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https://github.com/ZDoom/gzdoom-gles.git
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549712e719
can perform based on the amount of damage actually taken after all modifications are done to it. However, if the damage is canceled away, blood will still spawn for the original damage amount rather than the modified amount. SVN r4012 (trunk)
32 lines
780 B
C++
32 lines
780 B
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 "p_enemy.h"
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#include "gstrings.h"
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#include "a_action.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_headattack ("HeadAttack");
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DEFINE_ACTION_FUNCTION(AActor, A_HeadAttack)
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{
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if (!self->target)
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return;
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A_FaceTarget (self);
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if (self->CheckMeleeRange ())
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{
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int damage = (pr_headattack()%6+1)*10;
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S_Sound (self, CHAN_WEAPON, self->AttackSound, 1, ATTN_NORM);
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int newdam = P_DamageMobj (self->target, self, self, damage, NAME_Melee);
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P_TraceBleed (newdam > 0 ? newdam : damage, self->target, self);
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return;
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}
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// launch a missile
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P_SpawnMissile (self, self->target, PClass::FindClass("CacodemonBall"));
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}
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