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76 lines
2.4 KiB
C++
76 lines
2.4 KiB
C++
/*
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** a_hatetarget.cpp
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** Something for monsters to hate and shoot at
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**
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**---------------------------------------------------------------------------
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** Copyright 2003-2006 Randy Heit
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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#include "actor.h"
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#include "info.h"
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#include "m_fixed.h"
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// Hate Target --------------------------------------------------------------
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class AHateTarget : public AActor
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{
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DECLARE_CLASS(AHateTarget, AActor)
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public:
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void BeginPlay();
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int TakeSpecialDamage(AActor *inflictor, AActor *source, int damage, FName damagetype);
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};
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IMPLEMENT_CLASS(AHateTarget, false, false, false, false)
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void AHateTarget::BeginPlay()
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{
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Super::BeginPlay();
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if (SpawnAngle != 0)
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{ // Each degree translates into 10 units of health
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health = SpawnAngle * 10;
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}
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else
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{
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special2 = 1;
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health = 1000001;
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}
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}
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int AHateTarget::TakeSpecialDamage(AActor *inflictor, AActor *source, int damage, FName damagetype)
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{
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if (special2 != 0)
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{
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return 0;
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}
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else
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{
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return damage;
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}
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}
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