mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-12-16 23:31:10 +00:00
f8cf4bcf3d
This still needs some cleanup in a few calling functions.
115 lines
2.4 KiB
C++
115 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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#include "g_level.h"
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*/
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static FRandom pr_entity ("Entity");
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DEFINE_ACTION_FUNCTION(AActor, A_SubEntityDeath)
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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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G_ExitLevel (0, false);
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}
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return 0;
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}
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void A_SpectralMissile (AActor *self, const char *missilename)
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{
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if (self->target != NULL)
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{
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AActor *missile = P_SpawnMissileXYZ (self->PosPlusZ(32.), self, self->target, PClass::FindActor(missilename), false);
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if (missile != NULL)
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{
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missile->tracer = self->target;
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P_CheckMissileSpawn(missile, self->radius);
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}
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}
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}
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DECLARE_ACTION(A_SpotLightning)
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DECLARE_ACTION(A_Spectre3Attack)
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DEFINE_ACTION_FUNCTION(AActor, A_EntityAttack)
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{
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PARAM_ACTION_PROLOGUE;
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// Apparent Strife bug: Case 5 was unreachable because they used % 5 instead of % 6.
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// I've fixed that by making case 1 duplicate it, since case 1 did nothing.
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switch (pr_entity() % 5)
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{
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case 0:
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CALL_ACTION(A_SpotLightning, self);
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break;
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case 2:
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A_SpectralMissile (self, "SpectralLightningH3");
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break;
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case 3:
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CALL_ACTION(A_Spectre3Attack, self);
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break;
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case 4:
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A_SpectralMissile (self, "SpectralLightningBigV2");
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break;
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case 1:
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case 5:
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A_SpectralMissile (self, "SpectralLightningBigBall2");
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break;
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}
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return 0;
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}
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DEFINE_ACTION_FUNCTION(AActor, A_SpawnEntity)
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{
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PARAM_ACTION_PROLOGUE;
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AActor *entity = Spawn("EntityBoss", self->PosPlusZ(70.), ALLOW_REPLACE);
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if (entity != NULL)
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{
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entity->Angles.Yaw = self->Angles.Yaw;
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entity->CopyFriendliness(self, true);
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entity->Vel.Z = 5;
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entity->tracer = self;
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}
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return 0;
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}
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DEFINE_ACTION_FUNCTION(AActor, A_EntityDeath)
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{
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PARAM_ACTION_PROLOGUE;
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AActor *second;
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double secondRadius = GetDefaultByName("EntitySecond")->radius * 2;
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static const double turns[3] = { 0, 90, -90 };
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const double velmul[3] = { 4.8828125f, secondRadius*4, secondRadius*4 };
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AActor *spot = self->tracer;
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if (spot == NULL) spot = self;
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for (int i = 0; i < 3; i++)
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{
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DAngle an = self->Angles.Yaw + turns[i];
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DVector3 pos = spot->Vec3Angle(secondRadius, an, self->tracer ? 70. : 0.);
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second = Spawn("EntitySecond", pos, ALLOW_REPLACE);
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second->CopyFriendliness(self, true);
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A_FaceTarget(second);
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second->VelFromAngle(an, velmul[i]);
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}
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return 0;
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}
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