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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)
35 lines
801 B
C++
35 lines
801 B
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 "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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static FRandom pr_troopattack ("TroopAttack");
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//
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// A_TroopAttack
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//
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DEFINE_ACTION_FUNCTION(AActor, A_TroopAttack)
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{
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if (!self->target)
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return;
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A_FaceTarget (self);
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if (self->CheckMeleeRange ())
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{
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int damage = (pr_troopattack()%8+1)*3;
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S_Sound (self, CHAN_WEAPON, "imp/melee", 1, ATTN_NORM);
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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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// launch a missile
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P_SpawnMissile (self, self->target, PClass::FindClass("DoomImpBall"));
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}
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