gzdoom-gles/src/g_heretic/a_hereticimp.cpp
Christoph Oelckers bc63b70d88 Merge branch 'master' into scripting
Conflicts:
	src/actor.h
	src/fragglescript/t_func.cpp
	src/g_doom/a_bossbrain.cpp
	src/g_doom/a_revenant.cpp
	src/g_heretic/a_hereticartifacts.cpp
	src/g_heretic/a_hereticweaps.cpp
	src/g_heretic/a_knight.cpp
	src/g_hexen/a_bishop.cpp
	src/g_hexen/a_clericholy.cpp
	src/g_hexen/a_dragon.cpp
	src/g_hexen/a_firedemon.cpp
	src/g_hexen/a_flechette.cpp
	src/g_hexen/a_heresiarch.cpp
	src/g_hexen/a_hexenspecialdecs.cpp
	src/g_hexen/a_iceguy.cpp
	src/g_hexen/a_korax.cpp
	src/g_hexen/a_magelightning.cpp
	src/g_hexen/a_serpent.cpp
	src/g_hexen/a_spike.cpp
	src/g_hexen/a_wraith.cpp
	src/g_raven/a_minotaur.cpp
	src/g_shared/a_bridge.cpp
	src/g_shared/a_pickups.cpp
	src/g_shared/a_randomspawner.cpp
	src/g_strife/a_alienspectres.cpp
	src/g_strife/a_crusader.cpp
	src/g_strife/a_entityboss.cpp
	src/g_strife/a_inquisitor.cpp
	src/g_strife/a_loremaster.cpp
	src/g_strife/a_programmer.cpp
	src/g_strife/a_sentinel.cpp
	src/g_strife/a_spectral.cpp
	src/g_strife/a_strifestuff.cpp
	src/g_strife/a_strifeweapons.cpp
	src/g_strife/a_thingstoblowup.cpp
	src/p_local.h
	src/r_utility.cpp
2016-01-19 13:43:11 +01:00

96 lines
2.2 KiB
C++

/*
#include "templates.h"
#include "actor.h"
#include "info.h"
#include "m_random.h"
#include "s_sound.h"
#include "p_local.h"
#include "gstrings.h"
#include "thingdef/thingdef.h"
*/
static FRandom pr_impmsatk ("ImpMsAttack");
static FRandom pr_imp ("ImpExplode");
//----------------------------------------------------------------------------
//
// PROC A_ImpMsAttack
//
//----------------------------------------------------------------------------
DEFINE_ACTION_FUNCTION(AActor, A_ImpMsAttack)
{
PARAM_ACTION_PROLOGUE;
if (!self->target || pr_impmsatk() > 64)
{
self->SetState (self->SeeState);
return 0;
}
A_SkullAttack(self, 12 * FRACUNIT);
return 0;
}
//----------------------------------------------------------------------------
//
// PROC A_ImpExplode
//
//----------------------------------------------------------------------------
DEFINE_ACTION_FUNCTION(AActor, A_ImpExplode)
{
PARAM_ACTION_PROLOGUE;
AActor *chunk;
self->flags &= ~MF_NOGRAVITY;
chunk = Spawn("HereticImpChunk1", self->Pos(), ALLOW_REPLACE);
chunk->velx = pr_imp.Random2 () << 10;
chunk->vely = pr_imp.Random2 () << 10;
chunk->velz = 9*FRACUNIT;
chunk = Spawn("HereticImpChunk2", self->Pos(), ALLOW_REPLACE);
chunk->velx = pr_imp.Random2 () << 10;
chunk->vely = pr_imp.Random2 () << 10;
chunk->velz = 9*FRACUNIT;
if (self->special1 == 666)
{ // Extreme death crash
self->SetState (self->FindState("XCrash"));
}
return 0;
}
//----------------------------------------------------------------------------
//
// PROC A_ImpDeath
//
//----------------------------------------------------------------------------
DEFINE_ACTION_FUNCTION(AActor, A_ImpDeath)
{
PARAM_ACTION_PROLOGUE;
self->flags &= ~MF_SOLID;
self->flags2 |= MF2_FLOORCLIP;
return 0;
}
//----------------------------------------------------------------------------
//
// PROC A_ImpXDeath1
//
//----------------------------------------------------------------------------
DEFINE_ACTION_FUNCTION(AActor, A_ImpXDeath1)
{
PARAM_ACTION_PROLOGUE;
self->flags &= ~MF_SOLID;
self->flags |= MF_NOGRAVITY;
self->flags2 |= MF2_FLOORCLIP;
self->special1 = 666; // Flag the crash routine
return 0;
}