2016-03-01 15:47:10 +00:00
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/*
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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 "gstrings.h"
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#include "a_action.h"
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#include "thingdef/thingdef.h"
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*/
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static FRandom pr_troopattack ("TroopAttack");
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//
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// A_TroopAttack
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//
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DEFINE_ACTION_FUNCTION(AActor, A_TroopAttack)
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{
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PARAM_ACTION_PROLOGUE;
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if (!self->target)
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return 0;
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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_troopattack()%8+1)*3;
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S_Sound (self, CHAN_WEAPON, "imp/melee", 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 0;
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}
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// launch a missile
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P_SpawnMissile (self, self->target, PClass::FindActor("DoomImpBall"));
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return 0;
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}
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