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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)
103 lines
2.4 KiB
C++
103 lines
2.4 KiB
C++
/*
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#include "actor.h"
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#include "gi.h"
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#include "m_random.h"
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#include "s_sound.h"
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#include "d_player.h"
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#include "a_action.h"
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#include "a_pickups.h"
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#include "p_local.h"
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#include "a_sharedglobal.h"
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#include "p_enemy.h"
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#include "d_event.h"
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#include "gstrings.h"
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#include "thingdef/thingdef.h"
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*/
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static FRandom pr_snoutattack ("SnoutAttack");
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static FRandom pr_pigattack ("PigAttack");
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static FRandom pr_pigplayerthink ("PigPlayerThink");
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extern void AdjustPlayerAngle (AActor *, AActor *);
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// Pig player ---------------------------------------------------------------
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class APigPlayer : public APlayerPawn
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{
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DECLARE_CLASS (APigPlayer, APlayerPawn)
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public:
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void MorphPlayerThink ();
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};
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IMPLEMENT_CLASS (APigPlayer)
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void APigPlayer::MorphPlayerThink ()
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{
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if (player->morphTics & 15)
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{
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return;
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}
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if(!(velx | vely) && pr_pigplayerthink() < 64)
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{ // Snout sniff
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if (player->ReadyWeapon != NULL)
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{
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P_SetPsprite(player, ps_weapon, player->ReadyWeapon->FindState("Grunt"));
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}
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S_Sound (this, CHAN_VOICE, "PigActive1", 1, ATTN_NORM); // snort
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return;
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}
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if (pr_pigplayerthink() < 48)
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{
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S_Sound (this, CHAN_VOICE, "PigActive", 1, ATTN_NORM);
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}
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}
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//============================================================================
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//
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// A_SnoutAttack
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//
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//============================================================================
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DEFINE_ACTION_FUNCTION(AActor, A_SnoutAttack)
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{
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angle_t angle;
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int damage;
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int slope;
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player_t *player;
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AActor *puff;
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AActor *linetarget;
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if (NULL == (player = self->player))
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{
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return;
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}
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damage = 3+(pr_snoutattack()&3);
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angle = player->mo->angle;
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slope = P_AimLineAttack(player->mo, angle, MELEERANGE, &linetarget);
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puff = P_LineAttack(player->mo, angle, MELEERANGE, slope, damage, NAME_Melee, "SnoutPuff", true);
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S_Sound(player->mo, CHAN_VOICE, "PigActive", 1, ATTN_NORM);
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if(linetarget)
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{
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AdjustPlayerAngle(player->mo, linetarget);
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if(puff != NULL)
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{ // Bit something
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S_Sound(player->mo, CHAN_VOICE, "PigAttack", 1, ATTN_NORM);
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}
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}
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}
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//============================================================================
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//
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// A_PigPain
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//
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//============================================================================
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DEFINE_ACTION_FUNCTION(AActor, A_PigPain)
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{
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CALL_ACTION(A_Pain, self);
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if (self->z <= self->floorz)
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{
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self->velz = FRACUNIT*7/2;
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}
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}
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