#include "actor.h" #include "p_enemy.h" #include "a_action.h" #include "p_local.h" #include "m_random.h" static FRandom pr_sentinelrefire ("SentinelRefire"); void A_SentinelBob (AActor *self) { fixed_t minz, maxz; if (self->flags & MF_INFLOAT) { self->momz = 0; return; } if (self->threshold != 0) return; maxz = self->ceilingz - self->height - 16*FRACUNIT; minz = self->floorz + 96*FRACUNIT; if (minz > maxz) { minz = maxz; } if (minz < self->z) { self->momz -= FRACUNIT; } else { self->momz += FRACUNIT; } self->reactiontime = (minz >= self->z) ? 4 : 0; } void A_SentinelAttack (AActor *self) { AActor *missile, *trail; missile = P_SpawnMissileZAimed (self, self->z + 32*FRACUNIT, self->target, PClass::FindClass("SentinelFX2")); if (missile != NULL && (missile->momx|missile->momy) != 0) { for (int i = 8; i > 1; --i) { trail = Spawn("SentinelFX1", self->x + FixedMul (missile->radius * i, finecosine[missile->angle >> ANGLETOFINESHIFT]), self->y + FixedMul (missile->radius * i, finesine[missile->angle >> ANGLETOFINESHIFT]), missile->z + (missile->momz / 4 * i), ALLOW_REPLACE); if (trail != NULL) { trail->target = self; trail->momx = missile->momx; trail->momy = missile->momy; trail->momz = missile->momz; P_CheckMissileSpawn (trail); } } missile->z += missile->momz >> 2; } } void A_SentinelRefire (AActor *self) { A_FaceTarget (self); if (pr_sentinelrefire() >= 30) { if (self->target == NULL || self->target->health <= 0 || !P_CheckSight (self, self->target) || P_HitFriend(self) || pr_sentinelrefire() < 40) { self->SetState (self->SeeState); } } }