mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-20 03:11:43 +00:00
e5bce37755
- Made Hexenarmor factors configurable by DECORATE. - Added support for selecting the invulnerability mode per item as well. - Made Invulnerability and Healing radius behavior selectable by player class instead of hard coding the special behavior to the Hexen classes. SVN r379 (trunk)
534 lines
16 KiB
C++
534 lines
16 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 "m_random.h"
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#include "s_sound.h"
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#include "p_enemy.h"
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#include "a_hexenglobal.h"
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#include "gstrings.h"
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static FRandom pr_mstafftrack ("MStaffTrack");
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static FRandom pr_bloodscourgedrop ("BloodScourgeDrop");
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void A_MStaffTrack (AActor *);
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void A_DropBloodscourgePieces (AActor *);
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void A_MStaffAttack (AActor *actor);
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void A_MStaffPalette (AActor *actor);
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static AActor *FrontBlockCheck (AActor *mo, int index);
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static divline_t BlockCheckLine;
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//==========================================================================
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class AMageWeaponPiece : public AFourthWeaponPiece
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{
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DECLARE_STATELESS_ACTOR (AMageWeaponPiece, AFourthWeaponPiece)
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public:
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void BeginPlay ();
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protected:
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bool MatchPlayerClass (AActor *toucher);
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};
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IMPLEMENT_STATELESS_ACTOR (AMageWeaponPiece, Hexen, -1, 0)
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PROP_Inventory_PickupMessage("$TXT_BLOODSCOURGE_PIECE")
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END_DEFAULTS
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bool AMageWeaponPiece::MatchPlayerClass (AActor *toucher)
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{
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return !toucher->IsKindOf (PClass::FindClass(NAME_FighterPlayer)) &&
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!toucher->IsKindOf (PClass::FindClass(NAME_ClericPlayer));
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}
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//==========================================================================
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class AMWeaponPiece1 : public AMageWeaponPiece
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{
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DECLARE_ACTOR (AMWeaponPiece1, AMageWeaponPiece)
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public:
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void BeginPlay ();
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};
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FState AMWeaponPiece1::States[] =
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{
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S_BRIGHT (WMS1, 'A', -1, NULL , NULL),
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};
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IMPLEMENT_ACTOR (AMWeaponPiece1, Hexen, 21, 37)
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PROP_Flags (MF_SPECIAL)
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PROP_Flags2 (MF2_FLOATBOB)
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PROP_SpawnState (0)
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END_DEFAULTS
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void AMWeaponPiece1::BeginPlay ()
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{
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Super::BeginPlay ();
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PieceValue = WPIECE1<<6;
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}
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//==========================================================================
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class AMWeaponPiece2 : public AMageWeaponPiece
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{
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DECLARE_ACTOR (AMWeaponPiece2, AMageWeaponPiece)
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public:
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void BeginPlay ();
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};
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FState AMWeaponPiece2::States[] =
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{
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S_BRIGHT (WMS2, 'A', -1, NULL , NULL),
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};
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IMPLEMENT_ACTOR (AMWeaponPiece2, Hexen, 22, 38)
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PROP_Flags (MF_SPECIAL)
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PROP_Flags2 (MF2_FLOATBOB)
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PROP_SpawnState (0)
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END_DEFAULTS
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void AMWeaponPiece2::BeginPlay ()
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{
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Super::BeginPlay ();
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PieceValue = WPIECE2<<6;
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}
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//==========================================================================
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class AMWeaponPiece3 : public AMageWeaponPiece
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{
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DECLARE_ACTOR (AMWeaponPiece3, AMageWeaponPiece)
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public:
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void BeginPlay ();
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};
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FState AMWeaponPiece3::States[] =
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{
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S_BRIGHT (WMS3, 'A', -1, NULL , NULL),
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};
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IMPLEMENT_ACTOR (AMWeaponPiece3, Hexen, 23, 39)
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PROP_Flags (MF_SPECIAL)
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PROP_Flags2 (MF2_FLOATBOB)
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PROP_SpawnState (0)
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END_DEFAULTS
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void AMWeaponPiece3::BeginPlay ()
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{
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Super::BeginPlay ();
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PieceValue = WPIECE3<<6;
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}
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// An actor that spawns the three pieces of the mage's fourth weapon --------
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// This gets spawned if weapon drop is on so that other players can pick up
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// this player's weapon.
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class ABloodscourgeDrop : public AActor
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{
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DECLARE_ACTOR (ABloodscourgeDrop, AActor)
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};
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FState ABloodscourgeDrop::States[] =
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{
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S_NORMAL (TNT1, 'A', 1, NULL, &States[1]),
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S_NORMAL (TNT1, 'A', 1, A_DropBloodscourgePieces, NULL)
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};
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IMPLEMENT_ACTOR (ABloodscourgeDrop, Hexen, -1, 0)
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PROP_SpawnState (0)
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END_DEFAULTS
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// The Mages's Staff (Bloodscourge) -----------------------------------------
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class AMWeapBloodscourge : public AMageWeapon
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{
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DECLARE_ACTOR (AMWeapBloodscourge, AMageWeapon)
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public:
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void Serialize (FArchive &arc)
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{
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Super::Serialize (arc);
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arc << MStaffCount;
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}
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PalEntry GetBlend ()
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{
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return PalEntry (MStaffCount * 128 / 3, 151, 110, 0);
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}
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BYTE MStaffCount;
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};
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FState AMWeapBloodscourge::States[] =
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{
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// Dummy state, because the fourth weapon does not appear in a level directly.
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S_NORMAL (TNT1, 'A', -1, NULL , NULL),
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#define S_MSTAFFREADY 1
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S_NORMAL (MSTF, 'A', 1, A_WeaponReady , &States[S_MSTAFFREADY+1]),
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S_NORMAL (MSTF, 'A', 1, A_WeaponReady , &States[S_MSTAFFREADY+2]),
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S_NORMAL (MSTF, 'A', 1, A_WeaponReady , &States[S_MSTAFFREADY+3]),
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S_NORMAL (MSTF, 'A', 1, A_WeaponReady , &States[S_MSTAFFREADY+4]),
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S_NORMAL (MSTF, 'A', 1, A_WeaponReady , &States[S_MSTAFFREADY+5]),
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S_NORMAL (MSTF, 'A', 1, A_WeaponReady , &States[S_MSTAFFREADY+6]),
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S_NORMAL (MSTF, 'B', 1, A_WeaponReady , &States[S_MSTAFFREADY+7]),
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S_NORMAL (MSTF, 'B', 1, A_WeaponReady , &States[S_MSTAFFREADY+8]),
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S_NORMAL (MSTF, 'B', 1, A_WeaponReady , &States[S_MSTAFFREADY+9]),
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S_NORMAL (MSTF, 'B', 1, A_WeaponReady , &States[S_MSTAFFREADY+10]),
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S_NORMAL (MSTF, 'B', 1, A_WeaponReady , &States[S_MSTAFFREADY+11]),
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S_NORMAL (MSTF, 'B', 1, A_WeaponReady , &States[S_MSTAFFREADY+12]),
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S_NORMAL (MSTF, 'C', 1, A_WeaponReady , &States[S_MSTAFFREADY+13]),
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S_NORMAL (MSTF, 'C', 1, A_WeaponReady , &States[S_MSTAFFREADY+14]),
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S_NORMAL (MSTF, 'C', 1, A_WeaponReady , &States[S_MSTAFFREADY+15]),
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S_NORMAL (MSTF, 'C', 1, A_WeaponReady , &States[S_MSTAFFREADY+16]),
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S_NORMAL (MSTF, 'C', 1, A_WeaponReady , &States[S_MSTAFFREADY+17]),
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S_NORMAL (MSTF, 'C', 1, A_WeaponReady , &States[S_MSTAFFREADY+18]),
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S_NORMAL (MSTF, 'D', 1, A_WeaponReady , &States[S_MSTAFFREADY+19]),
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S_NORMAL (MSTF, 'D', 1, A_WeaponReady , &States[S_MSTAFFREADY+20]),
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S_NORMAL (MSTF, 'D', 1, A_WeaponReady , &States[S_MSTAFFREADY+21]),
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S_NORMAL (MSTF, 'D', 1, A_WeaponReady , &States[S_MSTAFFREADY+22]),
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S_NORMAL (MSTF, 'D', 1, A_WeaponReady , &States[S_MSTAFFREADY+23]),
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S_NORMAL (MSTF, 'D', 1, A_WeaponReady , &States[S_MSTAFFREADY+24]),
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S_NORMAL (MSTF, 'E', 1, A_WeaponReady , &States[S_MSTAFFREADY+25]),
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S_NORMAL (MSTF, 'E', 1, A_WeaponReady , &States[S_MSTAFFREADY+26]),
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S_NORMAL (MSTF, 'E', 1, A_WeaponReady , &States[S_MSTAFFREADY+27]),
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S_NORMAL (MSTF, 'E', 1, A_WeaponReady , &States[S_MSTAFFREADY+28]),
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S_NORMAL (MSTF, 'E', 1, A_WeaponReady , &States[S_MSTAFFREADY+29]),
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S_NORMAL (MSTF, 'E', 1, A_WeaponReady , &States[S_MSTAFFREADY+30]),
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S_NORMAL (MSTF, 'F', 1, A_WeaponReady , &States[S_MSTAFFREADY+31]),
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S_NORMAL (MSTF, 'F', 1, A_WeaponReady , &States[S_MSTAFFREADY+32]),
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S_NORMAL (MSTF, 'F', 1, A_WeaponReady , &States[S_MSTAFFREADY+33]),
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S_NORMAL (MSTF, 'F', 1, A_WeaponReady , &States[S_MSTAFFREADY+34]),
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S_NORMAL (MSTF, 'F', 1, A_WeaponReady , &States[S_MSTAFFREADY]),
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#define S_MSTAFFDOWN (S_MSTAFFREADY+35)
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S_NORMAL (MSTF, 'A', 1, A_Lower , &States[S_MSTAFFDOWN]),
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#define S_MSTAFFUP (S_MSTAFFDOWN+1)
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S_NORMAL (MSTF, 'A', 1, A_Raise , &States[S_MSTAFFUP]),
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#define S_MSTAFFATK (S_MSTAFFUP+1)
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S_NORMAL2 (MSTF, 'G', 4, NULL , &States[S_MSTAFFATK+1], 0, 40),
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S_BRIGHT2 (MSTF, 'H', 4, A_MStaffAttack , &States[S_MSTAFFATK+2], 0, 48),
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S_BRIGHT2 (MSTF, 'H', 2, A_MStaffPalette , &States[S_MSTAFFATK+3], 0, 48),
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S_NORMAL2 (MSTF, 'I', 2, A_MStaffPalette , &States[S_MSTAFFATK+4], 0, 48),
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S_NORMAL2 (MSTF, 'I', 2, A_MStaffPalette , &States[S_MSTAFFATK+5], 0, 48),
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S_NORMAL2 (MSTF, 'I', 1, NULL , &States[S_MSTAFFATK+6], 0, 40),
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S_NORMAL2 (MSTF, 'J', 5, NULL , &States[S_MSTAFFREADY], 0, 36)
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};
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IMPLEMENT_ACTOR (AMWeapBloodscourge, Hexen, -1, 0)
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PROP_Flags (MF_SPECIAL)
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PROP_SpawnState (0)
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PROP_Weapon_SelectionOrder (3100)
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PROP_Weapon_Flags (WIF_PRIMARY_USES_BOTH | WIF_EXTREME_DEATH)
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PROP_Weapon_AmmoUse1 (15)
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PROP_Weapon_AmmoUse2 (15)
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PROP_Weapon_UpState (S_MSTAFFUP)
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PROP_Weapon_DownState (S_MSTAFFDOWN)
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PROP_Weapon_ReadyState (S_MSTAFFREADY)
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PROP_Weapon_AtkState (S_MSTAFFATK)
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PROP_Weapon_HoldAtkState (S_MSTAFFATK)
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PROP_Weapon_Kickback (150)
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PROP_Weapon_YAdjust (20)
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PROP_Weapon_MoveCombatDist (20000000)
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PROP_Weapon_AmmoType1 ("Mana1")
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PROP_Weapon_AmmoType2 ("Mana2")
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PROP_Weapon_ProjectileType ("MageStaffFX2")
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PROP_Inventory_PickupMessage("$TXT_WEAPON_M4")
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END_DEFAULTS
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// Mage Staff FX2 (Bloodscourge) --------------------------------------------
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void A_BeAdditive (AActor *self)
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{
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self->RenderStyle = STYLE_Add;
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}
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class AMageStaffFX2 : public AActor
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{
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DECLARE_ACTOR (AMageStaffFX2, AActor)
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public:
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void GetExplodeParms (int &damage, int &dist, bool &hurtSource);
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int SpecialMissileHit (AActor *victim);
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bool IsOkayToAttack (AActor *link);
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bool SpecialBlastHandling (AActor *source, fixed_t strength);
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};
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FState AMageStaffFX2::States[] =
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{
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#define S_MSTAFF_FX2_1 0
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S_BRIGHT (MSP2, 'A', 2, A_MStaffTrack , &States[S_MSTAFF_FX2_1+1]),
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S_BRIGHT (MSP2, 'B', 2, A_MStaffTrack , &States[S_MSTAFF_FX2_1+2]),
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S_BRIGHT (MSP2, 'C', 2, A_MStaffTrack , &States[S_MSTAFF_FX2_1+3]),
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S_BRIGHT (MSP2, 'D', 2, A_MStaffTrack , &States[S_MSTAFF_FX2_1]),
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#define S_MSTAFF_FX2_X1 (S_MSTAFF_FX2_1+4)
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S_BRIGHT (MSP2, 'E', 4, A_BeAdditive , &States[S_MSTAFF_FX2_X1+1]),
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S_BRIGHT (MSP2, 'F', 5, A_Explode , &States[S_MSTAFF_FX2_X1+2]),
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S_BRIGHT (MSP2, 'G', 5, NULL , &States[S_MSTAFF_FX2_X1+3]),
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S_BRIGHT (MSP2, 'H', 5, NULL , &States[S_MSTAFF_FX2_X1+4]),
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S_BRIGHT (MSP2, 'I', 4, NULL , NULL),
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};
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IMPLEMENT_ACTOR (AMageStaffFX2, Hexen, -1, 0)
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PROP_SpeedFixed (17)
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PROP_HeightFixed (8)
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PROP_Damage (4)
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PROP_DamageType (NAME_Fire)
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PROP_Flags (MF_NOBLOCKMAP|MF_NOGRAVITY|MF_DROPOFF|MF_MISSILE)
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PROP_Flags2 (MF2_NOTELEPORT|MF2_IMPACT|MF2_PCROSS|MF2_SEEKERMISSILE)
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PROP_SpawnState (S_MSTAFF_FX2_1)
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PROP_DeathState (S_MSTAFF_FX2_X1)
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PROP_DeathSound ("MageStaffExplode")
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END_DEFAULTS
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void AMageStaffFX2::GetExplodeParms (int &damage, int &dist, bool &hurtSource)
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{
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damage = 80;
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dist = 192;
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hurtSource = false;
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}
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int AMageStaffFX2::SpecialMissileHit (AActor *victim)
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{
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if (victim != target &&
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!victim->player &&
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!(victim->flags2 & MF2_BOSS))
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{
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P_DamageMobj (victim, this, target, 10, NAME_Fire);
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return 1; // Keep going
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}
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return -1;
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}
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bool AMageStaffFX2::IsOkayToAttack (AActor *link)
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{
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if (((link->flags3&MF3_ISMONSTER) || link->player)
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&& !(link->flags2&MF2_DORMANT))
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{
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if (!(link->flags&MF_SHOOTABLE))
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{
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return false;
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}
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if (multiplayer && !deathmatch && link->player && target->player)
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{
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return false;
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}
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if (link == target)
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{
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return false;
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}
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else if (P_CheckSight (this, link))
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{
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AActor *master = target;
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angle = R_PointToAngle2 (master->x, master->y,
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link->x, link->y) - master->angle;
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angle >>= 24;
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if (angle>226 || angle<30)
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{
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return true;
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}
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}
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}
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return false;
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}
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bool AMageStaffFX2::SpecialBlastHandling (AActor *source, fixed_t strength)
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{
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// Reflect to originator
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tracer = target;
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target = source;
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return true;
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}
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//============================================================================
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//============================================================================
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//
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// MStaffSpawn2 - for use by mage class boss
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//
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//============================================================================
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void MStaffSpawn2 (AActor *actor, angle_t angle)
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{
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AActor *mo;
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mo = P_SpawnMissileAngleZ (actor, actor->z+40*FRACUNIT,
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RUNTIME_CLASS(AMageStaffFX2), angle, 0);
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if (mo)
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{
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mo->target = actor;
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mo->tracer = P_BlockmapSearch (mo, 10, FrontBlockCheck);
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}
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}
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//============================================================================
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//
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// A_MStaffAttack2 - for use by mage class boss
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//
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//============================================================================
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void A_MStaffAttack2 (AActor *actor)
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{
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angle_t angle;
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angle = actor->angle;
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MStaffSpawn2 (actor, angle);
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MStaffSpawn2 (actor, angle-ANGLE_1*5);
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MStaffSpawn2 (actor, angle+ANGLE_1*5);
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S_Sound (actor, CHAN_WEAPON, "MageStaffFire", 1, ATTN_NORM);
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}
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//============================================================================
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//
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// MStaffSpawn
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//
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//============================================================================
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void MStaffSpawn (AActor *pmo, angle_t angle)
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{
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AActor *mo;
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mo = P_SpawnPlayerMissile (pmo, pmo->x, pmo->y, pmo->z+8*FRACUNIT,
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RUNTIME_CLASS(AMageStaffFX2), angle);
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if (mo)
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{
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mo->target = pmo;
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mo->tracer = linetarget;
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}
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}
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//============================================================================
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//
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// A_MStaffAttack
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//
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//============================================================================
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void A_MStaffAttack (AActor *actor)
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{
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angle_t angle;
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player_t *player;
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if (NULL == (player = actor->player))
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{
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return;
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}
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AMWeapBloodscourge *weapon = static_cast<AMWeapBloodscourge *> (actor->player->ReadyWeapon);
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if (weapon != NULL)
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{
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if (!weapon->DepleteAmmo (weapon->bAltFire))
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return;
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}
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angle = actor->angle;
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// [RH] Let's try and actually track what the player aimed at
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P_AimLineAttack (actor, angle, PLAYERMISSILERANGE, ANGLE_1*32);
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if (linetarget == NULL)
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{
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BlockCheckLine.x = actor->x;
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BlockCheckLine.y = actor->y;
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BlockCheckLine.dx = -finesine[angle >> ANGLETOFINESHIFT];
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BlockCheckLine.dy = -finecosine[angle >> ANGLETOFINESHIFT];
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linetarget = P_BlockmapSearch (actor, 10, FrontBlockCheck);
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}
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MStaffSpawn (actor, angle);
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MStaffSpawn (actor, angle-ANGLE_1*5);
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MStaffSpawn (actor, angle+ANGLE_1*5);
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S_Sound (actor, CHAN_WEAPON, "MageStaffFire", 1, ATTN_NORM);
|
|
weapon->MStaffCount = 3;
|
|
}
|
|
|
|
//============================================================================
|
|
//
|
|
// A_MStaffPalette
|
|
//
|
|
//============================================================================
|
|
|
|
void A_MStaffPalette (AActor *actor)
|
|
{
|
|
if (actor->player != NULL)
|
|
{
|
|
AMWeapBloodscourge *weapon = static_cast<AMWeapBloodscourge *> (actor->player->ReadyWeapon);
|
|
if (weapon != NULL && weapon->MStaffCount != 0)
|
|
{
|
|
weapon->MStaffCount--;
|
|
}
|
|
}
|
|
}
|
|
|
|
//============================================================================
|
|
//
|
|
// A_MStaffTrack
|
|
//
|
|
//============================================================================
|
|
|
|
void A_MStaffTrack (AActor *actor)
|
|
{
|
|
if ((actor->tracer == 0) && (pr_mstafftrack()<50))
|
|
{
|
|
actor->tracer = P_RoughMonsterSearch (actor, 10);
|
|
}
|
|
P_SeekerMissile (actor, ANGLE_1*2, ANGLE_1*10);
|
|
}
|
|
|
|
//============================================================================
|
|
//
|
|
// A_DropBloodscourgePieces
|
|
//
|
|
//============================================================================
|
|
|
|
void A_DropBloodscourgePieces (AActor *actor)
|
|
{
|
|
static const PClass *pieces[3] =
|
|
{
|
|
RUNTIME_CLASS(AMWeaponPiece1),
|
|
RUNTIME_CLASS(AMWeaponPiece2),
|
|
RUNTIME_CLASS(AMWeaponPiece3)
|
|
};
|
|
|
|
for (int i = 0, j = 0, fineang = 0; i < 3; ++i)
|
|
{
|
|
AActor *piece = Spawn (pieces[j], actor->x, actor->y, actor->z, ALLOW_REPLACE);
|
|
if (piece != NULL)
|
|
{
|
|
piece->momx = actor->momx + finecosine[fineang];
|
|
piece->momy = actor->momy + finesine[fineang];
|
|
piece->momz = actor->momz;
|
|
piece->flags |= MF_DROPPED;
|
|
fineang += FINEANGLES/3;
|
|
j = (j == 0) ? (pr_bloodscourgedrop() & 1) + 1 : 3-j;
|
|
}
|
|
}
|
|
}
|
|
|
|
void AMageWeaponPiece::BeginPlay ()
|
|
{
|
|
Super::BeginPlay ();
|
|
FourthWeaponClass = RUNTIME_CLASS(AMWeapBloodscourge);
|
|
}
|
|
|
|
//============================================================================
|
|
//
|
|
// FrontBlockCheck
|
|
//
|
|
// [RH] Like RoughBlockCheck, but it won't return anything behind a line.
|
|
//
|
|
//============================================================================
|
|
|
|
static AActor *FrontBlockCheck (AActor *mo, int index)
|
|
{
|
|
FBlockNode *link;
|
|
|
|
for (link = blocklinks[index]; link != NULL; link = link->NextActor)
|
|
{
|
|
if (link->Me != mo)
|
|
{
|
|
if (P_PointOnDivlineSide (link->Me->x, link->Me->y, &BlockCheckLine) == 0 &&
|
|
mo->IsOkayToAttack (link->Me))
|
|
{
|
|
return link->Me;
|
|
}
|
|
}
|
|
}
|
|
return NULL;
|
|
}
|