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e4af82ae96
velocity, and now it's known as such. The actor variables momx/momy/momz are now known as velx/vely/velz, and the ACS functions GetActorMomX/Y/Z are now known as GetActorVelX/Y/Z. For compatibility, momx/momy/momz will continue to work as aliases from DECORATE. The ACS functions, however, require you to use the new name, since they never saw an official release yet. SVN r1689 (trunk)
124 lines
3.4 KiB
C++
124 lines
3.4 KiB
C++
/*
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#include "actor.h"
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#include "m_random.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 "s_sound.h"
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#include "a_strifeglobal.h"
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#include "thingdef/thingdef.h"
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#include "g_level.h"
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*/
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static FRandom pr_entity ("Entity");
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DEFINE_ACTION_FUNCTION(AActor, A_SubEntityDeath)
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{
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if (CheckBossDeath (self))
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{
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G_ExitLevel (0, false);
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}
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}
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void A_SpectralMissile (AActor *self, const char *missilename)
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{
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if (self->target != NULL)
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{
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AActor *missile = P_SpawnMissileXYZ (self->x, self->y, self->z + 32*FRACUNIT,
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self, self->target, PClass::FindClass("SpectralLightningBigV2"), false);
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if (missile != NULL)
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{
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missile->tracer = self->target;
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missile->health = -2;
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P_CheckMissileSpawn(missile);
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}
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}
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}
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DECLARE_ACTION(A_SpotLightning)
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DECLARE_ACTION(A_Spectre3Attack)
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DEFINE_ACTION_FUNCTION(AActor, A_EntityAttack)
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{
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// Apparent Strife bug: Case 5 was unreachable because they used % 5 instead of % 6.
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// I've fixed that by making case 1 duplicate it, since case 1 did nothing.
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switch (pr_entity() % 5)
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{
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case 0:
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CALL_ACTION(A_SpotLightning, self);
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break;
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case 2:
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A_SpectralMissile (self, "SpectralLightningH3");
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break;
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case 3:
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CALL_ACTION(A_Spectre3Attack, self);
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break;
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case 4:
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A_SpectralMissile (self, "SpectralLightningBigV2");
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break;
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case 1:
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case 5:
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A_SpectralMissile (self, "SpectralLightningBigBall2");
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break;
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}
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}
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DEFINE_ACTION_FUNCTION(AActor, A_SpawnEntity)
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{
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AActor *entity = Spawn("EntityBoss", self->x, self->y, self->z + 70*FRACUNIT, ALLOW_REPLACE);
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if (entity != NULL)
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{
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entity->angle = self->angle;
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entity->CopyFriendliness(self, true);
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entity->velz = 5*FRACUNIT;
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entity->tracer = self;
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}
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}
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DEFINE_ACTION_FUNCTION(AActor, A_EntityDeath)
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{
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AActor *second;
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fixed_t secondRadius = GetDefaultByName("EntitySecond")->radius * 2;
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angle_t an;
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AActor *spot = self->tracer;
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if (spot == NULL) spot = self;
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fixed_t SpawnX = spot->x;
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fixed_t SpawnY = spot->y;
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fixed_t SpawnZ = spot->z + self->tracer? 70*FRACUNIT : 0;
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an = self->angle >> ANGLETOFINESHIFT;
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second = Spawn("EntitySecond", SpawnX + FixedMul (secondRadius, finecosine[an]),
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SpawnY + FixedMul (secondRadius, finesine[an]), SpawnZ, ALLOW_REPLACE);
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second->CopyFriendliness(self, true);
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//second->target = self->target;
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A_FaceTarget (second);
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an = second->angle >> ANGLETOFINESHIFT;
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second->velx += FixedMul (finecosine[an], 320000);
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second->vely += FixedMul (finesine[an], 320000);
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an = (self->angle + ANGLE_90) >> ANGLETOFINESHIFT;
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second = Spawn("EntitySecond", SpawnX + FixedMul (secondRadius, finecosine[an]),
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SpawnY + FixedMul (secondRadius, finesine[an]), SpawnZ, ALLOW_REPLACE);
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second->CopyFriendliness(self, true);
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//second->target = self->target;
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second->velx = FixedMul (secondRadius, finecosine[an]) << 2;
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second->vely = FixedMul (secondRadius, finesine[an]) << 2;
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A_FaceTarget (second);
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an = (self->angle - ANGLE_90) >> ANGLETOFINESHIFT;
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second = Spawn("EntitySecond", SpawnX + FixedMul (secondRadius, finecosine[an]),
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SpawnY + FixedMul (secondRadius, finesine[an]), SpawnZ, ALLOW_REPLACE);
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second->CopyFriendliness(self, true);
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//second->target = self->target;
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second->velx = FixedMul (secondRadius, finecosine[an]) << 2;
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second->vely = FixedMul (secondRadius, finesine[an]) << 2;
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A_FaceTarget (second);
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}
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