mirror of
https://github.com/ZDoom/gzdoom.git
synced 2025-01-24 10:21:27 +00:00
700 lines
17 KiB
C++
700 lines
17 KiB
C++
/*
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#include "a_pickups.h"
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#include "p_local.h"
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#include "m_random.h"
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#include "a_strifeglobal.h"
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#include "s_sound.h"
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#include "p_enemy.h"
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#include "templates.h"
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#include "vm.h"
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#include "doomstat.h"
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*/
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// Note: Strife missiles do 1-4 times their damage amount.
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// Doom missiles do 1-8 times their damage amount, so to
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// make the strife missiles do proper damage without
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// hacking more stuff in the executable, be sure to give
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// all Strife missiles the MF4_STRIFEDAMAGE flag.
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static FRandom pr_jabdagger ("JabDagger");
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static FRandom pr_electric ("FireElectric");
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static FRandom pr_sgunshot ("StrifeGunShot");
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static FRandom pr_minimissile ("MiniMissile");
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static FRandom pr_flamethrower ("FlameThrower");
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static FRandom pr_flamedie ("FlameDie");
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static FRandom pr_mauler1 ("Mauler1");
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static FRandom pr_mauler2 ("Mauler2");
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static FRandom pr_phburn ("PhBurn");
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void A_LoopActiveSound (AActor *);
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void A_Countdown (AActor *);
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// Punch Dagger -------------------------------------------------------------
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//============================================================================
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//
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// P_DaggerAlert
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//
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//============================================================================
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void P_DaggerAlert (AActor *target, AActor *emitter)
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{
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AActor *looker;
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sector_t *sec = emitter->Sector;
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if (emitter->LastHeard != NULL)
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return;
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if (emitter->health <= 0)
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return;
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if (!(emitter->flags3 & MF3_ISMONSTER))
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return;
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if (emitter->flags4 & MF4_INCOMBAT)
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return;
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emitter->flags4 |= MF4_INCOMBAT;
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emitter->target = target;
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FState *painstate = emitter->FindState(NAME_Pain, NAME_Dagger);
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if (painstate != NULL)
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{
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emitter->SetState (painstate);
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}
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for (looker = sec->thinglist; looker != NULL; looker = looker->snext)
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{
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if (looker == emitter || looker == target)
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continue;
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if (looker->health <= 0)
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continue;
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if (!(looker->flags4 & MF4_SEESDAGGERS))
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continue;
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if (!(looker->flags4 & MF4_INCOMBAT))
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{
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if (!P_CheckSight (looker, target) && !P_CheckSight (looker, emitter))
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continue;
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looker->target = target;
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if (looker->SeeSound)
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{
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S_Sound (looker, CHAN_VOICE, looker->SeeSound, 1, ATTN_NORM);
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}
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looker->SetState (looker->SeeState);
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looker->flags4 |= MF4_INCOMBAT;
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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_JabDagger
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//
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//============================================================================
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DEFINE_ACTION_FUNCTION(AActor, A_JabDagger)
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{
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PARAM_ACTION_PROLOGUE(AActor);
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DAngle angle;
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int damage;
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DAngle pitch;
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int power;
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FTranslatedLineTarget t;
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power = MIN(10, self->player->mo->stamina / 10);
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damage = (pr_jabdagger() % (power + 8)) * (power + 2);
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if (self->FindInventory<APowerStrength>())
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{
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damage *= 10;
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}
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angle = self->Angles.Yaw + pr_jabdagger.Random2() * (5.625 / 256);
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pitch = P_AimLineAttack (self, angle, 80.);
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P_LineAttack (self, angle, 80., pitch, damage, NAME_Melee, "StrifeSpark", true, &t);
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// turn to face target
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if (t.linetarget)
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{
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S_Sound (self, CHAN_WEAPON,
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t.linetarget->flags & MF_NOBLOOD ? "misc/metalhit" : "misc/meathit",
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1, ATTN_NORM);
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self->Angles.Yaw = t.angleFromSource;
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self->flags |= MF_JUSTATTACKED;
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P_DaggerAlert (self, t.linetarget);
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}
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else
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{
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S_Sound (self, CHAN_WEAPON, "misc/swish", 1, ATTN_NORM);
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}
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return 0;
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}
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//============================================================================
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//
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// A_AlertMonsters
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//
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//============================================================================
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enum
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{
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AMF_TARGETEMITTER = 1,
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AMF_TARGETNONPLAYER = 2,
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AMF_EMITFROMTARGET = 4,
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};
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DEFINE_ACTION_FUNCTION(AActor, A_AlertMonsters)
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{
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PARAM_SELF_PROLOGUE(AActor);
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PARAM_FLOAT_DEF(maxdist);
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PARAM_INT_DEF(Flags);
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AActor * target = NULL;
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AActor * emitter = self;
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if (self->player != NULL || (Flags & AMF_TARGETEMITTER))
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{
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target = self;
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}
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else if (self->target != NULL && (Flags & AMF_TARGETNONPLAYER))
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{
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target = self->target;
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}
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else if (self->target != NULL && self->target->player != NULL)
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{
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target = self->target;
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}
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if (Flags & AMF_EMITFROMTARGET) emitter = target;
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if (target != NULL && emitter != NULL)
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{
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P_NoiseAlert(target, emitter, false, maxdist);
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}
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return 0;
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}
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// Poison Bolt --------------------------------------------------------------
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class APoisonBolt : public AActor
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{
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DECLARE_CLASS (APoisonBolt, AActor)
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public:
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int DoSpecialDamage (AActor *target, int damage, FName damagetype);
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};
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IMPLEMENT_CLASS(APoisonBolt, false, false)
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int APoisonBolt::DoSpecialDamage (AActor *target, int damage, FName damagetype)
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{
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if (target->flags & MF_NOBLOOD)
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{
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return -1;
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}
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if (target->health < 1000000)
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{
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if (!(target->flags2 & MF2_BOSS))
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return target->health + 10;
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else
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return 50;
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}
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return 1;
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}
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// Strife's Crossbow --------------------------------------------------------
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//============================================================================
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//
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// A_ClearFlash
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//
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//============================================================================
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DEFINE_ACTION_FUNCTION(AActor, A_ClearFlash)
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{
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PARAM_ACTION_PROLOGUE(AActor);
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player_t *player = self->player;
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if (player == nullptr)
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return 0;
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P_SetPsprite (player, PSP_FLASH, nullptr);
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return 0;
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}
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//============================================================================
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//
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// A_ShowElectricFlash
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//
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//============================================================================
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DEFINE_ACTION_FUNCTION(AActor, A_ShowElectricFlash)
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{
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PARAM_ACTION_PROLOGUE(AActor);
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if (self->player != nullptr)
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{
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P_SetPsprite (self->player, PSP_FLASH, self->player->ReadyWeapon->FindState(NAME_Flash));
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}
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return 0;
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}
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//============================================================================
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//
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// A_FireElectric
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//
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//============================================================================
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DEFINE_ACTION_FUNCTION(AActor, A_FireArrow)
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{
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PARAM_ACTION_PROLOGUE(AActor);
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PARAM_CLASS(ti, AActor);
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DAngle savedangle;
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if (self->player == NULL)
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return 0;
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AWeapon *weapon = self->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 0;
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}
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if (ti)
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{
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savedangle = self->Angles.Yaw;
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self->Angles.Yaw += pr_electric.Random2() * (5.625/256) * self->player->mo->AccuracyFactor();
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self->player->mo->PlayAttacking2 ();
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P_SpawnPlayerMissile (self, ti);
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self->Angles.Yaw = savedangle;
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S_Sound (self, CHAN_WEAPON, "weapons/xbowshoot", 1, ATTN_NORM);
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}
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return 0;
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}
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// Assault Gun --------------------------------------------------------------
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//============================================================================
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//
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// P_StrifeGunShot
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//
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//============================================================================
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void P_StrifeGunShot (AActor *mo, bool accurate, DAngle pitch)
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{
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DAngle angle;
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int damage;
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damage = 4*(pr_sgunshot()%3+1);
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angle = mo->Angles.Yaw;
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if (mo->player != NULL && !accurate)
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{
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angle += pr_sgunshot.Random2() * (22.5 / 256) * mo->player->mo->AccuracyFactor();
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}
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P_LineAttack (mo, angle, PLAYERMISSILERANGE, pitch, damage, NAME_Hitscan, NAME_StrifePuff);
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}
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//============================================================================
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//
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// A_FireAssaultGun
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//
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//============================================================================
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DEFINE_ACTION_FUNCTION(AActor, A_FireAssaultGun)
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{
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PARAM_ACTION_PROLOGUE(AActor);
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bool accurate;
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S_Sound (self, CHAN_WEAPON, "weapons/assaultgun", 1, ATTN_NORM);
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if (self->player != NULL)
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{
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AWeapon *weapon = self->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 0;
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}
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self->player->mo->PlayAttacking2 ();
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accurate = !self->player->refire;
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}
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else
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{
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accurate = true;
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}
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P_StrifeGunShot (self, accurate, P_BulletSlope (self));
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return 0;
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}
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// Mini-Missile Launcher ----------------------------------------------------
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//============================================================================
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//
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// A_FireMiniMissile
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//
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//============================================================================
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DEFINE_ACTION_FUNCTION(AActor, A_FireMiniMissile)
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{
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PARAM_ACTION_PROLOGUE(AActor);
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player_t *player = self->player;
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DAngle savedangle;
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if (self->player == NULL)
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return 0;
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AWeapon *weapon = self->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 0;
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}
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savedangle = self->Angles.Yaw;
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self->Angles.Yaw += pr_minimissile.Random2() * (11.25 / 256) * player->mo->AccuracyFactor();
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player->mo->PlayAttacking2 ();
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P_SpawnPlayerMissile (self, PClass::FindActor("MiniMissile"));
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self->Angles.Yaw = savedangle;
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return 0;
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}
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//============================================================================
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//
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// A_RocketInFlight
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//
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//============================================================================
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DEFINE_ACTION_FUNCTION(AActor, A_RocketInFlight)
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{
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PARAM_SELF_PROLOGUE(AActor);
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AActor *trail;
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S_Sound (self, CHAN_VOICE, "misc/missileinflight", 1, ATTN_NORM);
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P_SpawnPuff (self, PClass::FindActor("MiniMissilePuff"), self->Pos(), self->Angles.Yaw - 180, self->Angles.Yaw - 180, 2, PF_HITTHING);
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trail = Spawn("RocketTrail", self->Vec3Offset(-self->Vel.X, -self->Vel.Y, 0.), ALLOW_REPLACE);
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if (trail != NULL)
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{
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trail->Vel.Z = 1;
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}
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return 0;
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}
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// Flame Thrower ------------------------------------------------------------
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//============================================================================
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//
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// A_FlameDie
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//
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//============================================================================
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DEFINE_ACTION_FUNCTION(AActor, A_FlameDie)
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{
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PARAM_SELF_PROLOGUE(AActor);
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self->flags |= MF_NOGRAVITY;
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self->Vel.Z = pr_flamedie() & 3;
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return 0;
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}
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//============================================================================
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//
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// A_FireFlamer
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//
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//============================================================================
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DEFINE_ACTION_FUNCTION(AActor, A_FireFlamer)
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{
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PARAM_ACTION_PROLOGUE(AActor);
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player_t *player = self->player;
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if (player != NULL)
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{
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AWeapon *weapon = self->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 0;
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}
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player->mo->PlayAttacking2 ();
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}
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self->Angles.Yaw += pr_flamethrower.Random2() * (5.625/256.);
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self = P_SpawnPlayerMissile (self, PClass::FindActor("FlameMissile"));
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if (self != NULL)
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{
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self->Vel.Z += 5;
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}
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return 0;
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}
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// Mauler -------------------------------------------------------------------
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//============================================================================
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//
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// A_FireMauler1
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//
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// Hey! This is exactly the same as a super shotgun except for the sound
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// and the bullet puffs and the disintegration death.
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//
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//============================================================================
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DEFINE_ACTION_FUNCTION(AActor, A_FireMauler1)
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{
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PARAM_ACTION_PROLOGUE(AActor);
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if (self->player != NULL)
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{
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AWeapon *weapon = self->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 0;
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}
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// Strife apparently didn't show the player shooting. Let's fix that.
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self->player->mo->PlayAttacking2 ();
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}
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S_Sound (self, CHAN_WEAPON, "weapons/mauler1", 1, ATTN_NORM);
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DAngle bpitch = P_BulletSlope (self);
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for (int i = 0; i < 20; ++i)
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{
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int damage = 5 * (pr_mauler1() % 3 + 1);
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DAngle angle = self->Angles.Yaw + pr_mauler1.Random2() * (11.25 / 256);
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DAngle pitch = bpitch + pr_mauler1.Random2() * (7.097 / 256);
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// Strife used a range of 2112 units for the mauler to signal that
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// it should use a different puff. ZDoom's default range is longer
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// than this, so let's not handicap it by being too faithful to the
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// original.
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P_LineAttack (self, angle, PLAYERMISSILERANGE, pitch, damage, NAME_Hitscan, NAME_MaulerPuff);
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}
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return 0;
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}
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//============================================================================
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//
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// A_FireMauler2Pre
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//
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// Makes some noise and moves the psprite.
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//
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//============================================================================
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DEFINE_ACTION_FUNCTION(AActor, A_FireMauler2Pre)
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{
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PARAM_ACTION_PROLOGUE(AActor);
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S_Sound (self, CHAN_WEAPON, "weapons/mauler2charge", 1, ATTN_NORM);
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if (self->player != nullptr)
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{
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self->player->GetPSprite(PSP_WEAPON)->x += pr_mauler2.Random2() / 64.;
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self->player->GetPSprite(PSP_WEAPON)->y += pr_mauler2.Random2() / 64.;
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}
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return 0;
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}
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//============================================================================
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//
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// A_FireMauler2Pre
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//
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// Fires the torpedo.
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//
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//============================================================================
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DEFINE_ACTION_FUNCTION(AActor, A_FireMauler2)
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{
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PARAM_ACTION_PROLOGUE(AActor);
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if (self->player != NULL)
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{
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AWeapon *weapon = self->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 0;
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}
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self->player->mo->PlayAttacking2 ();
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}
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P_SpawnPlayerMissile (self, PClass::FindActor("MaulerTorpedo"));
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P_DamageMobj (self, self, NULL, 20, self->DamageType);
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self->Thrust(self->Angles.Yaw+180., 7.8125);
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return 0;
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}
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//============================================================================
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//
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// A_MaulerTorpedoWave
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//
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// Launches lots of balls when the torpedo hits something.
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//
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//============================================================================
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DEFINE_ACTION_FUNCTION(AActor, A_MaulerTorpedoWave)
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{
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PARAM_SELF_PROLOGUE(AActor);
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AActor *wavedef = GetDefaultByName("MaulerTorpedoWave");
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double savedz;
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self->Angles.Yaw += 180.;
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// If the torpedo hit the ceiling, it should still spawn the wave
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savedz = self->Z();
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if (wavedef && self->ceilingz < self->Z() + wavedef->Height)
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{
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self->SetZ(self->ceilingz - wavedef->Height);
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}
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for (int i = 0; i < 80; ++i)
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{
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self->Angles.Yaw += 4.5;
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P_SpawnSubMissile (self, PClass::FindActor("MaulerTorpedoWave"), self->target);
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}
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self->SetZ(savedz);
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return 0;
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}
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class APhosphorousFire : public AActor
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{
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DECLARE_CLASS (APhosphorousFire, AActor)
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public:
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int DoSpecialDamage (AActor *target, int damage, FName damagetype);
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};
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IMPLEMENT_CLASS(APhosphorousFire, false, false)
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int APhosphorousFire::DoSpecialDamage (AActor *target, int damage, FName damagetype)
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{
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if (target->flags & MF_NOBLOOD)
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{
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return damage / 2;
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}
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return Super::DoSpecialDamage (target, damage, damagetype);
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}
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DEFINE_ACTION_FUNCTION(AActor, A_BurnArea)
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{
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PARAM_SELF_PROLOGUE(AActor);
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P_RadiusAttack (self, self->target, 128, 128, self->DamageType, RADF_HURTSOURCE);
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return 0;
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}
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DEFINE_ACTION_FUNCTION(AActor, A_Burnination)
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{
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PARAM_SELF_PROLOGUE(AActor);
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self->Vel.Z -= 8;
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self->Vel.X += (pr_phburn.Random2 (3));
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self->Vel.Y += (pr_phburn.Random2 (3));
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S_Sound (self, CHAN_VOICE, "world/largefire", 1, ATTN_NORM);
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// Only the main fire spawns more.
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if (!(self->flags & MF_DROPPED))
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{
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// Original x and y offsets seemed to be like this:
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// x + (((pr_phburn() + 12) & 31) << F.RACBITS);
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//
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// But that creates a lop-sided burn because it won't use negative offsets.
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int xofs, xrand = pr_phburn();
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int yofs, yrand = pr_phburn();
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// Adding 12 is pointless if you're going to mask it afterward.
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xofs = xrand & 31;
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if (xrand & 128)
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{
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xofs = -xofs;
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}
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yofs = yrand & 31;
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if (yrand & 128)
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{
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yofs = -yofs;
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}
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DVector2 pos = self->Vec2Offset((double)xofs, (double)yofs);
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sector_t * sector = P_PointInSector(pos);
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// The sector's floor is too high so spawn the flame elsewhere.
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if (sector->floorplane.ZatPoint(pos) > self->Z() + self->MaxStepHeight)
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{
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pos = self->Pos();
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}
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AActor *drop = Spawn<APhosphorousFire> (DVector3(pos, self->Z() + 4.), ALLOW_REPLACE);
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if (drop != NULL)
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{
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drop->Vel.X = self->Vel.X + pr_phburn.Random2 (7);
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drop->Vel.Y = self->Vel.Y + pr_phburn.Random2 (7);
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drop->Vel.Z = self->Vel.Z - 1;
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drop->reactiontime = (pr_phburn() & 3) + 2;
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drop->flags |= MF_DROPPED;
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}
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}
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return 0;
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}
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//============================================================================
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//
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// A_FireGrenade
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//
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//============================================================================
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DEFINE_ACTION_FUNCTION(AActor, A_FireGrenade)
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{
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PARAM_ACTION_PROLOGUE(AActor);
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PARAM_CLASS(grenadetype, AActor);
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PARAM_ANGLE(angleofs);
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PARAM_STATE(flash)
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player_t *player = self->player;
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AActor *grenade;
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DAngle an;
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AWeapon *weapon;
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if (player == nullptr || grenadetype == nullptr)
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return 0;
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if ((weapon = player->ReadyWeapon) == nullptr)
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return 0;
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if (!weapon->DepleteAmmo (weapon->bAltFire))
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return 0;
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P_SetPsprite (player, PSP_FLASH, flash, true);
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if (grenadetype != nullptr)
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{
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self->AddZ(32);
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grenade = P_SpawnSubMissile (self, grenadetype, self);
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self->AddZ(-32);
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if (grenade == nullptr)
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return 0;
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if (grenade->SeeSound != 0)
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{
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S_Sound (grenade, CHAN_VOICE, grenade->SeeSound, 1, ATTN_NORM);
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}
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grenade->Vel.Z = (-self->Angles.Pitch.TanClamped()) * grenade->Speed + 8;
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DVector2 offset = self->Angles.Yaw.ToVector(self->radius + grenade->radius);
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DAngle an = self->Angles.Yaw + angleofs;
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offset += an.ToVector(15);
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grenade->SetOrigin(grenade->Vec3Offset(offset.X, offset.Y, 0.), false);
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}
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return 0;
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}
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