/* #include "templates.h" #include "actor.h" #include "info.h" #include "m_random.h" #include "s_sound.h" #include "p_local.h" #include "gstrings.h" #include "thingdef/thingdef.h" */ static FRandom pr_imp ("ImpExplode"); //---------------------------------------------------------------------------- // // PROC A_ImpExplode // //---------------------------------------------------------------------------- DEFINE_ACTION_FUNCTION(AActor, A_ImpExplode) { PARAM_ACTION_PROLOGUE; AActor *chunk; self->flags &= ~MF_NOGRAVITY; chunk = Spawn("HereticImpChunk1", self->x, self->y, self->z, ALLOW_REPLACE); chunk->velx = pr_imp.Random2 () << 10; chunk->vely = pr_imp.Random2 () << 10; chunk->velz = 9*FRACUNIT; chunk = Spawn("HereticImpChunk2", self->x, self->y, self->z, ALLOW_REPLACE); chunk->velx = pr_imp.Random2 () << 10; chunk->vely = pr_imp.Random2 () << 10; chunk->velz = 9*FRACUNIT; if (self->special1 == 666) { // Extreme death crash self->SetState (self->FindState("XCrash")); } return 0; } //---------------------------------------------------------------------------- // // PROC A_ImpDeath // //---------------------------------------------------------------------------- DEFINE_ACTION_FUNCTION(AActor, A_ImpDeath) { PARAM_ACTION_PROLOGUE; self->flags &= ~MF_SOLID; self->flags2 |= MF2_FLOORCLIP; return 0; } //---------------------------------------------------------------------------- // // PROC A_ImpXDeath1 // //---------------------------------------------------------------------------- DEFINE_ACTION_FUNCTION(AActor, A_ImpXDeath1) { PARAM_ACTION_PROLOGUE; self->flags &= ~MF_SOLID; self->flags |= MF_NOGRAVITY; self->flags2 |= MF2_FLOORCLIP; self->special1 = 666; // Flag the crash routine return 0; }