/* #include "templates.h" #include "actor.h" #include "info.h" #include "m_random.h" #include "s_sound.h" #include "p_local.h" #include "p_enemy.h" #include "gi.h" #include "gstrings.h" #include "a_action.h" #include "thingdef/thingdef.h" */ FRandom pr_oldsoul ("BetaLostSoul"); // // SkullAttack // Fly at the player like a missile. // void A_SkullAttack(AActor *self, double speed) { AActor *dest; if (!self->target) return; dest = self->target; self->flags |= MF_SKULLFLY; S_Sound (self, CHAN_VOICE, self->AttackSound, 1, ATTN_NORM); A_FaceTarget (self); self->VelFromAngle(speed); self->Vel.Z = (dest->Center() - self->Z()) / self->DistanceBySpeed(dest, speed); } DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SkullAttack) { PARAM_ACTION_PROLOGUE; PARAM_FLOAT_OPT(speed) { speed = SKULLSPEED; } if (speed <= 0) speed = SKULLSPEED; A_SkullAttack(self, speed); return 0; } DEFINE_ACTION_FUNCTION(AActor, A_BetaSkullAttack) { PARAM_ACTION_PROLOGUE; int damage; if (!self || !self->target || self->target->GetSpecies() == self->GetSpecies()) return 0; S_Sound (self, CHAN_WEAPON, self->AttackSound, 1, ATTN_NORM); A_FaceTarget(self); damage = (pr_oldsoul()%8+1)*self->GetMissileDamage(0,1); P_DamageMobj(self->target, self, self, damage, NAME_None); return 0; } //========================================================================== // // CVAR transsouls // // How translucent things drawn with STYLE_SoulTrans are. Normally, only // Lost Souls have this render style, but a dehacked patch could give other // things this style. Values less than 0.25 will automatically be set to // 0.25 to ensure some degree of visibility. Likewise, values above 1.0 will // be set to 1.0, because anything higher doesn't make sense. // //========================================================================== CUSTOM_CVAR (Float, transsouls, 0.75f, CVAR_ARCHIVE) { if (self < 0.25f) { self = 0.25f; } else if (self > 1.f) { self = 1.f; } }