mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-08 05:51:46 +00:00
333ef105f7
from the wrong variable in a few places resulting in incorrect calculations. - Fixed: MP3/OGG music always looped because the looping flag was always set when FMOD was called to play it. - Removed upper limit of 1 for an actor's gravity factor. - Fixed: A_VileTarget spawned the fire at coordinate (target->x, target->x) instead of (target->x, target->y). (Old vanilla bug.) SVN r550 (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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