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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)
65 lines
1.7 KiB
C++
65 lines
1.7 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 "a_action.h"
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#include "a_sharedglobal.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_dripblood ("DripBlood");
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static FRandom pr_knightatk ("KnightAttack");
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//----------------------------------------------------------------------------
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//
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// PROC A_DripBlood
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//
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//----------------------------------------------------------------------------
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DEFINE_ACTION_FUNCTION(AActor, A_DripBlood)
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{
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AActor *mo;
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fixed_t x, y;
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x = self->x + (pr_dripblood.Random2 () << 11);
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y = self->y + (pr_dripblood.Random2 () << 11);
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mo = Spawn ("Blood", x, y, self->z, ALLOW_REPLACE);
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mo->velx = pr_dripblood.Random2 () << 10;
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mo->vely = pr_dripblood.Random2 () << 10;
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mo->gravity = FRACUNIT/8;
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}
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//----------------------------------------------------------------------------
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//
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// PROC A_KnightAttack
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//
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//----------------------------------------------------------------------------
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DEFINE_ACTION_FUNCTION(AActor, A_KnightAttack)
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{
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if (!self->target)
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{
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return;
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}
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if (self->CheckMeleeRange ())
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{
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int damage = pr_knightatk.HitDice (3);
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P_DamageMobj (self->target, self, self, damage, NAME_Melee);
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P_TraceBleed (damage, self->target, self);
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S_Sound (self, CHAN_BODY, "hknight/melee", 1, ATTN_NORM);
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return;
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}
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// Throw axe
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S_Sound (self, CHAN_BODY, self->AttackSound, 1, ATTN_NORM);
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if (self->flags & MF_SHADOW || pr_knightatk () < 40)
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{ // Red axe
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P_SpawnMissileZ (self, self->z + 36*FRACUNIT, self->target, PClass::FindClass("RedAxe"));
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return;
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}
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// Green axe
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P_SpawnMissileZ (self, self->z + 36*FRACUNIT, self->target, PClass::FindClass("KnightAxe"));
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}
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