mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-19 10:51:26 +00:00
b54b9bad7a
- Reorganized the HackHack code so that the image creation was moved into MakeTexture. This was necessary because Unload deleted the pixel data and broke the whole thing. - Fixed: FPatchTexture::HackHack and FDoomStatusbarTexture::DrawToBar used the obsolete and uninitialized variable Near255. - Removed the span creation code specific to FPatchTexture. It only has an advantage when the lump has already been loaded in memory but since that is no longer the case now the generic version in FTexture is actually better. - Changed: FTexture::CopyToBlock no longer uses the spans but the pixel buffer directly. Since most patches in multipatch textures are non transparent the added overhead from creating the spans far outweighs any savings they might provide. It is also simpler to handle for mirrored or rotated patches now. - Changed: Textures only create the spans when really needed. Flats and native textures, for example, do not and it only created needless overhead that they were always created along with the pixel buffer. - Made use of player and actor variables consistent in a_hereticweaps.cpp. - Fixed: A few calls to P_SpawnPlayerMissile passed 0 as angle SVN r911 (trunk)
124 lines
2.3 KiB
C++
124 lines
2.3 KiB
C++
#include "actor.h"
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#include "info.h"
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#include "p_local.h"
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#include "s_sound.h"
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#include "p_enemy.h"
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#include "a_doomglobal.h"
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#include "gstrings.h"
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#include "a_action.h"
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//
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// PIT_VileCheck
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// Detect a corpse that could be raised.
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//
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void A_Fire (AActor *self);
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//
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// A_VileStart
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//
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void A_VileStart (AActor *self)
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{
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S_Sound (self, CHAN_VOICE, "vile/start", 1, ATTN_NORM);
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}
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//
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// A_Fire
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// Keep fire in front of player unless out of sight
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//
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void A_StartFire (AActor *self)
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{
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S_Sound (self, CHAN_BODY, "vile/firestrt", 1, ATTN_NORM);
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A_Fire (self);
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}
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void A_FireCrackle (AActor *self)
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{
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S_Sound (self, CHAN_BODY, "vile/firecrkl", 1, ATTN_NORM);
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A_Fire (self);
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}
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void A_Fire (AActor *self)
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{
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AActor *dest;
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angle_t an;
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dest = self->tracer;
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if (!dest)
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return;
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// don't move it if the vile lost sight
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if (!P_CheckSight (self->target, dest, 0) )
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return;
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an = dest->angle >> ANGLETOFINESHIFT;
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self->SetOrigin (dest->x + FixedMul (24*FRACUNIT, finecosine[an]),
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dest->y + FixedMul (24*FRACUNIT, finesine[an]),
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dest->z);
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}
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//
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// A_VileTarget
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// Spawn the hellfire
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//
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void A_VileTarget (AActor *actor)
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{
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AActor *fog;
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if (!actor->target)
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return;
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A_FaceTarget (actor);
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fog = Spawn ("ArchvileFire", actor->target->x, actor->target->y,
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actor->target->z, ALLOW_REPLACE);
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actor->tracer = fog;
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fog->target = actor;
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fog->tracer = actor->target;
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A_Fire (fog);
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}
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//
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// A_VileAttack
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//
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void A_VileAttack (AActor *actor)
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{
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AActor *fire;
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int an;
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if (!actor->target)
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return;
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A_FaceTarget (actor);
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if (!P_CheckSight (actor, actor->target, 0) )
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return;
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S_Sound (actor, CHAN_WEAPON, "vile/stop", 1, ATTN_NORM);
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P_DamageMobj (actor->target, actor, actor, 20, NAME_None);
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P_TraceBleed (20, actor->target);
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actor->target->momz = 1000 * FRACUNIT / actor->target->Mass;
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an = actor->angle >> ANGLETOFINESHIFT;
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fire = actor->tracer;
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if (!fire)
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return;
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// move the fire between the vile and the player
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fire->SetOrigin (actor->target->x - FixedMul (24*FRACUNIT, finecosine[an]),
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actor->target->y - FixedMul (24*FRACUNIT, finesine[an]),
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actor->target->z);
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P_RadiusAttack (fire, actor, 70, 70, NAME_Fire, false);
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}
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