mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-07 13:30:23 +00:00
760f70d3f1
so that all files are included by a central one instead of compiling each one separately. This speeds up the compilation process by 25% when doing a complete rebuild in Visual C. - Cleaned up more header dependencies. SVN r1226 (trunk)
119 lines
2.6 KiB
C++
119 lines
2.6 KiB
C++
/*
|
|
#include "actor.h"
|
|
#include "info.h"
|
|
#include "m_random.h"
|
|
#include "s_sound.h"
|
|
#include "p_local.h"
|
|
#include "p_enemy.h"
|
|
#include "gstrings.h"
|
|
#include "a_action.h"
|
|
#include "thingdef/thingdef.h"
|
|
*/
|
|
|
|
static FRandom pr_posattack ("PosAttack");
|
|
static FRandom pr_sposattack ("SPosAttack");
|
|
static FRandom pr_cposattack ("CPosAttack");
|
|
static FRandom pr_cposrefire ("CPosRefire");
|
|
|
|
//
|
|
// A_PosAttack
|
|
//
|
|
DEFINE_ACTION_FUNCTION(AActor, A_PosAttack)
|
|
{
|
|
int angle;
|
|
int damage;
|
|
int slope;
|
|
|
|
if (!self->target)
|
|
return;
|
|
|
|
A_FaceTarget (self);
|
|
angle = self->angle;
|
|
slope = P_AimLineAttack (self, angle, MISSILERANGE);
|
|
|
|
S_Sound (self, CHAN_WEAPON, "grunt/attack", 1, ATTN_NORM);
|
|
angle += pr_posattack.Random2() << 20;
|
|
damage = ((pr_posattack()%5)+1)*3;
|
|
P_LineAttack (self, angle, MISSILERANGE, slope, damage, NAME_None, NAME_BulletPuff);
|
|
}
|
|
|
|
static void A_SPosAttack2 (AActor *self)
|
|
{
|
|
int i;
|
|
int bangle;
|
|
int slope;
|
|
|
|
A_FaceTarget (self);
|
|
bangle = self->angle;
|
|
slope = P_AimLineAttack (self, bangle, MISSILERANGE);
|
|
|
|
for (i=0 ; i<3 ; i++)
|
|
{
|
|
int angle = bangle + (pr_sposattack.Random2() << 20);
|
|
int damage = ((pr_sposattack()%5)+1)*3;
|
|
P_LineAttack(self, angle, MISSILERANGE, slope, damage, NAME_None, NAME_BulletPuff);
|
|
}
|
|
}
|
|
|
|
DEFINE_ACTION_FUNCTION(AActor, A_SPosAttackUseAtkSound)
|
|
{
|
|
if (!self->target)
|
|
return;
|
|
|
|
S_Sound (self, CHAN_WEAPON, self->AttackSound, 1, ATTN_NORM);
|
|
A_SPosAttack2 (self);
|
|
}
|
|
|
|
// This version of the function, which uses a hard-coded sound, is
|
|
// meant for Dehacked only.
|
|
DEFINE_ACTION_FUNCTION(AActor, A_SPosAttack)
|
|
{
|
|
if (!self->target)
|
|
return;
|
|
|
|
S_Sound (self, CHAN_WEAPON, "shotguy/attack", 1, ATTN_NORM);
|
|
A_SPosAttack2 (self);
|
|
}
|
|
|
|
DEFINE_ACTION_FUNCTION(AActor, A_CPosAttack)
|
|
{
|
|
int angle;
|
|
int bangle;
|
|
int damage;
|
|
int slope;
|
|
|
|
if (!self->target)
|
|
return;
|
|
|
|
// [RH] Andy Baker's stealth monsters
|
|
if (self->flags & MF_STEALTH)
|
|
{
|
|
self->visdir = 1;
|
|
}
|
|
|
|
S_Sound (self, CHAN_WEAPON, self->AttackSound, 1, ATTN_NORM);
|
|
A_FaceTarget (self);
|
|
bangle = self->angle;
|
|
slope = P_AimLineAttack (self, bangle, MISSILERANGE);
|
|
|
|
angle = bangle + (pr_cposattack.Random2() << 20);
|
|
damage = ((pr_cposattack()%5)+1)*3;
|
|
P_LineAttack (self, angle, MISSILERANGE, slope, damage, NAME_None, NAME_BulletPuff);
|
|
}
|
|
|
|
DEFINE_ACTION_FUNCTION(AActor, A_CPosRefire)
|
|
{
|
|
// keep firing unless target got out of sight
|
|
A_FaceTarget (self);
|
|
|
|
if (pr_cposrefire() < 40)
|
|
return;
|
|
|
|
if (!self->target
|
|
|| P_HitFriend (self)
|
|
|| self->target->health <= 0
|
|
|| !P_CheckSight (self, self->target, 0) )
|
|
{
|
|
self->SetState (self->SeeState);
|
|
}
|
|
}
|