mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-11-16 09:21:43 +00:00
b599eda17d
monsters - Added velocity multiplicators to A_SpawnDebris. - Changed: A_JumpIfNoAmmo should have no effect for CustomInventory items. - Fixed: DECORATE jump commands must set the call state's result to 0 even when they have to return prematurely. - Added obituaries for Strife's and Hexen's monsters. - Converted Strife's Bishop to DECORATE. - Added momx, momy and momz variables to the DECORATE expression evaluator. SVN r404 (trunk)
537 lines
15 KiB
C++
537 lines
15 KiB
C++
#include "actor.h"
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#include "info.h"
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#include "p_local.h"
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#include "s_sound.h"
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#include "p_enemy.h"
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#include "a_action.h"
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#include "m_random.h"
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#define FIREDEMON_ATTACK_RANGE 64*8*FRACUNIT
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static FRandom pr_firedemonrock ("FireDemonRock");
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static FRandom pr_smbounce ("SMBounce");
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static FRandom pr_firedemonchase ("FiredChase");
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static FRandom pr_firedemonsplotch ("FiredSplotch");
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//============================================================================
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// Fire Demon AI
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//
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// special1 index into floatbob
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// special2 whether strafing or not
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//============================================================================
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void A_FiredRocks (AActor *);
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void A_FiredSpawnRock (AActor *);
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void A_SmBounce (AActor *);
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void A_FiredChase (AActor *);
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void A_FiredAttack (AActor *);
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void A_FiredSplotch (AActor *);
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// FireDemon ----------------------------------------------------------------
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class AFireDemon : public AActor
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{
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DECLARE_ACTOR (AFireDemon, AActor)
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};
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FState AFireDemon::States[] =
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{
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#define S_FIRED_SPAWN1 0
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S_BRIGHT (FDMN, 'X', 5, NULL , &States[S_FIRED_SPAWN1+1]),
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#define S_FIRED_LOOK1 (S_FIRED_SPAWN1+1)
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S_BRIGHT (FDMN, 'E', 10, A_Look , &States[S_FIRED_LOOK1+1]),
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S_BRIGHT (FDMN, 'F', 10, A_Look , &States[S_FIRED_LOOK1+2]),
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S_BRIGHT (FDMN, 'G', 10, A_Look , &States[S_FIRED_LOOK1+0]),
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S_BRIGHT (FDMN, 'E', 8, NULL , &States[S_FIRED_LOOK1+4]),
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S_BRIGHT (FDMN, 'F', 6, NULL , &States[S_FIRED_LOOK1+5]),
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S_BRIGHT (FDMN, 'G', 5, NULL , &States[S_FIRED_LOOK1+6]),
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S_BRIGHT (FDMN, 'F', 8, NULL , &States[S_FIRED_LOOK1+7]),
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S_BRIGHT (FDMN, 'E', 6, NULL , &States[S_FIRED_LOOK1+8]),
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S_BRIGHT (FDMN, 'F', 7, A_FiredRocks , &States[S_FIRED_LOOK1+9]),
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S_BRIGHT (FDMN, 'H', 5, NULL , &States[S_FIRED_LOOK1+10]),
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S_BRIGHT (FDMN, 'I', 5, NULL , &States[S_FIRED_LOOK1+11]),
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S_BRIGHT (FDMN, 'J', 5, A_UnSetInvulnerable , &States[S_FIRED_LOOK1+12]),
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#define S_FIRED_WALK1 (S_FIRED_LOOK1+12)
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S_BRIGHT (FDMN, 'A', 5, A_FiredChase , &States[S_FIRED_WALK1+1]),
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S_BRIGHT (FDMN, 'B', 5, A_FiredChase , &States[S_FIRED_WALK1+2]),
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S_BRIGHT (FDMN, 'C', 5, A_FiredChase , &States[S_FIRED_WALK1+0]),
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#define S_FIRED_PAIN1 (S_FIRED_WALK1+3)
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S_BRIGHT (FDMN, 'D', 6, A_Pain , &States[S_FIRED_WALK1]),
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#define S_FIRED_ATTACK1 (S_FIRED_PAIN1+1)
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S_BRIGHT (FDMN, 'K', 3, A_FaceTarget , &States[S_FIRED_ATTACK1+1]),
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S_BRIGHT (FDMN, 'K', 5, A_FiredAttack , &States[S_FIRED_ATTACK1+2]),
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S_BRIGHT (FDMN, 'K', 5, A_FiredAttack , &States[S_FIRED_ATTACK1+3]),
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S_BRIGHT (FDMN, 'K', 5, A_FiredAttack , &States[S_FIRED_WALK1]),
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#define S_FIRED_DEATH1 (S_FIRED_ATTACK1+4)
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S_BRIGHT (FDMN, 'D', 4, A_FaceTarget , &States[S_FIRED_DEATH1+1]),
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S_BRIGHT (FDMN, 'L', 4, A_Scream , &States[S_FIRED_DEATH1+2]),
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S_BRIGHT (FDMN, 'L', 4, A_NoBlocking , &States[S_FIRED_DEATH1+3]),
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S_BRIGHT (FDMN, 'L', 200, NULL , NULL),
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#define S_FIRED_XDEATH1 (S_FIRED_DEATH1+4)
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S_NORMAL (FDMN, 'M', 5, A_FaceTarget , &States[S_FIRED_XDEATH1+1]),
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S_NORMAL (FDMN, 'N', 5, A_NoBlocking , &States[S_FIRED_XDEATH1+2]),
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S_NORMAL (FDMN, 'O', 5, A_FiredSplotch , NULL),
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#define S_FIRED_ICE1 (S_FIRED_XDEATH1+3)
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S_NORMAL (FDMN, 'R', 5, A_FreezeDeath , &States[S_FIRED_ICE1+1]),
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S_NORMAL (FDMN, 'R', 1, A_FreezeDeathChunks , &States[S_FIRED_ICE1+1])
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};
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IMPLEMENT_ACTOR (AFireDemon, Hexen, 10060, 5)
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PROP_SpawnHealth (80)
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PROP_ReactionTime (8)
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PROP_PainChance (1)
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PROP_SpeedFixed (13)
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PROP_RadiusFixed (20)
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PROP_HeightFixed (68)
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PROP_Mass (75)
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PROP_Damage (1)
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PROP_Flags (MF_SOLID|MF_SHOOTABLE|MF_COUNTKILL|MF_DROPOFF|MF_NOGRAVITY|MF_FLOAT)
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PROP_Flags2 (MF2_FLOORCLIP|MF2_PASSMOBJ|MF2_PUSHWALL|MF2_INVULNERABLE|MF2_MCROSS|MF2_TELESTOMP)
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PROP_SpawnState (S_FIRED_SPAWN1)
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PROP_SeeState (S_FIRED_LOOK1+3)
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PROP_PainState (S_FIRED_PAIN1)
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PROP_MissileState (S_FIRED_ATTACK1)
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PROP_CrashState (S_FIRED_XDEATH1)
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PROP_DeathState (S_FIRED_DEATH1)
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PROP_XDeathState (S_FIRED_XDEATH1)
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PROP_IDeathState (S_FIRED_ICE1)
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PROP_SeeSound ("FireDemonSpawn")
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PROP_PainSound ("FireDemonPain")
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PROP_DeathSound ("FireDemonDeath")
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PROP_ActiveSound ("FireDemonActive")
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PROP_Obituary("$OB_FIREDEMON")
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END_DEFAULTS
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// AFireDemonSplotch1 -------------------------------------------------------
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class AFireDemonSplotch1 : public AActor
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{
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DECLARE_ACTOR (AFireDemonSplotch1, AActor)
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};
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FState AFireDemonSplotch1::States[] =
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{
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S_NORMAL (FDMN, 'P', 3, NULL , &States[1]),
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S_NORMAL (FDMN, 'P', 6, A_QueueCorpse , &States[2]),
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S_NORMAL (FDMN, 'Y', -1, NULL , NULL)
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};
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IMPLEMENT_ACTOR (AFireDemonSplotch1, Hexen, -1, 0)
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PROP_SpawnHealth (1000)
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PROP_ReactionTime (8)
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PROP_PainChance (0)
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PROP_SpeedFixed (0)
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PROP_RadiusFixed (3)
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PROP_HeightFixed (16)
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PROP_Mass (100)
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PROP_Damage (0)
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PROP_Flags (MF_DROPOFF|MF_CORPSE)
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PROP_Flags2 (MF2_NOTELEPORT|MF2_FLOORCLIP)
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PROP_SpawnState (0)
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END_DEFAULTS
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// AFireDemonSplotch2 -------------------------------------------------------
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class AFireDemonSplotch2 : public AFireDemonSplotch1
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{
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DECLARE_ACTOR (AFireDemonSplotch2, AFireDemonSplotch1)
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};
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FState AFireDemonSplotch2::States[] =
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{
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S_NORMAL (FDMN, 'Q', 3, NULL , &States[1]),
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S_NORMAL (FDMN, 'Q', 6, A_QueueCorpse , &States[2]),
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S_NORMAL (FDMN, 'Z', -1, NULL , NULL)
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};
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IMPLEMENT_ACTOR (AFireDemonSplotch2, Hexen, -1, 0)
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PROP_SpawnState (0)
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END_DEFAULTS
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// AFireDemonRock1 ------------------------------------------------------------
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class AFireDemonRock1 : public AActor
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{
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DECLARE_ACTOR (AFireDemonRock1, AActor)
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};
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FState AFireDemonRock1::States[] =
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{
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#define S_FIRED_RDROP1 0
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S_NORMAL (FDMN, 'S', 4, NULL , &States[S_FIRED_RDROP1]),
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#define S_FIRED_RDEAD1 (S_FIRED_RDROP1+1)
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S_NORMAL (FDMN, 'S', 5, A_SmBounce , &States[S_FIRED_RDEAD1+1]),
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S_NORMAL (FDMN, 'S', 200, NULL , NULL)
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};
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IMPLEMENT_ACTOR (AFireDemonRock1, Hexen, -1, 0)
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PROP_SpawnHealth (1000)
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PROP_ReactionTime (8)
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PROP_PainChance (0)
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PROP_SpeedFixed (0)
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PROP_RadiusFixed (3)
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PROP_HeightFixed (5)
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PROP_Mass (16)
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PROP_Damage (0)
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PROP_Flags (MF_NOBLOCKMAP|MF_DROPOFF|MF_MISSILE)
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PROP_Flags2 (MF2_NOTELEPORT)
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PROP_SpawnState (S_FIRED_RDROP1)
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PROP_DeathState (S_FIRED_RDEAD1)
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PROP_XDeathState (S_FIRED_RDEAD1+1)
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END_DEFAULTS
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// AFireDemonRock2 ------------------------------------------------------------
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class AFireDemonRock2 : public AFireDemonRock1
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{
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DECLARE_ACTOR (AFireDemonRock2, AActor)
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};
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FState AFireDemonRock2::States[] =
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{
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#define S_FIRED_RDROP2 0
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S_NORMAL (FDMN, 'T', 4, NULL , &States[S_FIRED_RDROP2]),
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#define S_FIRED_RDEAD2 (S_FIRED_RDROP2+1)
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S_NORMAL (FDMN, 'T', 5, A_SmBounce , &States[S_FIRED_RDEAD2+1]),
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S_NORMAL (FDMN, 'T', 200, NULL , NULL)
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};
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IMPLEMENT_ACTOR (AFireDemonRock2, Hexen, -1, 0)
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PROP_SpawnState (S_FIRED_RDROP2)
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PROP_DeathState (S_FIRED_RDEAD2)
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PROP_XDeathState (S_FIRED_RDEAD2+1)
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END_DEFAULTS
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// AFireDemonRock3 ------------------------------------------------------------
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class AFireDemonRock3 : public AFireDemonRock1
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{
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DECLARE_ACTOR (AFireDemonRock3, AFireDemonRock1)
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};
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FState AFireDemonRock3::States[] =
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{
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#define S_FIRED_RDROP3 0
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S_NORMAL (FDMN, 'U', 4, NULL , &States[S_FIRED_RDROP3]),
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#define S_FIRED_RDEAD3 (S_FIRED_RDROP3+1)
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S_NORMAL (FDMN, 'U', 5, A_SmBounce , &States[S_FIRED_RDEAD3+1]),
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S_NORMAL (FDMN, 'U', 200, NULL , NULL)
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};
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IMPLEMENT_ACTOR (AFireDemonRock3, Hexen, -1, 0)
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PROP_SpawnState (S_FIRED_RDROP3)
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PROP_DeathState (S_FIRED_RDEAD3)
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PROP_XDeathState (S_FIRED_RDEAD3+1)
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END_DEFAULTS
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// AFireDemonRock4 ------------------------------------------------------------
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class AFireDemonRock4 : public AFireDemonRock1
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{
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DECLARE_ACTOR (AFireDemonRock4, AFireDemonRock1)
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};
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FState AFireDemonRock4::States[] =
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{
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#define S_FIRED_RDROP4 0
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S_NORMAL (FDMN, 'V', 4, NULL , &States[S_FIRED_RDROP4]),
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#define S_FIRED_RDEAD4 (S_FIRED_RDROP4+1)
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S_NORMAL (FDMN, 'V', 5, A_SmBounce , &States[S_FIRED_RDEAD4+1]),
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S_NORMAL (FDMN, 'V', 200, NULL , NULL)
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};
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IMPLEMENT_ACTOR (AFireDemonRock4, Hexen, -1, 0)
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PROP_SpawnState (S_FIRED_RDROP4)
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PROP_DeathState (S_FIRED_RDEAD4)
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PROP_XDeathState (S_FIRED_RDEAD4+1)
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END_DEFAULTS
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// AFireDemonRock5 ------------------------------------------------------------
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class AFireDemonRock5 : public AFireDemonRock1
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{
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DECLARE_ACTOR (AFireDemonRock5, AActor)
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};
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FState AFireDemonRock5::States[] =
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{
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#define S_FIRED_RDROP5 0
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S_NORMAL (FDMN, 'W', 4, NULL , &States[S_FIRED_RDROP5]),
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#define S_FIRED_RDEAD5 (S_FIRED_RDROP5+1)
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S_NORMAL (FDMN, 'W', 5, A_SmBounce , &States[S_FIRED_RDEAD5+1]),
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S_NORMAL (FDMN, 'W', 200, NULL , NULL)
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};
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IMPLEMENT_ACTOR (AFireDemonRock5, Hexen, -1, 0)
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PROP_SpawnState (S_FIRED_RDROP5)
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PROP_DeathState (S_FIRED_RDEAD5)
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PROP_XDeathState (S_FIRED_RDEAD5+1)
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END_DEFAULTS
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// AFireDemonMissile -----------------------------------------------------------
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class AFireDemonMissile : public AActor
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{
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DECLARE_ACTOR (AFireDemonMissile, AActor)
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};
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FState AFireDemonMissile::States[] =
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{
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#define S_FIRED_FX6_1 0
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S_BRIGHT (FDMB, 'A', 5, NULL , &States[S_FIRED_FX6_1]),
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#define S_FIRED_FX6_2 (S_FIRED_FX6_1+1)
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S_BRIGHT (FDMB, 'B', 5, NULL , &States[S_FIRED_FX6_2+1]),
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S_BRIGHT (FDMB, 'C', 5, NULL , &States[S_FIRED_FX6_2+2]),
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S_BRIGHT (FDMB, 'D', 5, NULL , &States[S_FIRED_FX6_2+3]),
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S_BRIGHT (FDMB, 'E', 5, NULL , NULL)
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};
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IMPLEMENT_ACTOR (AFireDemonMissile, Hexen, -1, 0)
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PROP_SpawnHealth (1000)
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PROP_ReactionTime (8)
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PROP_PainChance (0)
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PROP_SpeedFixed (10)
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PROP_RadiusFixed (10)
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PROP_HeightFixed (6)
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PROP_Mass (15)
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PROP_Damage (1)
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PROP_DamageType (NAME_Fire)
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PROP_Flags (MF_NOBLOCKMAP|MF_NOGRAVITY|MF_DROPOFF|MF_MISSILE)
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PROP_Flags2 (MF2_NOTELEPORT|MF2_IMPACT|MF2_PCROSS|MF2_FLOORCLIP)
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PROP_RenderStyle (STYLE_Add)
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PROP_SpawnState (S_FIRED_FX6_1)
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PROP_DeathState (S_FIRED_FX6_2)
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PROP_DeathSound ("FireDemonMissileHit")
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END_DEFAULTS
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//============================================================================
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//
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// A_FiredRocks
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//
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//============================================================================
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void A_FiredRocks (AActor *actor)
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{
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A_FiredSpawnRock (actor);
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A_FiredSpawnRock (actor);
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A_FiredSpawnRock (actor);
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A_FiredSpawnRock (actor);
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A_FiredSpawnRock (actor);
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}
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//============================================================================
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//
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// A_FiredSpawnRock
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//
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//============================================================================
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void A_FiredSpawnRock (AActor *actor)
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{
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AActor *mo;
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int x,y,z;
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const PClass *rtype;
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switch (pr_firedemonrock() % 5)
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{
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case 0:
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rtype = RUNTIME_CLASS (AFireDemonRock1);
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break;
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case 1:
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rtype = RUNTIME_CLASS (AFireDemonRock2);
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break;
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case 2:
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rtype = RUNTIME_CLASS (AFireDemonRock3);
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break;
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case 3:
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rtype = RUNTIME_CLASS (AFireDemonRock4);
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break;
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case 4:
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default:
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rtype = RUNTIME_CLASS (AFireDemonRock5);
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break;
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}
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x = actor->x + ((pr_firedemonrock() - 128) << 12);
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y = actor->y + ((pr_firedemonrock() - 128) << 12);
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z = actor->z + ( pr_firedemonrock() << 11);
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mo = Spawn (rtype, x, y, z, ALLOW_REPLACE);
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if (mo)
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{
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mo->target = actor;
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mo->momx = (pr_firedemonrock() - 128) <<10;
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mo->momy = (pr_firedemonrock() - 128) <<10;
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mo->momz = (pr_firedemonrock() << 10);
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mo->special1 = 2; // Number bounces
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}
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// Initialize fire demon
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actor->special2 = 0;
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actor->flags &= ~MF_JUSTATTACKED;
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}
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//============================================================================
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//
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// A_SmBounce
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//
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//============================================================================
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void A_SmBounce (AActor *actor)
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{
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// give some more momentum (x,y,&z)
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actor->z = actor->floorz + FRACUNIT;
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actor->momz = (2*FRACUNIT) + (pr_smbounce() << 10);
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actor->momx = pr_smbounce()%3<<FRACBITS;
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actor->momy = pr_smbounce()%3<<FRACBITS;
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}
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//============================================================================
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//
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// A_FiredAttack
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//
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//============================================================================
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void A_FiredAttack (AActor *actor)
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{
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if (actor->target == NULL)
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return;
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AActor *mo = P_SpawnMissile (actor, actor->target, RUNTIME_CLASS(AFireDemonMissile));
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if (mo) S_Sound (actor, CHAN_BODY, "FireDemonAttack", 1, ATTN_NORM);
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}
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//============================================================================
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//
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// A_FiredChase
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//
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//============================================================================
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void A_FiredChase (AActor *actor)
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{
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int weaveindex = actor->special1;
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AActor *target = actor->target;
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angle_t ang;
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fixed_t dist;
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if (actor->reactiontime) actor->reactiontime--;
|
|
if (actor->threshold) actor->threshold--;
|
|
|
|
// Float up and down
|
|
actor->z += FloatBobOffsets[weaveindex];
|
|
actor->special1 = (weaveindex+2)&63;
|
|
|
|
// Ensure it stays above certain height
|
|
if (actor->z < actor->floorz + (64*FRACUNIT))
|
|
{
|
|
actor->z += 2*FRACUNIT;
|
|
}
|
|
|
|
if(!actor->target || !(actor->target->flags&MF_SHOOTABLE))
|
|
{ // Invalid target
|
|
P_LookForPlayers (actor,true);
|
|
return;
|
|
}
|
|
|
|
// Strafe
|
|
if (actor->special2 > 0)
|
|
{
|
|
actor->special2--;
|
|
}
|
|
else
|
|
{
|
|
actor->special2 = 0;
|
|
actor->momx = actor->momy = 0;
|
|
dist = P_AproxDistance (actor->x - target->x, actor->y - target->y);
|
|
if (dist < FIREDEMON_ATTACK_RANGE)
|
|
{
|
|
if (pr_firedemonchase() < 30)
|
|
{
|
|
ang = R_PointToAngle2 (actor->x, actor->y, target->x, target->y);
|
|
if (pr_firedemonchase() < 128)
|
|
ang += ANGLE_90;
|
|
else
|
|
ang -= ANGLE_90;
|
|
ang >>= ANGLETOFINESHIFT;
|
|
actor->momx = finecosine[ang] << 3; //FixedMul (8*FRACUNIT, finecosine[ang]);
|
|
actor->momy = finesine[ang] << 3; //FixedMul (8*FRACUNIT, finesine[ang]);
|
|
actor->special2 = 3; // strafe time
|
|
}
|
|
}
|
|
}
|
|
|
|
FaceMovementDirection (actor);
|
|
|
|
// Normal movement
|
|
if (!actor->special2)
|
|
{
|
|
if (--actor->movecount<0 || !P_Move (actor))
|
|
{
|
|
P_NewChaseDir (actor);
|
|
}
|
|
}
|
|
|
|
// Do missile attack
|
|
if (!(actor->flags & MF_JUSTATTACKED))
|
|
{
|
|
if (P_CheckMissileRange (actor) && (pr_firedemonchase() < 20))
|
|
{
|
|
actor->SetState (actor->MissileState);
|
|
actor->flags |= MF_JUSTATTACKED;
|
|
return;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
actor->flags &= ~MF_JUSTATTACKED;
|
|
}
|
|
|
|
// make active sound
|
|
if (pr_firedemonchase() < 3)
|
|
{
|
|
actor->PlayActiveSound ();
|
|
}
|
|
}
|
|
|
|
//============================================================================
|
|
//
|
|
// A_FiredSplotch
|
|
//
|
|
//============================================================================
|
|
|
|
void A_FiredSplotch (AActor *actor)
|
|
{
|
|
AActor *mo;
|
|
|
|
mo = Spawn<AFireDemonSplotch1> (actor->x, actor->y, actor->z, ALLOW_REPLACE);
|
|
if (mo)
|
|
{
|
|
mo->momx = (pr_firedemonsplotch() - 128) << 11;
|
|
mo->momy = (pr_firedemonsplotch() - 128) << 11;
|
|
mo->momz = (pr_firedemonsplotch() << 10) + FRACUNIT*3;
|
|
}
|
|
mo = Spawn<AFireDemonSplotch2> (actor->x, actor->y, actor->z, ALLOW_REPLACE);
|
|
if (mo)
|
|
{
|
|
mo->momx = (pr_firedemonsplotch() - 128) << 11;
|
|
mo->momy = (pr_firedemonsplotch() - 128) << 11;
|
|
mo->momz = (pr_firedemonsplotch() << 10) + FRACUNIT*3;
|
|
}
|
|
}
|