mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-12-15 15:11:32 +00:00
549712e719
can perform based on the amount of damage actually taken after all modifications are done to it. However, if the damage is canceled away, blood will still spawn for the original damage amount rather than the modified amount. SVN r4012 (trunk)
20 lines
539 B
C++
20 lines
539 B
C++
static FRandom pr_bruisattack ("BruisAttack");
|
|
|
|
|
|
DEFINE_ACTION_FUNCTION(AActor, A_BruisAttack)
|
|
{
|
|
if (!self->target)
|
|
return;
|
|
|
|
if (self->CheckMeleeRange ())
|
|
{
|
|
int damage = (pr_bruisattack()%8+1)*10;
|
|
S_Sound (self, CHAN_WEAPON, "baron/melee", 1, ATTN_NORM);
|
|
int newdam = P_DamageMobj (self->target, self, self, damage, NAME_Melee);
|
|
P_TraceBleed (newdam > 0 ? newdam : damage, self->target, self);
|
|
return;
|
|
}
|
|
|
|
// launch a missile
|
|
P_SpawnMissile (self, self->target, PClass::FindClass("BaronBall"));
|
|
}
|