/* #include "actor.h" #include "p_enemy.h" #include "a_action.h" #include "p_local.h" #include "m_random.h" #include "thingdef/thingdef.h" */ static FRandom pr_sentinelrefire ("SentinelRefire"); DEFINE_ACTION_FUNCTION(AActor, A_SentinelBob) { fixed_t minz, maxz; if (self->flags & MF_INFLOAT) { self->velz = 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->velz -= FRACUNIT; } else { self->velz += FRACUNIT; } self->reactiontime = (minz >= self->z) ? 4 : 0; } DEFINE_ACTION_FUNCTION(AActor, A_SentinelAttack) { AActor *missile, *trail; // [BB] Without a target the P_SpawnMissileZAimed call will crash. if (!self->target) { return; } missile = P_SpawnMissileZAimed (self, self->z + 32*FRACUNIT, self->target, PClass::FindClass("SentinelFX2")); if (missile != NULL && (missile->velx | missile->vely) != 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->velz / 4 * i), ALLOW_REPLACE); if (trail != NULL) { trail->target = self; trail->velx = missile->velx; trail->vely = missile->vely; trail->velz = missile->velz; P_CheckMissileSpawn (trail, self->radius); } } missile->z += missile->velz >> 2; } } DEFINE_ACTION_FUNCTION(AActor, A_SentinelRefire) { A_FaceTarget (self); if (pr_sentinelrefire() >= 30) { if (self->target == NULL || self->target->health <= 0 || !P_CheckSight (self, self->target, SF_SEEPASTBLOCKEVERYTHING|SF_SEEPASTSHOOTABLELINES) || P_HitFriend(self) || (self->MissileState == NULL && !self->CheckMeleeRange()) || pr_sentinelrefire() < 40) { self->SetState (self->SeeState); } } }