#include "actor.h" #include "a_action.h" #include "a_strifeglobal.h" #include "m_random.h" #include "p_enemy.h" #include "p_local.h" #include "s_sound.h" // Loremaster (aka Priest) -------------------------------------------------- class ALoreShot : public AActor { DECLARE_CLASS (ALoreShot, AActor) public: int DoSpecialDamage (AActor *target, int damage); }; IMPLEMENT_CLASS (ALoreShot) int ALoreShot::DoSpecialDamage (AActor *target, int damage) { FVector3 thrust; if (this->target != NULL) { thrust.X = float(this->target->x - target->x); thrust.Y = float(this->target->y - target->y); thrust.Z = float(this->target->z - target->z); thrust.MakeUnit(); thrust *= float((255*50*FRACUNIT) / (target->Mass ? target->Mass : 1)); target->momx += fixed_t(thrust.X); target->momy += fixed_t(thrust.Y); target->momz += fixed_t(thrust.Z); } return damage; } void A_LoremasterChain (AActor *self) { S_Sound (self, CHAN_BODY, "loremaster/active", 1, ATTN_NORM); Spawn("LoreShot2", self->x, self->y, self->z, ALLOW_REPLACE); Spawn("LoreShot2", self->x - (self->momx >> 1), self->y - (self->momy >> 1), self->z - (self->momz >> 1), ALLOW_REPLACE); Spawn("LoreShot2", self->x - self->momx, self->y - self->momy, self->z - self->momz, ALLOW_REPLACE); }