mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-11-07 21:41:07 +00:00
1bd6ac028b
- Added a PickupMessage property to the internal actor parser, replaced most of the virtual PickupMessages with it and placed the code that reads the metadata into AInventory::PickupMessage. Now the PickupMessage method is truly virtual and I can do: Added a Health.LowMessage property to define double message items like Doom's medikit in DECORATE. - Since defining Mana3 as an ammo type and then overriding the TryPickup method means that this item defeats all ammo checks in the game it might as well be defined as a CustomInventory item. At least this fixes the amount given in easy and very hard skills. - Converted all ammo items to DECORATE. - Changed internal property setting of ammo types and sister weapons to use fuglyname as for DECORATE definitions. This allows to export the ammo definitions into DECORATE definitions without doing it for the weapons themselves. - Replaced obituary methods with actor properties. - Fixed: The secret map check didn't work for maps inside Zips. SVN r196 (trunk)
476 lines
15 KiB
C++
476 lines
15 KiB
C++
#include "actor.h"
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#include "gi.h"
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#include "m_random.h"
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#include "s_sound.h"
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#include "d_player.h"
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#include "a_action.h"
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#include "p_local.h"
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#include "p_enemy.h"
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#include "a_action.h"
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#include "p_pspr.h"
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#include "gstrings.h"
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#include "a_hexenglobal.h"
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const fixed_t FLAMESPEED = fixed_t(0.45*FRACUNIT);
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const fixed_t CFLAMERANGE = 12*64*FRACUNIT;
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const fixed_t FLAMEROTSPEED = 2*FRACUNIT;
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static FRandom pr_missile ("CFlameMissile");
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void A_CFlameAttack (AActor *);
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void A_CFlameRotate (AActor *);
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void A_CFlamePuff (AActor *);
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void A_CFlameMissile (AActor *);
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// The Cleric's Flame Strike ------------------------------------------------
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class ACWeapFlame : public AClericWeapon
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{
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DECLARE_ACTOR (ACWeapFlame, AClericWeapon)
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};
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FState ACWeapFlame::States[] =
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{
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#define S_CFLAME1 0
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S_BRIGHT (WCFM, 'A', 4, NULL , &States[S_CFLAME1+1]),
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S_BRIGHT (WCFM, 'B', 4, NULL , &States[S_CFLAME1+2]),
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S_BRIGHT (WCFM, 'C', 4, NULL , &States[S_CFLAME1+3]),
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S_BRIGHT (WCFM, 'D', 4, NULL , &States[S_CFLAME1+4]),
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S_BRIGHT (WCFM, 'E', 4, NULL , &States[S_CFLAME1+5]),
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S_BRIGHT (WCFM, 'F', 4, NULL , &States[S_CFLAME1+6]),
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S_BRIGHT (WCFM, 'G', 4, NULL , &States[S_CFLAME1+7]),
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S_BRIGHT (WCFM, 'H', 4, NULL , &States[S_CFLAME1]),
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#define S_CFLAMEREADY (S_CFLAME1+8)
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S_NORMAL (CFLM, 'A', 1, A_WeaponReady , &States[S_CFLAMEREADY+1]),
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S_NORMAL (CFLM, 'A', 1, A_WeaponReady , &States[S_CFLAMEREADY+2]),
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S_NORMAL (CFLM, 'A', 1, A_WeaponReady , &States[S_CFLAMEREADY+3]),
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S_NORMAL (CFLM, 'A', 1, A_WeaponReady , &States[S_CFLAMEREADY+4]),
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S_NORMAL (CFLM, 'B', 1, A_WeaponReady , &States[S_CFLAMEREADY+5]),
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S_NORMAL (CFLM, 'B', 1, A_WeaponReady , &States[S_CFLAMEREADY+6]),
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S_NORMAL (CFLM, 'B', 1, A_WeaponReady , &States[S_CFLAMEREADY+7]),
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S_NORMAL (CFLM, 'B', 1, A_WeaponReady , &States[S_CFLAMEREADY+8]),
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S_NORMAL (CFLM, 'C', 1, A_WeaponReady , &States[S_CFLAMEREADY+9]),
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S_NORMAL (CFLM, 'C', 1, A_WeaponReady , &States[S_CFLAMEREADY+10]),
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S_NORMAL (CFLM, 'C', 1, A_WeaponReady , &States[S_CFLAMEREADY+11]),
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S_NORMAL (CFLM, 'C', 1, A_WeaponReady , &States[S_CFLAMEREADY]),
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#define S_CFLAMEDOWN (S_CFLAMEREADY+12)
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S_NORMAL (CFLM, 'A', 1, A_Lower , &States[S_CFLAMEDOWN]),
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#define S_CFLAMEUP (S_CFLAMEDOWN+1)
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S_NORMAL (CFLM, 'A', 1, A_Raise , &States[S_CFLAMEUP]),
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#define S_CFLAMEATK (S_CFLAMEUP+1)
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S_NORMAL2 (CFLM, 'A', 2, NULL , &States[S_CFLAMEATK+1], 0, 40),
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S_NORMAL2 (CFLM, 'D', 2, NULL , &States[S_CFLAMEATK+2], 0, 50),
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S_NORMAL2 (CFLM, 'D', 2, NULL , &States[S_CFLAMEATK+3], 0, 36),
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S_BRIGHT (CFLM, 'E', 4, NULL , &States[S_CFLAMEATK+4]),
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S_BRIGHT (CFLM, 'F', 4, A_CFlameAttack , &States[S_CFLAMEATK+5]),
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S_BRIGHT (CFLM, 'E', 4, NULL , &States[S_CFLAMEATK+6]),
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S_NORMAL2 (CFLM, 'G', 2, NULL , &States[S_CFLAMEATK+7], 0, 40),
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S_NORMAL (CFLM, 'G', 2, NULL , &States[S_CFLAMEREADY]),
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};
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IMPLEMENT_ACTOR (ACWeapFlame, Hexen, 8009, 0)
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PROP_Flags (MF_SPECIAL|MF_NOGRAVITY)
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PROP_SpawnState (S_CFLAME1)
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PROP_Weapon_SelectionOrder (1000)
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PROP_Weapon_AmmoUse1 (4)
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PROP_Weapon_AmmoGive1 (25)
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PROP_Weapon_UpState (S_CFLAMEUP)
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PROP_Weapon_DownState (S_CFLAMEDOWN)
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PROP_Weapon_ReadyState (S_CFLAMEREADY)
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PROP_Weapon_AtkState (S_CFLAMEATK)
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PROP_Weapon_HoldAtkState (S_CFLAMEATK)
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PROP_Weapon_Kickback (150)
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PROP_Weapon_YAdjust (10)
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PROP_Weapon_MoveCombatDist (27000000)
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PROP_Weapon_AmmoType1 ("Mana2")
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PROP_Weapon_ProjectileType ("CFlameMissile")
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PROP_Inventory_PickupMessage("$TXT_WEAPON_C3")
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END_DEFAULTS
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// Floor Flame --------------------------------------------------------------
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class ACFlameFloor : public AActor
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{
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DECLARE_ACTOR (ACFlameFloor, AActor)
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};
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FState ACFlameFloor::States[] =
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{
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S_BRIGHT (CFFX, 'N', 5, NULL , &States[1]),
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S_BRIGHT (CFFX, 'O', 4, NULL , &States[2]),
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S_BRIGHT (CFFX, 'P', 3, NULL , NULL),
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};
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IMPLEMENT_ACTOR (ACFlameFloor, Hexen, -1, 0)
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PROP_Flags (MF_NOBLOCKMAP|MF_NOGRAVITY)
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PROP_RenderStyle (STYLE_Add)
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PROP_SpawnState (0)
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END_DEFAULTS
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// Flame Puff ---------------------------------------------------------------
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class AFlamePuff : public AActor
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{
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DECLARE_ACTOR (AFlamePuff, AActor)
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};
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FState AFlamePuff::States[] =
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{
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S_BRIGHT (CFFX, 'A', 3, NULL , &States[1]),
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S_BRIGHT (CFFX, 'B', 3, NULL , &States[2]),
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S_BRIGHT (CFFX, 'C', 3, NULL , &States[3]),
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S_BRIGHT (CFFX, 'D', 4, NULL , &States[4]),
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S_BRIGHT (CFFX, 'E', 3, NULL , &States[5]),
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S_BRIGHT (CFFX, 'F', 4, NULL , &States[6]),
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S_BRIGHT (CFFX, 'G', 3, NULL , &States[7]),
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S_BRIGHT (CFFX, 'H', 4, NULL , &States[8]),
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S_BRIGHT (CFFX, 'I', 3, NULL , &States[9]),
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S_BRIGHT (CFFX, 'J', 4, NULL , &States[10]),
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S_BRIGHT (CFFX, 'K', 3, NULL , &States[11]),
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S_BRIGHT (CFFX, 'L', 4, NULL , &States[12]),
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S_BRIGHT (CFFX, 'M', 3, NULL , NULL),
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};
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IMPLEMENT_ACTOR (AFlamePuff, Hexen, -1, 0)
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PROP_RadiusFixed (1)
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PROP_HeightFixed (1)
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PROP_Flags (MF_NOBLOCKMAP|MF_NOGRAVITY)
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PROP_RenderStyle (STYLE_Add)
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PROP_SpawnState (0)
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PROP_SeeSound ("ClericFlameExplode")
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PROP_AttackSound ("ClericFlameExplode")
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END_DEFAULTS
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// Flame Puff 2 -------------------------------------------------------------
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class AFlamePuff2 : public AActor
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{
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DECLARE_ACTOR (AFlamePuff2, AActor)
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};
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FState AFlamePuff2::States[] =
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{
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S_BRIGHT (CFFX, 'A', 3, NULL , &States[1]),
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S_BRIGHT (CFFX, 'B', 3, NULL , &States[2]),
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S_BRIGHT (CFFX, 'C', 3, NULL , &States[3]),
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S_BRIGHT (CFFX, 'D', 4, NULL , &States[4]),
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S_BRIGHT (CFFX, 'E', 3, NULL , &States[5]),
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S_BRIGHT (CFFX, 'F', 4, NULL , &States[6]),
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S_BRIGHT (CFFX, 'G', 3, NULL , &States[7]),
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S_BRIGHT (CFFX, 'H', 4, NULL , &States[8]),
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S_BRIGHT (CFFX, 'I', 3, NULL , &States[9]),
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S_BRIGHT (CFFX, 'C', 3, NULL , &States[10]),
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S_BRIGHT (CFFX, 'D', 4, NULL , &States[11]),
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S_BRIGHT (CFFX, 'E', 3, NULL , &States[12]),
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S_BRIGHT (CFFX, 'F', 4, NULL , &States[13]),
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S_BRIGHT (CFFX, 'G', 3, NULL , &States[14]),
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S_BRIGHT (CFFX, 'H', 4, NULL , &States[15]),
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S_BRIGHT (CFFX, 'I', 3, NULL , &States[16]),
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S_BRIGHT (CFFX, 'J', 4, NULL , &States[17]),
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S_BRIGHT (CFFX, 'K', 3, NULL , &States[18]),
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S_BRIGHT (CFFX, 'L', 4, NULL , &States[19]),
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S_BRIGHT (CFFX, 'M', 3, NULL , NULL),
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};
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IMPLEMENT_ACTOR (AFlamePuff2, Hexen, -1, 0)
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PROP_RadiusFixed (1)
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PROP_HeightFixed (1)
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PROP_Flags (MF_NOBLOCKMAP|MF_NOGRAVITY)
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PROP_RenderStyle (STYLE_Add)
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PROP_SpawnState (0)
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PROP_SeeSound ("ClericFlameExplode")
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PROP_AttackSound ("ClericFlameExplode")
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END_DEFAULTS
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// Circle Flame -------------------------------------------------------------
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class ACircleFlame : public AActor
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{
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DECLARE_ACTOR (ACircleFlame, AActor)
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public:
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void GetExplodeParms (int &damage, int &dist, bool &hurtSource);
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};
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FState ACircleFlame::States[] =
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{
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#define S_CIRCLE_FLAME1 0
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S_BRIGHT (CFCF, 'A', 4, NULL , &States[S_CIRCLE_FLAME1+1]),
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S_BRIGHT (CFCF, 'B', 2, A_CFlameRotate , &States[S_CIRCLE_FLAME1+2]),
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S_BRIGHT (CFCF, 'C', 2, NULL , &States[S_CIRCLE_FLAME1+3]),
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S_BRIGHT (CFCF, 'D', 1, NULL , &States[S_CIRCLE_FLAME1+4]),
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S_BRIGHT (CFCF, 'E', 2, NULL , &States[S_CIRCLE_FLAME1+5]),
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S_BRIGHT (CFCF, 'F', 2, A_CFlameRotate , &States[S_CIRCLE_FLAME1+6]),
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S_BRIGHT (CFCF, 'G', 1, NULL , &States[S_CIRCLE_FLAME1+7]),
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S_BRIGHT (CFCF, 'H', 2, NULL , &States[S_CIRCLE_FLAME1+8]),
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S_BRIGHT (CFCF, 'I', 2, NULL , &States[S_CIRCLE_FLAME1+9]),
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S_BRIGHT (CFCF, 'J', 1, A_CFlameRotate , &States[S_CIRCLE_FLAME1+10]),
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S_BRIGHT (CFCF, 'K', 2, NULL , &States[S_CIRCLE_FLAME1+11]),
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S_BRIGHT (CFCF, 'L', 3, NULL , &States[S_CIRCLE_FLAME1+12]),
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S_BRIGHT (CFCF, 'M', 3, NULL , &States[S_CIRCLE_FLAME1+13]),
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S_BRIGHT (CFCF, 'N', 2, A_CFlameRotate , &States[S_CIRCLE_FLAME1+14]),
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S_BRIGHT (CFCF, 'O', 3, NULL , &States[S_CIRCLE_FLAME1+15]),
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S_BRIGHT (CFCF, 'P', 2, NULL , NULL),
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#define S_CIRCLE_FLAME_X1 (S_CIRCLE_FLAME1+16)
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S_BRIGHT (CFCF, 'Q', 3, NULL , &States[S_CIRCLE_FLAME_X1+1]),
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S_BRIGHT (CFCF, 'R', 3, NULL , &States[S_CIRCLE_FLAME_X1+2]),
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S_BRIGHT (CFCF, 'S', 3, A_Explode , &States[S_CIRCLE_FLAME_X1+3]),
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S_BRIGHT (CFCF, 'T', 3, NULL , &States[S_CIRCLE_FLAME_X1+4]),
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S_BRIGHT (CFCF, 'U', 3, NULL , &States[S_CIRCLE_FLAME_X1+5]),
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S_BRIGHT (CFCF, 'V', 3, NULL , &States[S_CIRCLE_FLAME_X1+6]),
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S_BRIGHT (CFCF, 'W', 3, NULL , &States[S_CIRCLE_FLAME_X1+7]),
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S_BRIGHT (CFCF, 'X', 3, NULL , &States[S_CIRCLE_FLAME_X1+8]),
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S_BRIGHT (CFCF, 'Y', 3, NULL , &States[S_CIRCLE_FLAME_X1+9]),
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S_BRIGHT (CFCF, 'Z', 3, NULL , NULL),
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};
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IMPLEMENT_ACTOR (ACircleFlame, Hexen, -1, 0)
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PROP_RadiusFixed (6)
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PROP_Damage (2)
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PROP_DamageType (MOD_FIRE)
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PROP_Flags (MF_NOBLOCKMAP|MF_NOGRAVITY|MF_DROPOFF|MF_MISSILE)
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PROP_Flags2 (MF2_NOTELEPORT)
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PROP_RenderStyle (STYLE_Add)
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PROP_SpawnState (S_CIRCLE_FLAME1)
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PROP_DeathState (S_CIRCLE_FLAME_X1)
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PROP_DeathSound ("ClericFlameCircle")
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END_DEFAULTS
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void ACircleFlame::GetExplodeParms (int &damage, int &dist, bool &hurtSource)
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{
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damage = 20;
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hurtSource = false;
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}
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// Flame Missile ------------------------------------------------------------
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class ACFlameMissile : public AActor
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{
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DECLARE_ACTOR (ACFlameMissile, AActor)
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public:
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void BeginPlay ();
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void Tick ();
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};
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FState ACFlameMissile::States[] =
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{
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#define S_CFLAME_MISSILE1 0
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S_BRIGHT (CFFX, 'A', 4, NULL , &States[S_CFLAME_MISSILE1+1]),
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S_NORMAL (CFFX, 'A', 1, A_CFlamePuff , &AFlamePuff::States[0]),
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#define S_CFLAME_MISSILE_X (S_CFLAME_MISSILE1+2)
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S_BRIGHT (CFFX, 'A', 1, A_CFlameMissile , &AFlamePuff::States[0]),
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};
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IMPLEMENT_ACTOR (ACFlameMissile, Hexen, -1, 0)
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PROP_SpeedFixed (200)
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PROP_RadiusFixed (14)
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PROP_HeightFixed (8)
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PROP_Damage (8)
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PROP_DamageType (MOD_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)
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PROP_RenderFlags (RF_INVISIBLE)
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PROP_RenderStyle (STYLE_Add)
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PROP_SpawnState (S_CFLAME_MISSILE1)
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PROP_DeathState (S_CFLAME_MISSILE_X)
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END_DEFAULTS
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void ACFlameMissile::BeginPlay ()
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{
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special1 = 2;
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}
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void ACFlameMissile::Tick ()
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{
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int i;
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fixed_t xfrac;
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fixed_t yfrac;
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fixed_t zfrac;
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fixed_t newz;
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bool changexy;
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AActor *mo;
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PrevX = x;
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PrevY = y;
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PrevZ = z;
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// Handle movement
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if (momx || momy || (z != floorz) || momz)
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{
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xfrac = momx>>3;
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yfrac = momy>>3;
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zfrac = momz>>3;
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changexy = xfrac || yfrac;
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for (i = 0; i < 8; i++)
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{
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if (changexy)
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{
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if (!P_TryMove (this, x+xfrac, y+yfrac, true))
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{ // Blocked move
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P_ExplodeMissile (this, BlockingLine);
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return;
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}
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}
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z += zfrac;
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if (z <= floorz)
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{ // Hit the floor
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z = floorz;
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P_HitFloor (this);
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P_ExplodeMissile (this, NULL);
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return;
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}
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if (z+height > ceilingz)
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{ // Hit the ceiling
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z = ceilingz-height;
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P_ExplodeMissile (this, NULL);
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return;
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}
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if (changexy)
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{
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if (!--special1)
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{
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special1 = 4;
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newz = z-12*FRACUNIT;
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if (newz < floorz)
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{
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newz = floorz;
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}
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mo = Spawn<ACFlameFloor> (x, y, newz);
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if (mo)
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{
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mo->angle = angle;
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}
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}
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}
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}
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}
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// Advance the state
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if (tics != -1)
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{
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tics--;
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while (!tics)
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{
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if (!SetState (state->GetNextState ()))
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{ // mobj was removed
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return;
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}
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}
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}
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}
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//============================================================================
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//
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// A_CFlameAttack
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//
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//============================================================================
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void A_CFlameAttack (AActor *actor)
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{
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player_t *player;
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if (NULL == (player = actor->player))
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{
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return;
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}
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AWeapon *weapon = actor->player->ReadyWeapon;
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if (weapon != NULL)
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{
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if (!weapon->DepleteAmmo (weapon->bAltFire))
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return;
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}
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P_SpawnPlayerMissile (actor, RUNTIME_CLASS(ACFlameMissile));
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S_Sound (actor, CHAN_WEAPON, "ClericFlameFire", 1, ATTN_NORM);
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}
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//============================================================================
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//
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// A_CFlamePuff
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//
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//============================================================================
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void A_CFlamePuff (AActor *actor)
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{
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A_UnHideThing (actor);
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actor->momx = 0;
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actor->momy = 0;
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actor->momz = 0;
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S_Sound (actor, CHAN_BODY, "ClericFlameExplode", 1, ATTN_NORM);
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}
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//============================================================================
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//
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// A_CFlameMissile
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//
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//============================================================================
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void A_CFlameMissile (AActor *actor)
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{
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int i;
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int an, an90;
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fixed_t dist;
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AActor *mo;
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A_UnHideThing (actor);
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S_Sound (actor, CHAN_BODY, "ClericFlameExplode", 1, ATTN_NORM);
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if (BlockingMobj && BlockingMobj->flags&MF_SHOOTABLE)
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{ // Hit something, so spawn the flame circle around the thing
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dist = BlockingMobj->radius+18*FRACUNIT;
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for (i = 0; i < 4; i++)
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{
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an = (i*ANG45)>>ANGLETOFINESHIFT;
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an90 = (i*ANG45+ANG90)>>ANGLETOFINESHIFT;
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mo = Spawn<ACircleFlame> (BlockingMobj->x+FixedMul(dist, finecosine[an]),
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BlockingMobj->y+FixedMul(dist, finesine[an]),
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BlockingMobj->z+5*FRACUNIT);
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if (mo)
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{
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mo->angle = an<<ANGLETOFINESHIFT;
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mo->target = actor->target;
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mo->momx = mo->special1 = FixedMul(FLAMESPEED, finecosine[an]);
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mo->momy = mo->special2 = FixedMul(FLAMESPEED, finesine[an]);
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mo->tics -= pr_missile()&3;
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}
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mo = Spawn<ACircleFlame> (BlockingMobj->x-FixedMul(dist, finecosine[an]),
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BlockingMobj->y-FixedMul(dist, finesine[an]),
|
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BlockingMobj->z+5*FRACUNIT);
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if(mo)
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{
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mo->angle = ANG180+(an<<ANGLETOFINESHIFT);
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mo->target = actor->target;
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mo->momx = mo->special1 = FixedMul(-FLAMESPEED, finecosine[an]);
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mo->momy = mo->special2 = FixedMul(-FLAMESPEED, finesine[an]);
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mo->tics -= pr_missile()&3;
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}
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}
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actor->SetState (&AFlamePuff2::States[0]);
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}
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}
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//============================================================================
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//
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// A_CFlameRotate
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//
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//============================================================================
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void A_CFlameRotate (AActor *actor)
|
|
{
|
|
int an;
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|
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an = (actor->angle+ANG90)>>ANGLETOFINESHIFT;
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actor->momx = actor->special1+FixedMul(FLAMEROTSPEED, finecosine[an]);
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actor->momy = actor->special2+FixedMul(FLAMEROTSPEED, finesine[an]);
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actor->angle += ANG90/15;
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}
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