = self->x;
|
||||
BlockCheckLine.y = self->y;
|
||||
BlockCheckLine.x = self->X();
|
||||
BlockCheckLine.y = self->Y();
|
||||
BlockCheckLine.dx = -finesine[angle >> ANGLETOFINESHIFT];
|
||||
BlockCheckLine.dy = -finecosine[angle >> ANGLETOFINESHIFT];
|
||||
linetarget = P_BlockmapSearch (self, 10, FrontBlockCheck);
|
||||
|
@ -202,7 +202,7 @@ static AActor *FrontBlockCheck (AActor *mo, int index, void *)
|
|||
{
|
||||
if (link->Me != mo)
|
||||
{
|
||||
if (P_PointOnDivlineSide (link->Me->x, link->Me->y, &BlockCheckLine) == 0 &&
|
||||
if (P_PointOnDivlineSide (link->Me->X(), link->Me->Y(), &BlockCheckLine) == 0 &&
|
||||
mo->IsOkayToAttack (link->Me))
|
||||
{
|
||||
return link->Me;
|
||||
|
@ -222,7 +222,7 @@ void MStaffSpawn2 (AActor *actor, angle_t angle)
|
|||
{
|
||||
AActor *mo;
|
||||
|
||||
mo = P_SpawnMissileAngleZ (actor, actor->z+40*FRACUNIT,
|
||||
mo = P_SpawnMissileAngleZ (actor, actor->Z()+40*FRACUNIT,
|
||||
RUNTIME_CLASS(AMageStaffFX2), angle, 0);
|
||||
if (mo)
|
||||
{
|
||||
|
|
|
@ -96,7 +96,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_SnoutAttack)
|
|||
DEFINE_ACTION_FUNCTION(AActor, A_PigPain)
|
||||
{
|
||||
CALL_ACTION(A_Pain, self);
|
||||
if (self->z <= self->floorz)
|
||||
if (self->Z() <= self->floorz)
|
||||
{
|
||||
self->velz = FRACUNIT*7/2;
|
||||
}
|
||||
|
|
|
@ -202,9 +202,11 @@ DEFINE_ACTION_FUNCTION(AActor, A_SerpentSpawnGibs)
|
|||
|
||||
for (int i = countof(GibTypes)-1; i >= 0; --i)
|
||||
{
|
||||
mo = Spawn (GibTypes[i],
|
||||
self->x+((pr_serpentgibs()-128)<<12),
|
||||
self->y+((pr_serpentgibs()-128)<<12),
|
||||
fixedvec2 pos = self->Vec2Offset(
|
||||
((pr_serpentgibs() - 128) << 12),
|
||||
((pr_serpentgibs() - 128) << 12));
|
||||
|
||||
mo = Spawn (GibTypes[i], pos.x, pos.y,
|
||||
self->floorz+FRACUNIT, ALLOW_REPLACE);
|
||||
if (mo)
|
||||
{
|
||||
|
@ -256,7 +258,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_DelayGib)
|
|||
|
||||
DEFINE_ACTION_FUNCTION(AActor, A_SerpentHeadCheck)
|
||||
{
|
||||
if (self->z <= self->floorz)
|
||||
if (self->Z() <= self->floorz)
|
||||
{
|
||||
if (Terrains[P_GetThingFloorType(self)].IsLiquid)
|
||||
{
|
||||
|
|
|
@ -95,7 +95,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_ThrustInitDn)
|
|||
self->flags2 = MF2_NOTELEPORT|MF2_FLOORCLIP;
|
||||
self->renderflags = RF_INVISIBLE;
|
||||
static_cast<AThrustFloor *>(self)->DirtClump =
|
||||
Spawn("DirtClump", self->x, self->y, self->z, ALLOW_REPLACE);
|
||||
Spawn("DirtClump", self->Pos(), ALLOW_REPLACE);
|
||||
}
|
||||
|
||||
|
||||
|
@ -140,7 +140,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_ThrustLower)
|
|||
DEFINE_ACTION_FUNCTION(AActor, A_ThrustImpale)
|
||||
{
|
||||
AActor *thing;
|
||||
FBlockThingsIterator it(FBoundingBox(self->x, self->y, self->radius));
|
||||
FBlockThingsIterator it(FBoundingBox(self->X(), self->Y(), self->radius));
|
||||
while ((thing = it.Next()))
|
||||
{
|
||||
if (!thing->intersects(self))
|
||||
|
|
|
@ -51,13 +51,13 @@ DEFINE_ACTION_FUNCTION(AActor, A_Summon)
|
|||
{
|
||||
AMinotaurFriend *mo;
|
||||
|
||||
mo = Spawn<AMinotaurFriend> (self->x, self->y, self->z, ALLOW_REPLACE);
|
||||
mo = Spawn<AMinotaurFriend> (self->Pos(), ALLOW_REPLACE);
|
||||
if (mo)
|
||||
{
|
||||
if (P_TestMobjLocation(mo) == false || !self->tracer)
|
||||
{ // Didn't fit - change back to artifact
|
||||
mo->Destroy ();
|
||||
AActor *arti = Spawn<AArtiDarkServant> (self->x, self->y, self->z, ALLOW_REPLACE);
|
||||
AActor *arti = Spawn<AArtiDarkServant> (self->Pos(), ALLOW_REPLACE);
|
||||
if (arti) arti->flags |= MF_DROPPED;
|
||||
return;
|
||||
}
|
||||
|
@ -76,7 +76,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_Summon)
|
|||
}
|
||||
|
||||
// Make smoke puff
|
||||
Spawn ("MinotaurSmoke", self->x, self->y, self->z, ALLOW_REPLACE);
|
||||
Spawn ("MinotaurSmoke", self->Pos(), ALLOW_REPLACE);
|
||||
S_Sound (self, CHAN_VOICE, mo->ActiveSound, 1, ATTN_NORM);
|
||||
}
|
||||
}
|
||||
|
|
|
@ -51,7 +51,7 @@ static void TeloSpawn (AActor *source, const char *type)
|
|||
{
|
||||
AActor *fx;
|
||||
|
||||
fx = Spawn (type, source->x, source->y, source->z, ALLOW_REPLACE);
|
||||
fx = Spawn (type, source->Pos(), ALLOW_REPLACE);
|
||||
if (fx)
|
||||
{
|
||||
fx->special1 = TELEPORT_LIFE; // Lifetime countdown
|
||||
|
|
|
@ -29,12 +29,12 @@ static FRandom pr_wraithfx4 ("WraithFX4");
|
|||
|
||||
DEFINE_ACTION_FUNCTION(AActor, A_WraithInit)
|
||||
{
|
||||
self->z += 48<<FRACBITS;
|
||||
self->AddZ(48<<FRACBITS);
|
||||
|
||||
// [RH] Make sure the wraith didn't go into the ceiling
|
||||
if (self->z + self->height > self->ceilingz)
|
||||
if (self->Top() > self->ceilingz)
|
||||
{
|
||||
self->z = self->ceilingz - self->height;
|
||||
self->SetZ(self->ceilingz - self->height);
|
||||
}
|
||||
|
||||
self->special1 = 0; // index into floatbob
|
||||
|
@ -110,7 +110,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_WraithFX2)
|
|||
|
||||
for (i = 2; i; --i)
|
||||
{
|
||||
mo = Spawn ("WraithFX2", self->x, self->y, self->z, ALLOW_REPLACE);
|
||||
mo = Spawn ("WraithFX2", self->Pos(), ALLOW_REPLACE);
|
||||
if(mo)
|
||||
{
|
||||
if (pr_wraithfx2 ()<128)
|
||||
|
@ -147,12 +147,16 @@ DEFINE_ACTION_FUNCTION(AActor, A_WraithFX3)
|
|||
|
||||
while (numdropped-- > 0)
|
||||
{
|
||||
mo = Spawn ("WraithFX3", self->x, self->y, self->z, ALLOW_REPLACE);
|
||||
fixedvec3 pos = self->Vec3Offset(
|
||||
(pr_wraithfx3()-128)<<11,
|
||||
(pr_wraithfx3()-128)<<11,
|
||||
(pr_wraithfx3()<<10));
|
||||
|
||||
mo = Spawn ("WraithFX3", pos, ALLOW_REPLACE);
|
||||
if (mo)
|
||||
{
|
||||
mo->x += (pr_wraithfx3()-128)<<11;
|
||||
mo->y += (pr_wraithfx3()-128)<<11;
|
||||
mo->z += (pr_wraithfx3()<<10);
|
||||
mo->floorz = self->floorz;
|
||||
mo->ceilingz = self->ceilingz;
|
||||
mo->target = self;
|
||||
}
|
||||
}
|
||||
|
@ -195,23 +199,31 @@ void A_WraithFX4 (AActor *self)
|
|||
|
||||
if (spawn4)
|
||||
{
|
||||
mo = Spawn ("WraithFX4", self->x, self->y, self->z, ALLOW_REPLACE);
|
||||
fixedvec3 pos = self->Vec3Offset(
|
||||
(pr_wraithfx4()-128)<<12,
|
||||
(pr_wraithfx4()-128)<<12,
|
||||
(pr_wraithfx4()<<10));
|
||||
|
||||
mo = Spawn ("WraithFX4", pos, ALLOW_REPLACE);
|
||||
if (mo)
|
||||
{
|
||||
mo->x += (pr_wraithfx4()-128)<<12;
|
||||
mo->y += (pr_wraithfx4()-128)<<12;
|
||||
mo->z += (pr_wraithfx4()<<10);
|
||||
mo->floorz = self->floorz;
|
||||
mo->ceilingz = self->ceilingz;
|
||||
mo->target = self;
|
||||
}
|
||||
}
|
||||
if (spawn5)
|
||||
{
|
||||
mo = Spawn ("WraithFX5", self->x, self->y, self->z, ALLOW_REPLACE);
|
||||
fixedvec3 pos = self->Vec3Offset(
|
||||
(pr_wraithfx4()-128)<<12,
|
||||
(pr_wraithfx4()-128)<<12,
|
||||
(pr_wraithfx4()<<10));
|
||||
|
||||
mo = Spawn ("WraithFX5", pos, ALLOW_REPLACE);
|
||||
if (mo)
|
||||
{
|
||||
mo->x += (pr_wraithfx4()-128)<<11;
|
||||
mo->y += (pr_wraithfx4()-128)<<11;
|
||||
mo->z += (pr_wraithfx4()<<10);
|
||||
mo->floorz = self->floorz;
|
||||
mo->ceilingz = self->ceilingz;
|
||||
mo->target = self;
|
||||
}
|
||||
}
|
||||
|
@ -226,7 +238,7 @@ void A_WraithFX4 (AActor *self)
|
|||
DEFINE_ACTION_FUNCTION(AActor, A_WraithChase)
|
||||
{
|
||||
int weaveindex = self->special1;
|
||||
self->z += finesine[weaveindex << BOBTOFINESHIFT] * 8;
|
||||
self->AddZ(finesine[weaveindex << BOBTOFINESHIFT] * 8);
|
||||
self->special1 = (weaveindex + 2) & 63;
|
||||
// if (self->floorclip > 0)
|
||||
// {
|
||||
|
|
|
@ -186,8 +186,8 @@ DEFINE_ACTION_FUNCTION(AActor, A_MinotaurDecide)
|
|||
S_Sound (self, CHAN_WEAPON, "minotaur/sight", 1, ATTN_NORM);
|
||||
}
|
||||
dist = self->AproxDistance (target);
|
||||
if (target->z+target->height > self->z
|
||||
&& target->z+target->height < self->z+self->height
|
||||
if (target->Top() > self->Z()
|
||||
&& target->Top() < self->Top()
|
||||
&& dist < (friendly ? 16*64*FRACUNIT : 8*64*FRACUNIT)
|
||||
&& dist > 1*64*FRACUNIT
|
||||
&& pr_minotaurdecide() < 150)
|
||||
|
@ -205,7 +205,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_MinotaurDecide)
|
|||
self->vely = FixedMul (MNTR_CHARGE_SPEED, finesine[angle]);
|
||||
self->special1 = TICRATE/2; // Charge duration
|
||||
}
|
||||
else if (target->z == target->floorz
|
||||
else if (target->Z() == target->floorz
|
||||
&& dist < 9*64*FRACUNIT
|
||||
&& pr_minotaurdecide() < (friendly ? 100 : 220))
|
||||
{ // Floor fire attack
|
||||
|
@ -244,7 +244,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_MinotaurCharge)
|
|||
{
|
||||
type = PClass::FindClass ("PunchPuff");
|
||||
}
|
||||
puff = Spawn (type, self->x, self->y, self->z, ALLOW_REPLACE);
|
||||
puff = Spawn (type, self->Pos(), ALLOW_REPLACE);
|
||||
puff->velz = 2*FRACUNIT;
|
||||
self->special1--;
|
||||
}
|
||||
|
@ -285,7 +285,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_MinotaurAtk2)
|
|||
P_TraceBleed (newdam > 0 ? newdam : damage, self->target, self);
|
||||
return;
|
||||
}
|
||||
z = self->z + 40*FRACUNIT;
|
||||
z = self->Z() + 40*FRACUNIT;
|
||||
const PClass *fx = PClass::FindClass("MinotaurFX1");
|
||||
if (fx)
|
||||
{
|
||||
|
@ -369,10 +369,11 @@ DEFINE_ACTION_FUNCTION(AActor, A_MntrFloorFire)
|
|||
AActor *mo;
|
||||
fixed_t x, y;
|
||||
|
||||
self->z = self->floorz;
|
||||
x = self->x + (pr_fire.Random2 () << 10);
|
||||
y = self->y + (pr_fire.Random2 () << 10);
|
||||
mo = Spawn("MinotaurFX3", x, y, self->floorz, ALLOW_REPLACE);
|
||||
self->SetZ(self->floorz);
|
||||
fixedvec2 pos = self->Vec2Offset(
|
||||
(pr_fire.Random2 () << 10),
|
||||
(pr_fire.Random2 () << 10));
|
||||
mo = Spawn("MinotaurFX3", pos.x, pos.y, self->floorz, ALLOW_REPLACE);
|
||||
mo->target = self->target;
|
||||
mo->velx = 1; // Force block checking
|
||||
P_CheckMissileSpawn (mo, self->radius);
|
||||
|
|
|
@ -148,6 +148,10 @@ void P_ExplodeMissile (AActor *missile, line_t *explodeline, AActor *target);
|
|||
AActor *P_SpawnMissile (AActor* source, AActor* dest, const PClass *type, AActor* owner = NULL);
|
||||
AActor *P_SpawnMissileZ (AActor* source, fixed_t z, AActor* dest, const PClass *type);
|
||||
AActor *P_SpawnMissileXYZ (fixed_t x, fixed_t y, fixed_t z, AActor *source, AActor *dest, const PClass *type, bool checkspawn = true, AActor *owner = NULL);
|
||||
inline AActor *P_SpawnMissileXYZ(const fixedvec3 &pos, AActor *source, AActor *dest, const PClass *type, bool checkspawn = true, AActor *owner = NULL)
|
||||
{
|
||||
return P_SpawnMissileXYZ(pos.x, pos.y, pos.z, source, dest, type, checkspawn, owner);
|
||||
}
|
||||
AActor *P_SpawnMissileAngle (AActor *source, const PClass *type, angle_t angle, fixed_t velz);
|
||||
AActor *P_SpawnMissileAngleSpeed (AActor *source, const PClass *type, angle_t angle, fixed_t velz, fixed_t speed);
|
||||
AActor *P_SpawnMissileAngleZ (AActor *source, fixed_t z, const PClass *type, angle_t angle, fixed_t velz);
|
||||
|
|
Loading…
Reference in a new issue