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bc63b70d88
Conflicts: src/actor.h src/fragglescript/t_func.cpp src/g_doom/a_bossbrain.cpp src/g_doom/a_revenant.cpp src/g_heretic/a_hereticartifacts.cpp src/g_heretic/a_hereticweaps.cpp src/g_heretic/a_knight.cpp src/g_hexen/a_bishop.cpp src/g_hexen/a_clericholy.cpp src/g_hexen/a_dragon.cpp src/g_hexen/a_firedemon.cpp src/g_hexen/a_flechette.cpp src/g_hexen/a_heresiarch.cpp src/g_hexen/a_hexenspecialdecs.cpp src/g_hexen/a_iceguy.cpp src/g_hexen/a_korax.cpp src/g_hexen/a_magelightning.cpp src/g_hexen/a_serpent.cpp src/g_hexen/a_spike.cpp src/g_hexen/a_wraith.cpp src/g_raven/a_minotaur.cpp src/g_shared/a_bridge.cpp src/g_shared/a_pickups.cpp src/g_shared/a_randomspawner.cpp src/g_strife/a_alienspectres.cpp src/g_strife/a_crusader.cpp src/g_strife/a_entityboss.cpp src/g_strife/a_inquisitor.cpp src/g_strife/a_loremaster.cpp src/g_strife/a_programmer.cpp src/g_strife/a_sentinel.cpp src/g_strife/a_spectral.cpp src/g_strife/a_strifestuff.cpp src/g_strife/a_strifeweapons.cpp src/g_strife/a_thingstoblowup.cpp src/p_local.h src/r_utility.cpp
100 lines
2.4 KiB
C++
100 lines
2.4 KiB
C++
/*
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#include "actor.h"
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#include "m_random.h"
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#include "a_action.h"
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#include "p_local.h"
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#include "p_enemy.h"
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#include "s_sound.h"
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#include "a_strifeglobal.h"
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#include "thingdef/thingdef.h"
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*/
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static bool CrusaderCheckRange (AActor *self)
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{
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if (self->reactiontime == 0 && P_CheckSight (self, self->target))
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{
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return self->AproxDistance (self->target) < 264*FRACUNIT;
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}
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return false;
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}
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DEFINE_ACTION_FUNCTION(AActor, A_CrusaderChoose)
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{
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PARAM_ACTION_PROLOGUE;
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if (self->target == NULL)
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return 0;
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if (CrusaderCheckRange (self))
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{
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A_FaceTarget (self);
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self->angle -= ANGLE_180/16;
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P_SpawnMissileZAimed (self, self->Z() + 40*FRACUNIT, self->target, PClass::FindActor("FastFlameMissile"));
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}
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else
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{
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if (P_CheckMissileRange (self))
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{
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A_FaceTarget (self);
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P_SpawnMissileZAimed (self, self->Z() + 56*FRACUNIT, self->target, PClass::FindActor("CrusaderMissile"));
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self->angle -= ANGLE_45/32;
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P_SpawnMissileZAimed (self, self->Z() + 40*FRACUNIT, self->target, PClass::FindActor("CrusaderMissile"));
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self->angle += ANGLE_45/16;
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P_SpawnMissileZAimed (self, self->Z() + 40*FRACUNIT, self->target, PClass::FindActor("CrusaderMissile"));
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self->angle -= ANGLE_45/16;
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self->reactiontime += 15;
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}
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self->SetState (self->SeeState);
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}
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return 0;
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}
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DEFINE_ACTION_FUNCTION(AActor, A_CrusaderSweepLeft)
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{
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PARAM_ACTION_PROLOGUE;
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self->angle += ANGLE_90/16;
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AActor *misl = P_SpawnMissileZAimed (self, self->Z() + 48*FRACUNIT, self->target, PClass::FindActor("FastFlameMissile"));
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if (misl != NULL)
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{
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misl->velz += FRACUNIT;
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}
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return 0;
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}
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DEFINE_ACTION_FUNCTION(AActor, A_CrusaderSweepRight)
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{
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PARAM_ACTION_PROLOGUE;
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self->angle -= ANGLE_90/16;
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AActor *misl = P_SpawnMissileZAimed (self, self->Z() + 48*FRACUNIT, self->target, PClass::FindActor("FastFlameMissile"));
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if (misl != NULL)
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{
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misl->velz += FRACUNIT;
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}
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return 0;
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}
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DEFINE_ACTION_FUNCTION(AActor, A_CrusaderRefire)
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{
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PARAM_ACTION_PROLOGUE;
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if (self->target == NULL ||
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self->target->health <= 0 ||
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!P_CheckSight (self, self->target))
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{
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self->SetState (self->SeeState);
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}
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return 0;
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}
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DEFINE_ACTION_FUNCTION(AActor, A_CrusaderDeath)
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{
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PARAM_ACTION_PROLOGUE;
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if (CheckBossDeath (self))
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{
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EV_DoFloor (DFloor::floorLowerToLowest, NULL, 667, FRACUNIT, 0, -1, 0, false);
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}
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return 0;
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}
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