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https://github.com/ZDoom/gzdoom-gles.git
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a90ba9deb6
- Made the Ettin's and Centaur's howling sound an actor property. - Added A_CustomComboAttack function to finally have something that can replace the old A_ComboAttack function. - Added A_SpawnItemEx function that removes the problems with A_SpawnItem and which also should make most of the A_CustomMissile abuse unnecessary. - Added A_QueueCorpse to the list of DECORATE code pointers. - Made the size of Hexen's corpse queue configurable by CVAR (sv_corpsequeuesize.) Setting this CVAR to -1 will disable corpse queuing completely so that even in Hexen all corpses will stay forever. SVN r392 (trunk)
24 lines
662 B
C++
24 lines
662 B
C++
#include "actor.h"
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#include "p_enemy.h"
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#include "a_action.h"
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#include "m_random.h"
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static FRandom pr_centaurdefend ("CentaurDefend");
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//============================================================================
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//
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// A_CentaurDefend
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//
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//============================================================================
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void A_CentaurDefend (AActor *actor)
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{
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A_FaceTarget (actor);
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if (actor->CheckMeleeRange() && pr_centaurdefend() < 32)
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{
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// This should unset REFLECTIVE as well
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// (unless you want the Centaur to reflect projectiles forever!)
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A_UnSetReflectiveInvulnerable (actor);
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actor->SetState (actor->MeleeState);
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}
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}
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