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https://github.com/ZDoom/gzdoom.git
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8330a69212
influence of vertical thrust from the radius attack, since ZDoom does explosions in three dimensions, but Doom only did it in two. - Fixed: The last three parameters to A_VileAttack had their references off by one. Most notably as a result, the blast radius was used as the thrust, so it sent you flying far faster than it should have. SVN r1745 (trunk)
142 lines
2.8 KiB
C++
142 lines
2.8 KiB
C++
/*
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#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 "gstrings.h"
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#include "a_action.h"
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#include "thingdef/thingdef.h"
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*/
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//
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// PIT_VileCheck
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// Detect a corpse that could be raised.
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//
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void A_Fire(AActor *self, int height);
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//
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// A_VileStart
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//
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DEFINE_ACTION_FUNCTION(AActor, A_VileStart)
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{
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S_Sound (self, CHAN_VOICE, "vile/start", 1, ATTN_NORM);
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}
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//
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// A_Fire
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// Keep fire in front of player unless out of sight
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//
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DEFINE_ACTION_FUNCTION(AActor, A_StartFire)
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{
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S_Sound (self, CHAN_BODY, "vile/firestrt", 1, ATTN_NORM);
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A_Fire (self, 0);
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}
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DEFINE_ACTION_FUNCTION(AActor, A_FireCrackle)
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{
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S_Sound (self, CHAN_BODY, "vile/firecrkl", 1, ATTN_NORM);
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A_Fire (self, 0);
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}
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DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Fire)
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{
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ACTION_PARAM_START(1);
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ACTION_PARAM_FIXED(height,0);
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A_Fire(self, height);
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}
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void A_Fire(AActor *self, int height)
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{
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AActor *dest;
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angle_t an;
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dest = self->tracer;
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if (dest == NULL || self->target == NULL)
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return;
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// don't move it if the vile lost sight
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if (!P_CheckSight (self->target, dest, 0) )
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return;
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an = dest->angle >> ANGLETOFINESHIFT;
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self->SetOrigin (dest->x + FixedMul (24*FRACUNIT, finecosine[an]),
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dest->y + FixedMul (24*FRACUNIT, finesine[an]),
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dest->z + height);
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}
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//
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// A_VileTarget
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// Spawn the hellfire
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//
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DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_VileTarget)
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{
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ACTION_PARAM_START(1);
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ACTION_PARAM_CLASS(fire,0);
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AActor *fog;
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if (!self->target)
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return;
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A_FaceTarget (self);
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fog = Spawn (fire, self->target->x, self->target->y,
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self->target->z, ALLOW_REPLACE);
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self->tracer = fog;
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fog->target = self;
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fog->tracer = self->target;
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A_Fire(fog, 0);
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}
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//
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// A_VileAttack
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//
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DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_VileAttack)
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{
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ACTION_PARAM_START(6);
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ACTION_PARAM_SOUND(snd,0);
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ACTION_PARAM_INT(dmg,1);
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ACTION_PARAM_INT(blastdmg,2);
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ACTION_PARAM_INT(blastrad,3);
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ACTION_PARAM_FIXED(thrust,4);
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ACTION_PARAM_NAME(dmgtype,5);
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AActor *fire, *target;
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angle_t an;
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if (NULL == (target = self->target))
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return;
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A_FaceTarget (self);
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if (!P_CheckSight (self, target, 0) )
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return;
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S_Sound (self, CHAN_WEAPON, snd, 1, ATTN_NORM);
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P_TraceBleed (dmg, target);
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P_DamageMobj (target, self, self, dmg, NAME_None);
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an = self->angle >> ANGLETOFINESHIFT;
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fire = self->tracer;
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if (fire != NULL)
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{
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// move the fire between the vile and the player
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fire->SetOrigin (target->x - FixedMul (24*FRACUNIT, finecosine[an]),
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target->y - FixedMul (24*FRACUNIT, finesine[an]),
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target->z);
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P_RadiusAttack (fire, self, blastdmg, blastrad, dmgtype, false);
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}
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target->velz = Scale(thrust, 1000, target->Mass);
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}
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