/* #include "actor.h" #include "m_random.h" #include "a_action.h" #include "p_local.h" #include "p_enemy.h" #include "s_sound.h" #include "a_strifeglobal.h" #include "thingdef/thingdef.h" #include "g_level.h" */ static FRandom pr_entity ("Entity"); DEFINE_ACTION_FUNCTION(AActor, A_SubEntityDeath) { PARAM_ACTION_PROLOGUE; if (CheckBossDeath (self)) { G_ExitLevel (0, false); } return 0; } void A_SpectralMissile (AActor *self, const char *missilename) { if (self->target != NULL) { AActor *missile = P_SpawnMissileXYZ (self->PosPlusZ(32.), self, self->target, PClass::FindActor(missilename), false); if (missile != NULL) { missile->tracer = self->target; P_CheckMissileSpawn(missile, self->radius); } } } DECLARE_ACTION(A_SpotLightning) DECLARE_ACTION(A_Spectre3Attack) DEFINE_ACTION_FUNCTION(AActor, A_EntityAttack) { PARAM_ACTION_PROLOGUE; // Apparent Strife bug: Case 5 was unreachable because they used % 5 instead of % 6. // I've fixed that by making case 1 duplicate it, since case 1 did nothing. switch (pr_entity() % 5) { case 0: CALL_ACTION(A_SpotLightning, self); break; case 2: A_SpectralMissile (self, "SpectralLightningH3"); break; case 3: CALL_ACTION(A_Spectre3Attack, self); break; case 4: A_SpectralMissile (self, "SpectralLightningBigV2"); break; case 1: case 5: A_SpectralMissile (self, "SpectralLightningBigBall2"); break; } return 0; } DEFINE_ACTION_FUNCTION(AActor, A_SpawnEntity) { PARAM_ACTION_PROLOGUE; AActor *entity = Spawn("EntityBoss", self->PosPlusZ(70.), ALLOW_REPLACE); if (entity != NULL) { entity->Angles.Yaw = self->Angles.Yaw; entity->CopyFriendliness(self, true); entity->Vel.Z = 5; entity->tracer = self; } return 0; } DEFINE_ACTION_FUNCTION(AActor, A_EntityDeath) { PARAM_ACTION_PROLOGUE; AActor *second; double secondRadius = GetDefaultByName("EntitySecond")->radius * 2; static const double turns[3] = { 0, 90, -90 }; const double velmul[3] = { 4.8828125f, secondRadius*4, secondRadius*4 }; AActor *spot = self->tracer; if (spot == NULL) spot = self; for (int i = 0; i < 3; i++) { DAngle an = self->Angles.Yaw + turns[i]; DVector3 pos = spot->Vec3Angle(secondRadius, an, self->tracer ? 70. : 0.); second = Spawn("EntitySecond", pos, ALLOW_REPLACE); second->CopyFriendliness(self, true); A_FaceTarget(second); second->VelFromAngle(an, velmul[i]); } return 0; }