/* #include "actor.h" #include "a_action.h" #include "a_strifeglobal.h" #include "m_random.h" #include "p_local.h" #include "s_sound.h" #include "thingdef/thingdef.h" */ // Loremaster (aka Priest) -------------------------------------------------- class ALoreShot : public AActor { DECLARE_CLASS (ALoreShot, AActor) public: int DoSpecialDamage (AActor *victim, int damage, FName damagetype); }; IMPLEMENT_CLASS (ALoreShot) int ALoreShot::DoSpecialDamage (AActor *victim, int damage, FName damagetype) { FVector3 thrust; if (victim != NULL && target != NULL && !(victim->flags7 & MF7_DONTTHRUST)) { thrust.X = float(target->x - victim->x); thrust.Y = float(target->y - victim->y); thrust.Z = float(target->z - victim->z); thrust.MakeUnit(); thrust *= float((255*50*FRACUNIT) / (victim->Mass ? victim->Mass : 1)); victim->velx += fixed_t(thrust.X); victim->vely += fixed_t(thrust.Y); victim->velz += fixed_t(thrust.Z); } return damage; } DEFINE_ACTION_FUNCTION(AActor, A_LoremasterChain) { 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->velx >> 1), self->y - (self->vely >> 1), self->z - (self->velz >> 1), ALLOW_REPLACE); Spawn("LoreShot2", self->x - self->velx, self->y - self->vely, self->z - self->velz, ALLOW_REPLACE); }