2006-02-24 04:48:15 +00:00
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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 "s_sound.h"
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#include "p_local.h"
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#include "p_enemy.h"
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#include "a_action.h"
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#include "gstrings.h"
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static FRandom pr_foo ("WhirlwindDamage");
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static FRandom pr_atk ("LichAttack");
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static FRandom pr_seek ("WhirlwindSeek");
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void A_LichAttack (AActor *);
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void A_LichIceImpact (AActor *);
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void A_LichFireGrow (AActor *);
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void A_WhirlwindSeek (AActor *);
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// Ironlich -----------------------------------------------------------------
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class AIronlich : public AActor
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{
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DECLARE_ACTOR (AIronlich, AActor)
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public:
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void NoBlockingSet ();
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};
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FState AIronlich::States[] =
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{
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#define S_HEAD_LOOK 0
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S_NORMAL (LICH, 'A', 10, A_Look , &States[S_HEAD_LOOK]),
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#define S_HEAD_FLOAT (S_HEAD_LOOK+1)
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S_NORMAL (LICH, 'A', 4, A_Chase , &States[S_HEAD_FLOAT]),
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#define S_HEAD_ATK (S_HEAD_FLOAT+1)
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S_NORMAL (LICH, 'A', 5, A_FaceTarget , &States[S_HEAD_ATK+1]),
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S_NORMAL (LICH, 'B', 20, A_LichAttack , &States[S_HEAD_FLOAT]),
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#define S_HEAD_PAIN (S_HEAD_ATK+2)
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S_NORMAL (LICH, 'A', 4, NULL , &States[S_HEAD_PAIN+1]),
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S_NORMAL (LICH, 'A', 4, A_Pain , &States[S_HEAD_FLOAT]),
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#define S_HEAD_DIE (S_HEAD_PAIN+2)
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S_NORMAL (LICH, 'C', 7, NULL , &States[S_HEAD_DIE+1]),
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S_NORMAL (LICH, 'D', 7, A_Scream , &States[S_HEAD_DIE+2]),
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S_NORMAL (LICH, 'E', 7, NULL , &States[S_HEAD_DIE+3]),
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S_NORMAL (LICH, 'F', 7, NULL , &States[S_HEAD_DIE+4]),
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S_NORMAL (LICH, 'G', 7, A_NoBlocking , &States[S_HEAD_DIE+5]),
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S_NORMAL (LICH, 'H', 7, NULL , &States[S_HEAD_DIE+6]),
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S_NORMAL (LICH, 'I', -1, A_BossDeath , NULL)
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};
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IMPLEMENT_ACTOR (AIronlich, Heretic, 6, 20)
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PROP_SpawnHealth (700)
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PROP_RadiusFixed (40)
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PROP_HeightFixed (72)
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PROP_Mass (325)
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PROP_SpeedFixed (6)
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PROP_PainChance (32)
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PROP_Flags (MF_SOLID|MF_SHOOTABLE|MF_COUNTKILL|MF_NOBLOOD)
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2006-06-29 14:21:56 +00:00
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PROP_Flags2 (MF2_MCROSS|MF2_PASSMOBJ|MF2_PUSHWALL)
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2006-02-24 04:48:15 +00:00
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PROP_Flags3 (MF3_DONTMORPH|MF3_DONTSQUASH)
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PROP_Flags4 (MF4_BOSSDEATH)
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PROP_SpawnState (S_HEAD_LOOK)
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PROP_SeeState (S_HEAD_FLOAT)
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PROP_PainState (S_HEAD_PAIN)
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PROP_MissileState (S_HEAD_ATK)
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PROP_DeathState (S_HEAD_DIE)
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PROP_SeeSound ("ironlich/sight")
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PROP_AttackSound ("ironlich/attack")
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PROP_PainSound ("ironlich/pain")
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PROP_DeathSound ("ironlich/death")
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PROP_ActiveSound ("ironlich/active")
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2006-06-17 20:29:41 +00:00
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PROP_Obituary("$OB_IRONLICH")
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PROP_HitObituary("$OB_IRONLICHHIT")
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2006-02-24 04:48:15 +00:00
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END_DEFAULTS
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void AIronlich::NoBlockingSet ()
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{
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P_DropItem (this, "BlasterAmmo", 10, 84);
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P_DropItem (this, "ArtiEgg", 0, 51);
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}
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// Head FX 1 ----------------------------------------------------------------
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class AHeadFX1 : public AActor
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{
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DECLARE_ACTOR (AHeadFX1, AActor)
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};
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FState AHeadFX1::States[] =
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{
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#define S_HEADFX1 0
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2006-04-10 21:54:50 +00:00
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S_BRIGHT (FX05, 'A', 6, NULL , &States[S_HEADFX1+1]),
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S_BRIGHT (FX05, 'B', 6, NULL , &States[S_HEADFX1+2]),
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S_BRIGHT (FX05, 'C', 6, NULL , &States[S_HEADFX1+0]),
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2006-02-24 04:48:15 +00:00
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#define S_HEADFXI1 (S_HEADFX1+3)
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2006-04-10 21:54:50 +00:00
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S_BRIGHT (FX05, 'D', 5, A_LichIceImpact , &States[S_HEADFXI1+1]),
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S_BRIGHT (FX05, 'E', 5, NULL , &States[S_HEADFXI1+2]),
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S_BRIGHT (FX05, 'F', 5, NULL , &States[S_HEADFXI1+3]),
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S_BRIGHT (FX05, 'G', 5, NULL , NULL)
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2006-02-24 04:48:15 +00:00
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};
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IMPLEMENT_ACTOR (AHeadFX1, Heretic, -1, 164)
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PROP_RadiusFixed (12)
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PROP_HeightFixed (6)
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PROP_SpeedFixed (13)
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PROP_Damage (1)
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PROP_Flags (MF_NOBLOCKMAP|MF_MISSILE|MF_DROPOFF|MF_NOGRAVITY)
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PROP_Flags2 (MF2_NOTELEPORT|MF2_THRUGHOST)
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2006-04-13 16:52:24 +00:00
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PROP_RenderStyle (STYLE_Add)
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2006-02-24 04:48:15 +00:00
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PROP_SpawnState (S_HEADFX1)
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PROP_DeathState (S_HEADFXI1)
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END_DEFAULTS
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AT_SPEED_SET (HeadFX1, speed)
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{
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SimpleSpeedSetter (AHeadFX1, 13*FRACUNIT, 20*FRACUNIT, speed);
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}
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// Head FX 2 ----------------------------------------------------------------
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class AHeadFX2 : public AActor
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{
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DECLARE_ACTOR (AHeadFX2, AActor)
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};
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FState AHeadFX2::States[] =
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{
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#define S_HEADFX2 0
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2006-04-10 21:54:50 +00:00
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S_BRIGHT (FX05, 'H', 6, NULL , &States[S_HEADFX2+1]),
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S_BRIGHT (FX05, 'I', 6, NULL , &States[S_HEADFX2+2]),
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S_BRIGHT (FX05, 'J', 6, NULL , &States[S_HEADFX2+0]),
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2006-02-24 04:48:15 +00:00
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#define S_HEADFXI2 (S_HEADFX2+3)
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2006-04-10 21:54:50 +00:00
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S_BRIGHT (FX05, 'D', 5, NULL , &States[S_HEADFXI2+1]),
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S_BRIGHT (FX05, 'E', 5, NULL , &States[S_HEADFXI2+2]),
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S_BRIGHT (FX05, 'F', 5, NULL , &States[S_HEADFXI2+3]),
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S_BRIGHT (FX05, 'G', 5, NULL , NULL)
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2006-02-24 04:48:15 +00:00
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};
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IMPLEMENT_ACTOR (AHeadFX2, Heretic, -1, 0)
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PROP_RadiusFixed (12)
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PROP_HeightFixed (6)
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PROP_SpeedFixed (8)
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PROP_Damage (3)
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PROP_Flags (MF_NOBLOCKMAP|MF_MISSILE|MF_DROPOFF|MF_NOGRAVITY)
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PROP_Flags2 (MF2_NOTELEPORT)
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2006-04-13 16:52:24 +00:00
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PROP_RenderStyle (STYLE_Add)
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2006-02-24 04:48:15 +00:00
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PROP_SpawnState (S_HEADFX2)
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PROP_DeathState (S_HEADFXI2)
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END_DEFAULTS
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// Head FX 3 ----------------------------------------------------------------
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class AHeadFX3 : public AActor
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{
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DECLARE_ACTOR (AHeadFX3, AActor)
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};
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FState AHeadFX3::States[] =
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{
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#define S_HEADFX3 0
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2006-04-10 21:54:50 +00:00
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S_BRIGHT (FX06, 'A', 4, A_LichFireGrow , &States[S_HEADFX3+1]),
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S_BRIGHT (FX06, 'B', 4, A_LichFireGrow , &States[S_HEADFX3+2]),
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S_BRIGHT (FX06, 'C', 4, A_LichFireGrow , &States[S_HEADFX3+0]),
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S_BRIGHT (FX06, 'A', 5, NULL , &States[S_HEADFX3+4]),
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S_BRIGHT (FX06, 'B', 5, NULL , &States[S_HEADFX3+5]),
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S_BRIGHT (FX06, 'C', 5, NULL , &States[S_HEADFX3+3]),
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2006-02-24 04:48:15 +00:00
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#define S_HEADFXI3 (S_HEADFX3+6)
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2006-04-10 21:54:50 +00:00
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S_BRIGHT (FX06, 'D', 5, NULL , &States[S_HEADFXI3+1]),
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S_BRIGHT (FX06, 'E', 5, NULL , &States[S_HEADFXI3+2]),
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S_BRIGHT (FX06, 'F', 5, NULL , &States[S_HEADFXI3+3]),
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S_BRIGHT (FX06, 'G', 5, NULL , NULL)
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2006-02-24 04:48:15 +00:00
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};
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IMPLEMENT_ACTOR (AHeadFX3, Heretic, -1, 0)
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PROP_RadiusFixed (14)
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PROP_HeightFixed (12)
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PROP_SpeedFixed (10)
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PROP_Damage (5)
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PROP_Flags (MF_MISSILE|MF_DROPOFF|MF_NOGRAVITY)
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PROP_Flags2 (MF2_WINDTHRUST|MF2_NOTELEPORT)
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2006-04-13 16:52:24 +00:00
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PROP_RenderStyle (STYLE_Add)
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2006-02-24 04:48:15 +00:00
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PROP_SpawnState (S_HEADFX3)
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PROP_DeathState (S_HEADFXI3)
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END_DEFAULTS
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AT_SPEED_SET (HeadFX3, speed)
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{
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SimpleSpeedSetter (AHeadFX3, 10*FRACUNIT, 18*FRACUNIT, speed);
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}
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// Whirlwind ----------------------------------------------------------------
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class AWhirlwind : public AActor
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{
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DECLARE_ACTOR (AWhirlwind, AActor)
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public:
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int DoSpecialDamage (AActor *target, int damage);
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};
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FState AWhirlwind::States[] =
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{
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#define S_HEADFX4 0
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S_NORMAL (FX07, 'D', 3, NULL , &States[S_HEADFX4+1]),
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S_NORMAL (FX07, 'E', 3, NULL , &States[S_HEADFX4+2]),
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S_NORMAL (FX07, 'F', 3, NULL , &States[S_HEADFX4+3]),
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S_NORMAL (FX07, 'G', 3, NULL , &States[S_HEADFX4+4]),
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S_NORMAL (FX07, 'A', 3, A_WhirlwindSeek , &States[S_HEADFX4+5]),
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S_NORMAL (FX07, 'B', 3, A_WhirlwindSeek , &States[S_HEADFX4+6]),
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S_NORMAL (FX07, 'C', 3, A_WhirlwindSeek , &States[S_HEADFX4+4]),
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#define S_HEADFXI4 (S_HEADFX4+7)
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S_NORMAL (FX07, 'G', 4, NULL , &States[S_HEADFXI4+1]),
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S_NORMAL (FX07, 'F', 4, NULL , &States[S_HEADFXI4+2]),
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S_NORMAL (FX07, 'E', 4, NULL , &States[S_HEADFXI4+3]),
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S_NORMAL (FX07, 'D', 4, NULL , NULL)
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};
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IMPLEMENT_ACTOR (AWhirlwind, Heretic, -1, 165)
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PROP_RadiusFixed (16)
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PROP_HeightFixed (74)
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PROP_SpeedFixed (10)
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PROP_Damage (1)
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PROP_Flags (MF_NOBLOCKMAP|MF_MISSILE|MF_DROPOFF|MF_NOGRAVITY)
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PROP_Flags2 (MF2_NOTELEPORT|MF2_SEEKERMISSILE)
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PROP_Flags3 (MF3_EXPLOCOUNT)
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PROP_RenderStyle (STYLE_Translucent)
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PROP_Alpha (HR_SHADOW)
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PROP_SpawnState (S_HEADFX4)
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PROP_DeathState (S_HEADFXI4)
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END_DEFAULTS
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int AWhirlwind::DoSpecialDamage (AActor *target, int damage)
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{
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int randVal;
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target->angle += pr_foo.Random2() << 20;
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target->momx += pr_foo.Random2() << 10;
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target->momy += pr_foo.Random2() << 10;
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if ((level.time & 16) && !(target->flags2 & MF2_BOSS))
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{
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randVal = pr_foo();
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if (randVal > 160)
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{
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randVal = 160;
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}
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target->momz += randVal << 11;
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if (target->momz > 12*FRACUNIT)
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{
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target->momz = 12*FRACUNIT;
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}
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}
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if (!(level.time & 7))
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{
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2006-10-31 14:53:21 +00:00
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P_DamageMobj (target, NULL, this->target, 3, NAME_Melee);
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2006-02-24 04:48:15 +00:00
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}
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return -1;
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}
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//----------------------------------------------------------------------------
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//
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// PROC A_LichAttack
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//
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//----------------------------------------------------------------------------
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void A_LichAttack (AActor *actor)
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{
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int i;
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AActor *fire;
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AActor *baseFire;
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AActor *mo;
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AActor *target;
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int randAttack;
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static const int atkResolve1[] = { 50, 150 };
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static const int atkResolve2[] = { 150, 200 };
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int dist;
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// Ice ball (close 20% : far 60%)
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// Fire column (close 40% : far 20%)
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// Whirlwind (close 40% : far 20%)
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// Distance threshold = 8 cells
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target = actor->target;
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if (target == NULL)
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{
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return;
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}
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A_FaceTarget (actor);
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if (actor->CheckMeleeRange ())
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{
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int damage = pr_atk.HitDice (6);
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2006-10-31 14:53:21 +00:00
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P_DamageMobj (target, actor, actor, damage, NAME_Melee);
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2006-02-24 04:48:15 +00:00
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P_TraceBleed (damage, target, actor);
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return;
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}
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dist = P_AproxDistance (actor->x-target->x, actor->y-target->y)
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> 8*64*FRACUNIT;
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randAttack = pr_atk ();
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if (randAttack < atkResolve1[dist])
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{ // Ice ball
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P_SpawnMissile (actor, target, RUNTIME_CLASS(AHeadFX1));
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S_Sound (actor, CHAN_BODY, "ironlich/attack2", 1, ATTN_NORM);
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}
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else if (randAttack < atkResolve2[dist])
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{ // Fire column
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baseFire = P_SpawnMissile (actor, target, RUNTIME_CLASS(AHeadFX3));
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if (baseFire != NULL)
|
|
|
|
{
|
|
|
|
baseFire->SetState (&AHeadFX3::States[S_HEADFX3+3]); // Don't grow
|
|
|
|
for (i = 0; i < 5; i++)
|
|
|
|
{
|
|
|
|
fire = Spawn<AHeadFX3> (baseFire->x, baseFire->y,
|
2006-07-16 09:10:45 +00:00
|
|
|
baseFire->z, ALLOW_REPLACE);
|
2006-02-24 04:48:15 +00:00
|
|
|
if (i == 0)
|
|
|
|
{
|
|
|
|
S_Sound (actor, CHAN_BODY, "ironlich/attack1", 1, ATTN_NORM);
|
|
|
|
}
|
|
|
|
fire->target = baseFire->target;
|
|
|
|
fire->angle = baseFire->angle;
|
|
|
|
fire->momx = baseFire->momx;
|
|
|
|
fire->momy = baseFire->momy;
|
|
|
|
fire->momz = baseFire->momz;
|
- Added the ACS commands
ReplaceTextures (str old_texture, str new_texture, optional bool not_lower,
optional bool not_mid, optional bool not_upper, optional bool not_floor,
optional bool not_ceiling); and
SectorDamage (int tag, int amount, str type, bool players_only, bool in_air,
str protection_item, bool subclasses_okay);
- Added the vid_nowidescreen cvar to disable widescreen aspect ratio
correction. When this is enabled, the only display ratio available is 4:3
(and 5:4 if vid_tft is set).
- Added support for setting an actor's damage property to an expression
through decorate. Just enclose it within parentheses, and the expression
will be evaluated exactly as-is without the normal Doom damage calculation.
So if you want something that does exactly 6 damage, use a "Damage (6)"
property. To deal normal Doom missile damage, you can use
"Damage (random(1,8)*6)" instead of "Damage 6".
- Moved InvFirst and InvSel into APlayerPawn so that they can be consistantly
maintained by ObtainInventory.
SVN r288 (trunk)
2006-08-12 02:30:57 +00:00
|
|
|
fire->Damage = 0;
|
2006-02-24 04:48:15 +00:00
|
|
|
fire->health = (i+1) * 2;
|
|
|
|
P_CheckMissileSpawn (fire);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{ // Whirlwind
|
|
|
|
mo = P_SpawnMissile (actor, target, RUNTIME_CLASS(AWhirlwind));
|
|
|
|
if (mo != NULL)
|
|
|
|
{
|
|
|
|
mo->z -= 32*FRACUNIT;
|
|
|
|
mo->tracer = target;
|
|
|
|
mo->special1 = 60;
|
|
|
|
mo->special2 = 50; // Timer for active sound
|
|
|
|
mo->health = 20*TICRATE; // Duration
|
|
|
|
S_Sound (actor, CHAN_BODY, "ironlich/attack3", 1, ATTN_NORM);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
//----------------------------------------------------------------------------
|
|
|
|
//
|
|
|
|
// PROC A_WhirlwindSeek
|
|
|
|
//
|
|
|
|
//----------------------------------------------------------------------------
|
|
|
|
|
|
|
|
void A_WhirlwindSeek (AActor *actor)
|
|
|
|
{
|
|
|
|
actor->health -= 3;
|
|
|
|
if (actor->health < 0)
|
|
|
|
{
|
|
|
|
actor->momx = actor->momy = actor->momz = 0;
|
2006-10-31 14:53:21 +00:00
|
|
|
actor->SetState (actor->FindState(NAME_Death));
|
2006-02-24 04:48:15 +00:00
|
|
|
actor->flags &= ~MF_MISSILE;
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
if ((actor->special2 -= 3) < 0)
|
|
|
|
{
|
|
|
|
actor->special2 = 58 + (pr_seek() & 31);
|
|
|
|
S_Sound (actor, CHAN_BODY, "ironlich/attack3", 1, ATTN_NORM);
|
|
|
|
}
|
|
|
|
if (actor->tracer && actor->tracer->flags&MF_SHADOW)
|
|
|
|
{
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
P_SeekerMissile (actor, ANGLE_1*10, ANGLE_1*30);
|
|
|
|
}
|
|
|
|
|
|
|
|
//----------------------------------------------------------------------------
|
|
|
|
//
|
|
|
|
// PROC A_LichIceImpact
|
|
|
|
//
|
|
|
|
//----------------------------------------------------------------------------
|
|
|
|
|
|
|
|
void A_LichIceImpact (AActor *ice)
|
|
|
|
{
|
|
|
|
int i;
|
|
|
|
angle_t angle;
|
|
|
|
AActor *shard;
|
|
|
|
|
|
|
|
for (i = 0; i < 8; i++)
|
|
|
|
{
|
2006-07-16 09:10:45 +00:00
|
|
|
shard = Spawn<AHeadFX2> (ice->x, ice->y, ice->z, ALLOW_REPLACE);
|
2006-02-24 04:48:15 +00:00
|
|
|
angle = i*ANG45;
|
|
|
|
shard->target = ice->target;
|
|
|
|
shard->angle = angle;
|
|
|
|
angle >>= ANGLETOFINESHIFT;
|
|
|
|
shard->momx = FixedMul (shard->Speed, finecosine[angle]);
|
|
|
|
shard->momy = FixedMul (shard->Speed, finesine[angle]);
|
|
|
|
shard->momz = -FRACUNIT*6/10;
|
|
|
|
P_CheckMissileSpawn (shard);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
//----------------------------------------------------------------------------
|
|
|
|
//
|
|
|
|
// PROC A_LichFireGrow
|
|
|
|
//
|
|
|
|
//----------------------------------------------------------------------------
|
|
|
|
|
|
|
|
void A_LichFireGrow (AActor *fire)
|
|
|
|
{
|
|
|
|
fire->health--;
|
|
|
|
fire->z += 9*FRACUNIT;
|
|
|
|
if (fire->health == 0)
|
|
|
|
{
|
- Added the ACS commands
ReplaceTextures (str old_texture, str new_texture, optional bool not_lower,
optional bool not_mid, optional bool not_upper, optional bool not_floor,
optional bool not_ceiling); and
SectorDamage (int tag, int amount, str type, bool players_only, bool in_air,
str protection_item, bool subclasses_okay);
- Added the vid_nowidescreen cvar to disable widescreen aspect ratio
correction. When this is enabled, the only display ratio available is 4:3
(and 5:4 if vid_tft is set).
- Added support for setting an actor's damage property to an expression
through decorate. Just enclose it within parentheses, and the expression
will be evaluated exactly as-is without the normal Doom damage calculation.
So if you want something that does exactly 6 damage, use a "Damage (6)"
property. To deal normal Doom missile damage, you can use
"Damage (random(1,8)*6)" instead of "Damage 6".
- Moved InvFirst and InvSel into APlayerPawn so that they can be consistantly
maintained by ObtainInventory.
SVN r288 (trunk)
2006-08-12 02:30:57 +00:00
|
|
|
fire->Damage = fire->GetDefault()->Damage;
|
2006-02-24 04:48:15 +00:00
|
|
|
fire->SetState (&AHeadFX3::States[S_HEADFX3+3]);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|