/* #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_troopattack ("TroopAttack"); // // A_TroopAttack // DEFINE_ACTION_FUNCTION(AActor, A_TroopAttack) { PARAM_ACTION_PROLOGUE; if (!self->target) return 0; A_FaceTarget (self); if (self->CheckMeleeRange ()) { int damage = (pr_troopattack()%8+1)*3; S_Sound (self, CHAN_WEAPON, "imp/melee", 1, ATTN_NORM); int newdam = P_DamageMobj (self->target, self, self, damage, NAME_Melee); P_TraceBleed (newdam > 0 ? newdam : damage, self->target, self); return 0; } // launch a missile P_SpawnMissile (self, self->target, PClass::FindActor("DoomImpBall")); return 0; }