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e4af82ae96
velocity, and now it's known as such. The actor variables momx/momy/momz are now known as velx/vely/velz, and the ACS functions GetActorMomX/Y/Z are now known as GetActorVelX/Y/Z. For compatibility, momx/momy/momz will continue to work as aliases from DECORATE. The ACS functions, however, require you to use the new name, since they never saw an official release yet. SVN r1689 (trunk)
89 lines
2.2 KiB
C++
89 lines
2.2 KiB
C++
/*
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#include "actor.h"
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#include "info.h"
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#include "m_random.h"
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#include "p_local.h"
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#include "s_sound.h"
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#include "thingdef/thingdef.h"
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*/
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static FRandom pr_batspawn ("BatSpawn");
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static FRandom pr_batmove ("BatMove");
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//===========================================================================
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// Bat Spawner Variables
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// special1 frequency counter
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// special2
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// args[0] frequency of spawn (1=fastest, 10=slowest)
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// args[1] spread angle (0..255)
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// args[2]
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// args[3] duration of bats (in octics)
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// args[4] turn amount per move (in degrees)
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//
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// Bat Variables
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// special2 lifetime counter
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// args[4] turn amount per move (in degrees)
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//===========================================================================
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DEFINE_ACTION_FUNCTION(AActor, A_BatSpawnInit)
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{
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self->special1 = 0; // Frequency count
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}
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DEFINE_ACTION_FUNCTION(AActor, A_BatSpawn)
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{
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AActor *mo;
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int delta;
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angle_t angle;
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// Countdown until next spawn
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if (self->special1-- > 0) return;
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self->special1 = self->args[0]; // Reset frequency count
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delta = self->args[1];
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if (delta==0) delta=1;
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angle = self->angle + (((pr_batspawn()%delta)-(delta>>1))<<24);
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mo = P_SpawnMissileAngle (self, PClass::FindClass ("Bat"), angle, 0);
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if (mo)
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{
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mo->args[0] = pr_batspawn()&63; // floatbob index
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mo->args[4] = self->args[4]; // turn degrees
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mo->special2 = self->args[3]<<3; // Set lifetime
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mo->target = self;
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}
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}
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DEFINE_ACTION_FUNCTION(AActor, A_BatMove)
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{
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angle_t newangle;
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if (self->special2 < 0)
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{
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self->SetState (self->FindState(NAME_Death));
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}
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self->special2 -= 2; // Called every 2 tics
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if (pr_batmove()<128)
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{
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newangle = self->angle + ANGLE_1*self->args[4];
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}
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else
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{
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newangle = self->angle - ANGLE_1*self->args[4];
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}
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// Adjust velocity vector to new direction
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newangle >>= ANGLETOFINESHIFT;
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self->velx = FixedMul (self->Speed, finecosine[newangle]);
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self->vely = FixedMul (self->Speed, finesine[newangle]);
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if (pr_batmove()<15)
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{
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S_Sound (self, CHAN_VOICE, "BatScream", 1, ATTN_IDLE);
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}
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// Handle Z movement
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self->z = self->target->z + 2*FloatBobOffsets[self->args[0]];
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self->args[0] = (self->args[0]+3)&63;
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}
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