// common Strife action functions. extend class Actor { //============================================================================ void A_FLoopActiveSound() { if (ActiveSound != 0 && !(level.time & 7)) { A_PlaySound (ActiveSound, CHAN_VOICE); } } void A_LoopActiveSound() { A_PlaySound(ActiveSound, CHAN_VOICE, 1, true); } //============================================================================ // // // //============================================================================ void A_Countdown() { if (--reactiontime <= 0) { ExplodeMissile (); bSkullFly = false; } } //============================================================================ // // A_ClearSoundTarget // //============================================================================ void A_ClearSoundTarget() { CurSector.SoundTarget = null; for (Actor mo = CurSector.thinglist; mo != null; mo = mo.snext) { mo.LastHeard = null; } } //========================================================================== // // A_TossGib // //========================================================================== void A_TossGib() { class gibtype; if (bNoBlood) gibtype = "Junk"; else gibtype = "Meat"; Actor gib = Spawn (gibtype, pos + (0,0,24), ALLOW_REPLACE); if (gib == null) { return; } gib.Angle = random[GibTosser]() * (360 / 256.f); gib.VelFromAngle(random[GibTosser]() & 15); gib.Vel.Z = random[GibTosser]() & 15; } // A_ShootGun ------------------------------------------------------------- void A_ShootGun() { if (!target) return; A_PlaySound ("monsters/rifle", CHAN_WEAPON); A_FaceTarget (); double pitch = AimLineAttack (angle, MISSILERANGE); LineAttack (Angle + Random2[ShootGun]() * (11.25 / 256), MISSILERANGE, pitch, 3*(random[ShootGun]() % 5 + 1), 'Hitscan', "StrifePuff"); } // Kneeling Guy ------------------------------------------------------------- void A_SetShadow() { bShadow = true; A_SetRenderStyle(HR_SHADOW, STYLE_Translucent); } void A_ClearShadow() { bShadow = false; A_SetRenderStyle(1, STYLE_Normal); } void A_GetHurt() { bInCombat = true; if ((random[HurtMe]() % 5) == 0) { A_PlaySound (PainSound, CHAN_VOICE); health--; } if (health <= 0) { Die (target, target); } } void A_DropFire() { Actor drop = Spawn("FireDroplet", pos + (0,0,24), ALLOW_REPLACE); drop.Vel.Z = -1.; A_Explode(64, 64, XF_NOSPLASH, damagetype: 'Fire'); } void A_RemoveForceField() { bSpecial = false; CurSector.RemoveForceField(); } }