mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-12-16 23:31:10 +00:00
51b05d331d
- Converted P_MovePlayer and all associated variables to floating point because this wasn't working well with a mixture between float and fixed. Like the angle commit this has just been patched up to compile, the bulk of work is yet to be done.
95 lines
1.9 KiB
C++
95 lines
1.9 KiB
C++
/*
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#include "actor.h"
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#include "p_enemy.h"
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#include "a_action.h"
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#include "p_local.h"
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#include "m_random.h"
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#include "thingdef/thingdef.h"
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*/
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static FRandom pr_sentinelrefire ("SentinelRefire");
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DEFINE_ACTION_FUNCTION(AActor, A_SentinelBob)
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{
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PARAM_ACTION_PROLOGUE;
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fixed_t minz, maxz;
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if (self->flags & MF_INFLOAT)
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{
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self->Vel.Z = 0;
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return 0;
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}
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if (self->threshold != 0)
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return 0;
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maxz = self->ceilingz - self->height - 16*FRACUNIT;
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minz = self->floorz + 96*FRACUNIT;
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if (minz > maxz)
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{
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minz = maxz;
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}
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if (minz < self->_f_Z())
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{
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self->Vel.Z -= 1;
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}
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else
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{
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self->Vel.Z += 1;
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}
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self->reactiontime = (minz >= self->_f_Z()) ? 4 : 0;
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return 0;
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}
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DEFINE_ACTION_FUNCTION(AActor, A_SentinelAttack)
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{
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PARAM_ACTION_PROLOGUE;
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AActor *missile, *trail;
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// [BB] Without a target the P_SpawnMissileZAimed call will crash.
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if (!self->target)
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{
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return 0;
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}
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missile = P_SpawnMissileZAimed (self, self->_f_Z() + 32*FRACUNIT, self->target, PClass::FindActor("SentinelFX2"));
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if (missile != NULL && (missile->Vel.X != 0 || missile->Vel.Y != 0))
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{
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for (int i = 8; i > 1; --i)
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{
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trail = Spawn("SentinelFX1",
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self->_f_Vec3Angle(missile->radius*i, missile->_f_angle(), (missile->_f_velz() / 4 * i)), ALLOW_REPLACE);
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if (trail != NULL)
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{
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trail->target = self;
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trail->Vel = missile->Vel;
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P_CheckMissileSpawn (trail, self->radius);
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}
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}
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missile->_f_AddZ(missile->_f_velz() >> 2);
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}
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return 0;
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}
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DEFINE_ACTION_FUNCTION(AActor, A_SentinelRefire)
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{
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PARAM_ACTION_PROLOGUE;
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A_FaceTarget (self);
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if (pr_sentinelrefire() >= 30)
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{
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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, SF_SEEPASTBLOCKEVERYTHING|SF_SEEPASTSHOOTABLELINES) ||
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P_HitFriend(self) ||
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(self->MissileState == NULL && !self->CheckMeleeRange()) ||
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pr_sentinelrefire() < 40)
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{
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self->SetState (self->SeeState);
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}
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}
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return 0;
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}
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