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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)
83 lines
2.1 KiB
C++
83 lines
2.1 KiB
C++
/*
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#include "actor.h"
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#include "info.h"
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#include "m_random.h"
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#include "s_sound.h"
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#include "p_local.h"
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#include "p_enemy.h"
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#include "a_action.h"
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#include "gstrings.h"
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#include "thingdef/thingdef.h"
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*/
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static FRandom pr_wizatk3 ("WizAtk3");
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//----------------------------------------------------------------------------
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//
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// PROC A_GhostOff
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//
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//----------------------------------------------------------------------------
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DEFINE_ACTION_FUNCTION(AActor, A_GhostOff)
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{
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self->RenderStyle = STYLE_Normal;
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self->flags3 &= ~MF3_GHOST;
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}
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//----------------------------------------------------------------------------
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//
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// PROC A_WizAtk1
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//
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//----------------------------------------------------------------------------
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DEFINE_ACTION_FUNCTION(AActor, A_WizAtk1)
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{
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A_FaceTarget (self);
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CALL_ACTION(A_GhostOff, self);
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}
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//----------------------------------------------------------------------------
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//
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// PROC A_WizAtk2
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//
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//----------------------------------------------------------------------------
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DEFINE_ACTION_FUNCTION(AActor, A_WizAtk2)
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{
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A_FaceTarget (self);
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self->alpha = HR_SHADOW;
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self->RenderStyle = STYLE_Translucent;
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self->flags3 |= MF3_GHOST;
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}
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//----------------------------------------------------------------------------
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//
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// PROC A_WizAtk3
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//
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//----------------------------------------------------------------------------
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DEFINE_ACTION_FUNCTION(AActor, A_WizAtk3)
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{
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AActor *mo;
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CALL_ACTION(A_GhostOff, self);
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if (!self->target)
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{
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return;
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}
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S_Sound (self, CHAN_WEAPON, self->AttackSound, 1, ATTN_NORM);
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if (self->CheckMeleeRange())
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{
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int damage = pr_wizatk3.HitDice (4);
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int newdam = P_DamageMobj (self->target, self, self, damage, NAME_Melee);
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P_TraceBleed (newdam > 0 ? newdam : damage, self->target, self);
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return;
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}
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const PClass *fx = PClass::FindClass("WizardFX1");
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mo = P_SpawnMissile (self, self->target, fx);
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if (mo != NULL)
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{
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P_SpawnMissileAngle(self, fx, mo->angle-(ANG45/8), mo->velz);
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P_SpawnMissileAngle(self, fx, mo->angle+(ANG45/8), mo->velz);
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}
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}
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