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https://github.com/ZDoom/gzdoom.git
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744 lines
19 KiB
Text
744 lines
19 KiB
Text
extend class Actor
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{
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//---------------------------------------------------------------------------
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//
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// Used by A_CustomBulletAttack and A_FireBullets
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//
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//---------------------------------------------------------------------------
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static void AimBulletMissile(Actor proj, Actor puff, int flags, bool temp, bool cba)
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{
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if (proj && puff)
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{
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// FAF_BOTTOM = 1
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// Aim for the base of the puff as that's where blood puffs will spawn... roughly.
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proj.A_Face(puff, 0., 0., 0., 0., 1);
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proj.Vel3DFromAngle(proj.Speed, proj.Angle, proj.Pitch);
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if (!temp)
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{
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if (cba)
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{
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if (flags & CBAF_PUFFTARGET) proj.target = puff;
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if (flags & CBAF_PUFFMASTER) proj.master = puff;
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if (flags & CBAF_PUFFTRACER) proj.tracer = puff;
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}
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else
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{
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if (flags & FBF_PUFFTARGET) proj.target = puff;
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if (flags & FBF_PUFFMASTER) proj.master = puff;
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if (flags & FBF_PUFFTRACER) proj.tracer = puff;
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}
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}
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}
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if (puff && temp)
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{
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puff.Destroy();
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}
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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void A_CustomBulletAttack(double spread_xy, double spread_z, int numbullets, int damageperbullet, class<Actor> pufftype = "BulletPuff", double range = 0, int flags = 0, int ptr = AAPTR_TARGET, class<Actor> missile = null, double Spawnheight = 32, double Spawnofs_xy = 0)
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{
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let ref = GetPointer(ptr);
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if (range == 0)
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range = MISSILERANGE;
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int i;
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double bangle;
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double bslope = 0.;
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int laflags = (flags & CBAF_NORANDOMPUFFZ)? LAF_NORANDOMPUFFZ : 0;
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if (ref != NULL || (flags & CBAF_AIMFACING))
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{
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if (!(flags & CBAF_AIMFACING))
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{
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A_Face(ref);
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}
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bangle = self.Angle;
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if (!(flags & CBAF_NOPITCH)) bslope = AimLineAttack (bangle, MISSILERANGE);
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if (pufftype == null) pufftype = 'BulletPuff';
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A_PlaySound(AttackSound, CHAN_WEAPON);
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for (i = 0; i < numbullets; i++)
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{
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double pangle = bangle;
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double slope = bslope;
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if (flags & CBAF_EXPLICITANGLE)
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{
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pangle += spread_xy;
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slope += spread_z;
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}
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else
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{
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pangle += spread_xy * Random2[cwbullet]() / 255.;
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slope += spread_z * Random2[cwbullet]() / 255.;
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}
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int damage = damageperbullet;
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if (!(flags & CBAF_NORANDOM))
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damage *= random[cwbullet](1, 3);
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let puff = LineAttack(pangle, range, slope, damage, 'Hitscan', pufftype, laflags);
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if (missile != null && pufftype != null)
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{
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double ang = pangle - 90;
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let ofs = AngleToVector(ang, Spawnofs_xy);
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let pos = self.pos;
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SetXYZ(Vec3Offset(ofs.x, ofs.y, 0.));
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let proj = SpawnMissileAngleZSpeed(Pos.Z + GetBobOffset() + Spawnheight, missile, self.Angle, 0, GetDefaultByType(missile).Speed, self, false);
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SetXYZ(pos);
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if (proj)
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{
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bool temp = (puff == null);
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if (!puff)
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{
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puff = LineAttack(pangle, range, slope, 0, 'Hitscan', pufftype, laflags | LAF_NOINTERACT);
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}
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if (puff)
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{
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AimBulletMissile(proj, puff, flags, temp, true);
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}
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}
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}
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}
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}
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}
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//============================================================================
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//
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// P_DaggerAlert
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//
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//============================================================================
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void DaggerAlert(Actor target)
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{
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Actor looker;
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if (LastHeard != NULL)
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return;
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if (health <= 0)
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return;
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if (!bIsMonster)
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return;
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if (bInCombat)
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return;
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bInCombat = true;
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self.target = target;
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let painstate = FindState('Pain', 'Dagger');
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if (painstate != NULL)
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{
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SetState(painstate);
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}
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for (looker = cursector.thinglist; looker != NULL; looker = looker.snext)
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{
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if (looker == self || looker == target)
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continue;
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if (looker.health <= 0)
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continue;
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if (!looker.bSeesDaggers)
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continue;
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if (!looker.bInCombat)
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{
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if (!looker.CheckSight(target) && !looker.CheckSight(self))
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continue;
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looker.target = target;
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if (looker.SeeSound)
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{
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looker.A_PlaySound(looker.SeeSound, CHAN_VOICE);
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}
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looker.SetState(looker.SeeState);
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looker.bInCombat = true;
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}
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}
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}
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//===========================================================================
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//
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// Common code for A_SpawnItem and A_SpawnItemEx
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//
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//===========================================================================
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bool InitSpawnedItem(Actor mo, int flags)
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{
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if (mo == NULL)
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{
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return false;
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}
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Actor originator = self;
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if (!(mo.bDontTranslate))
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{
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if (flags & SXF_TRANSFERTRANSLATION)
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{
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mo.Translation = Translation;
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}
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else if (flags & SXF_USEBLOODCOLOR)
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{
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// [XA] Use the spawning actor's BloodColor to translate the newly-spawned object.
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mo.Translation = BloodTranslation;
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}
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}
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if (flags & SXF_TRANSFERPOINTERS)
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{
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mo.target = self.target;
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mo.master = self.master; // This will be overridden later if SXF_SETMASTER is set
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mo.tracer = self.tracer;
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}
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mo.Angle = self.Angle;
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if (flags & SXF_TRANSFERPITCH)
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{
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mo.Pitch = self.Pitch;
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}
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if (!(flags & SXF_ORIGINATOR))
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{
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while (originator && (originator.bMissile || originator.default.bMissile))
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{
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originator = originator.target;
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}
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}
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if (flags & SXF_TELEFRAG)
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{
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mo.TeleportMove(mo.Pos, true);
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// This is needed to ensure consistent behavior.
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// Otherwise it will only spawn if nothing gets telefragged
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flags |= SXF_NOCHECKPOSITION;
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}
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if (mo.bIsMonster)
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{
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if (!(flags & SXF_NOCHECKPOSITION) && !mo.TestMobjLocation())
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{
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// The monster is blocked so don't spawn it at all!
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mo.ClearCounters();
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mo.Destroy();
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return false;
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}
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else if (originator && !(flags & SXF_NOPOINTERS))
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{
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if (originator.bIsMonster)
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{
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// If this is a monster transfer all friendliness information
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mo.CopyFriendliness(originator, true);
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}
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else if (originator.player)
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{
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// A player always spawns a monster friendly to him
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mo.bFriendly = true;
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mo.SetFriendPlayer(originator.player);
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Actor attacker=originator.player.attacker;
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if (attacker)
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{
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if (!(attacker.bFriendly) ||
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(deathmatch && attacker.FriendPlayer != 0 && attacker.FriendPlayer != mo.FriendPlayer))
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{
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// Target the monster which last attacked the player
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mo.LastHeard = mo.target = attacker;
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}
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}
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}
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}
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}
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else if (!(flags & SXF_TRANSFERPOINTERS))
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{
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// If this is a missile or something else set the target to the originator
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mo.target = originator ? originator : self;
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}
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if (flags & SXF_NOPOINTERS)
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{
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//[MC]Intentionally eliminate pointers. Overrides TRANSFERPOINTERS, but is overridden by SETMASTER/TARGET/TRACER.
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mo.LastHeard = NULL; //Sanity check.
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mo.target = NULL;
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mo.master = NULL;
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mo.tracer = NULL;
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}
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if (flags & SXF_SETMASTER)
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{ // don't let it attack you (optional)!
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mo.master = originator;
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}
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if (flags & SXF_SETTARGET)
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{
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mo.target = originator;
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}
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if (flags & SXF_SETTRACER)
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{
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mo.tracer = originator;
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}
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if (flags & SXF_TRANSFERSCALE)
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{
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mo.Scale = self.Scale;
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}
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if (flags & SXF_TRANSFERAMBUSHFLAG)
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{
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mo.bAmbush = bAmbush;
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}
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if (flags & SXF_CLEARCALLERTID)
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{
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self.ChangeTid(0);
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}
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if (flags & SXF_TRANSFERSPECIAL)
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{
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mo.special = self.special;
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mo.args[0] = self.args[0];
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mo.args[1] = self.args[1];
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mo.args[2] = self.args[2];
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mo.args[3] = self.args[3];
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mo.args[4] = self.args[4];
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}
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if (flags & SXF_CLEARCALLERSPECIAL)
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{
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self.special = 0;
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self.args[0] = 0;
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self.args[1] = 0;
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self.args[2] = 0;
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self.args[3] = 0;
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self.args[4] = 0;
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}
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if (flags & SXF_TRANSFERSTENCILCOL)
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{
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mo.SetShade(self.fillcolor);
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}
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if (flags & SXF_TRANSFERALPHA)
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{
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mo.Alpha = self.Alpha;
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}
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if (flags & SXF_TRANSFERRENDERSTYLE)
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{
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mo.RenderStyle = self.RenderStyle;
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}
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if (flags & SXF_TRANSFERSPRITEFRAME)
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{
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mo.sprite = self.sprite;
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mo.frame = self.frame;
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}
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if (flags & SXF_TRANSFERROLL)
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{
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mo.Roll = self.Roll;
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}
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if (flags & SXF_ISTARGET)
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{
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self.target = mo;
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}
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if (flags & SXF_ISMASTER)
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{
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self.master = mo;
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}
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if (flags & SXF_ISTRACER)
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{
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self.tracer = mo;
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}
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return true;
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}
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//===========================================================================
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//
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// A_SpawnItem
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//
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// Spawns an item in front of the caller like Heretic's time bomb
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//
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//===========================================================================
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action bool, Actor A_SpawnItem(class<Actor> missile = "Unknown", double distance = 0, double zheight = 0, bool useammo = true, bool transfer_translation = false)
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{
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if (missile == NULL)
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{
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return false, null;
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}
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// Don't spawn monsters if this actor has been massacred
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if (DamageType == 'Massacre' && GetDefaultByType(missile).bIsMonster)
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{
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return true, null;
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}
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if (stateinfo != null && stateinfo.mStateType == STATE_Psprite)
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{
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let player = self.player;
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if (player == null) return false, null;
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let weapon = player.ReadyWeapon;
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// Used from a weapon, so use some ammo
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if (weapon == NULL || (useammo && !weapon.DepleteAmmo(weapon.bAltFire)))
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{
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return true, null;
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}
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}
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let mo = Spawn(missile, Vec3Angle(distance, Angle, -Floorclip + GetBobOffset() + zheight), ALLOW_REPLACE);
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int flags = (transfer_translation ? SXF_TRANSFERTRANSLATION : 0) + (useammo ? SXF_SETMASTER : 0);
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bool res = InitSpawnedItem(mo, flags); // for an inventory item's use state
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return res, mo;
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}
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//===========================================================================
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//
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// A_SpawnItemEx
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//
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// Enhanced spawning function
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//
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//===========================================================================
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bool, Actor A_SpawnItemEx(class<Actor> missile, double xofs = 0, double yofs = 0, double zofs = 0, double xvel = 0, double yvel = 0, double zvel = 0, double angle = 0, int flags = 0, int failchance = 0, int tid=0)
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{
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if (missile == NULL)
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{
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return false, null;
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}
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if (failchance > 0 && random[spawnitemex]() < failchance)
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{
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return true, null;
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}
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// Don't spawn monsters if this actor has been massacred
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if (DamageType == 'Massacre' && GetDefaultByType(missile).bIsMonster)
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{
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return true, null;
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}
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Vector2 pos;
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if (!(flags & SXF_ABSOLUTEANGLE))
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{
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angle += self.Angle;
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}
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double s = sin(angle);
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double c = cos(angle);
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if (flags & SXF_ABSOLUTEPOSITION)
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{
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pos = Vec2Offset(xofs, yofs);
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}
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else
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{
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// in relative mode negative y values mean 'left' and positive ones mean 'right'
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// This is the inverse orientation of the absolute mode!
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pos = Vec2Offset(xofs * c + yofs * s, xofs * s - yofs*c);
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}
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if (!(flags & SXF_ABSOLUTEVELOCITY))
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{
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// Same orientation issue here!
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double newxvel = xvel * c + yvel * s;
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yvel = xvel * s - yvel * c;
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xvel = newxvel;
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}
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let mo = Spawn(missile, (pos, self.pos.Z - Floorclip + GetBobOffset() + zofs), ALLOW_REPLACE);
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bool res = InitSpawnedItem(mo, flags);
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if (res)
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{
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if (tid != 0)
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{
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mo.ChangeTid(tid);
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}
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mo.Vel = (xvel, yvel, zvel);
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if (flags & SXF_MULTIPLYSPEED)
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{
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mo.Vel *= mo.Speed;
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}
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mo.Angle = angle;
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}
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return res, mo;
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}
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//===========================================================================
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//
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// A_ThrowGrenade
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//
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// Throws a grenade (like Hexen's fighter flechette)
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//
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//===========================================================================
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action bool, Actor A_ThrowGrenade(class<Actor> missile, double zheight = 0, double xyvel = 0, double zvel = 0, bool useammo = true)
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{
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if (missile == NULL)
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{
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return false, null;
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}
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if (stateinfo != null && stateinfo.mStateType == STATE_Psprite)
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{
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let player = self.player;
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if (player == null) return false, null;
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let weapon = player.ReadyWeapon;
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// Used from a weapon, so use some ammo
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if (weapon == NULL || (useammo && !weapon.DepleteAmmo(weapon.bAltFire)))
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{
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return true, null;
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}
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}
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let bo = Spawn(missile, pos + (0, 0, (-Floorclip + GetBobOffset() + zheight + 35 + (player? player.crouchoffset : 0.))), ALLOW_REPLACE);
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if (bo)
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{
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bo.PlaySpawnSound(self);
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if (xyvel != 0)
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bo.Speed = xyvel;
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bo.Angle = Angle + (random[grenade](-4, 3) * (360./256.));
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let pitch = -self.Pitch;
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let angle = bo.Angle;
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// There are two vectors we are concerned about here: xy and z. We rotate
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// them separately according to the shooter's pitch and then sum them to
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// get the final velocity vector to shoot with.
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double xy_xyscale = bo.Speed * cos(pitch);
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double xy_velz = bo.Speed * sin(pitch);
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double xy_velx = xy_xyscale * cos(angle);
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double xy_vely = xy_xyscale * sin(angle);
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pitch = self.Pitch;
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double z_xyscale = zvel * sin(pitch);
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double z_velz = zvel * cos(pitch);
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double z_velx = z_xyscale * cos(angle);
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double z_vely = z_xyscale * sin(angle);
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bo.Vel.X = xy_velx + z_velx + Vel.X / 2;
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bo.Vel.Y = xy_vely + z_vely + Vel.Y / 2;
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bo.Vel.Z = xy_velz + z_velz;
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bo.target = self;
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if (!bo.CheckMissileSpawn(radius)) bo = null;
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return true, bo;
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}
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else
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{
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return false, null;
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}
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}
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//---------------------------------------------------------------------------
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//
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// P_CheckSplash
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//
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// Checks for splashes caused by explosions
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//
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//---------------------------------------------------------------------------
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void CheckSplash(double distance)
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{
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double floorh;
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sector floorsec;
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[floorh, floorsec] = curSector.LowestFloorAt(pos.XY);
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if (pos.Z <= floorz + distance && floorsector == floorsec && curSector.GetHeightSec() == NULL && floorsec.heightsec == NULL)
|
|
{
|
|
// Explosion splashes never alert monsters. This is because A_Explode has
|
|
// a separate parameter for that so this would get in the way of proper
|
|
// behavior.
|
|
Vector3 pos = PosRelative(floorsec);
|
|
pos.Z = floorz;
|
|
HitWater (floorsec, pos, false, false);
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// Parameterized version of A_Explode
|
|
//
|
|
//==========================================================================
|
|
|
|
int A_Explode(int damage = -1, int distance = -1, int flags = XF_HURTSOURCE, bool alert = false, int fulldamagedistance = 0, int nails = 0, int naildamage = 10, class<Actor> pufftype = "BulletPuff", name damagetype = "none")
|
|
{
|
|
|
|
if (damage < 0) // get parameters from metadata
|
|
{
|
|
damage = ExplosionDamage;
|
|
distance = ExplosionRadius;
|
|
flags = !DontHurtShooter;
|
|
alert = false;
|
|
}
|
|
if (distance <= 0) distance = damage;
|
|
|
|
// NailBomb effect, from SMMU but not from its source code: instead it was implemented and
|
|
// generalized from the documentation at http://www.doomworld.com/eternity/engine/codeptrs.html
|
|
|
|
if (nails)
|
|
{
|
|
double ang;
|
|
for (int i = 0; i < nails; i++)
|
|
{
|
|
ang = i*360./nails;
|
|
// Comparing the results of a test wad with Eternity, it seems A_NailBomb does not aim
|
|
LineAttack(ang, MISSILERANGE, 0.,
|
|
//P_AimLineAttack (self, ang, MISSILERANGE),
|
|
naildamage, 'Hitscan', pufftype, bMissile ? LAF_TARGETISSOURCE : 0);
|
|
}
|
|
}
|
|
|
|
if (!(flags & XF_EXPLICITDAMAGETYPE) && damagetype == 'None')
|
|
{
|
|
damagetype = self.DamageType;
|
|
}
|
|
|
|
int pflags = 0;
|
|
if (flags & XF_HURTSOURCE) pflags |= RADF_HURTSOURCE;
|
|
if (flags & XF_NOTMISSILE) pflags |= RADF_SOURCEISSPOT;
|
|
|
|
int count = RadiusAttack (target, damage, distance, damagetype, pflags, fulldamagedistance);
|
|
if (!(flags & XF_NOSPLASH)) CheckSplash(distance);
|
|
if (alert && target != NULL && target.player != NULL)
|
|
{
|
|
SoundAlert(target);
|
|
}
|
|
return count;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// A_RadiusThrust
|
|
//
|
|
//==========================================================================
|
|
|
|
void A_RadiusThrust(int force = 128, int distance = -1, int flags = RTF_AFFECTSOURCE, int fullthrustdistance = 0)
|
|
{
|
|
if (force == 0) force = 128;
|
|
if (distance <= 0) distance = abs(force);
|
|
bool nothrust = false;
|
|
|
|
if (target)
|
|
{
|
|
nothrust = target.bNoDamageThrust;
|
|
// Temporarily negate MF2_NODMGTHRUST on the shooter, since it renders this function useless.
|
|
if (!(flags & RTF_NOTMISSILE))
|
|
{
|
|
target.bNoDamageThrust = false;
|
|
}
|
|
}
|
|
RadiusAttack (target, force, distance, DamageType, flags | RADF_NODAMAGE, fullthrustdistance);
|
|
CheckSplash(distance);
|
|
if (target) target.bNoDamageThrust = nothrust;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// A_Detonate
|
|
// killough 8/9/98: same as A_Explode, except that the damage is variable
|
|
//
|
|
//==========================================================================
|
|
|
|
void A_Detonate()
|
|
{
|
|
int damage = GetMissileDamage(0, 1);
|
|
RadiusAttack (target, damage, damage, DamageType, RADF_HURTSOURCE);
|
|
CheckSplash(damage);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// old customizable attack functions which use actor parameters.
|
|
//
|
|
//==========================================================================
|
|
|
|
private void DoAttack (bool domelee, bool domissile, int MeleeDamage, Sound MeleeSound, Class<Actor> MissileType,double MissileHeight)
|
|
{
|
|
let targ = target;
|
|
if (targ == NULL) return;
|
|
|
|
A_FaceTarget ();
|
|
if (domelee && MeleeDamage>0 && CheckMeleeRange ())
|
|
{
|
|
int damage = random[CustomMelee](1, 8) * MeleeDamage;
|
|
if (MeleeSound) A_PlaySound (MeleeSound, CHAN_WEAPON);
|
|
int newdam = targ.DamageMobj (self, self, damage, 'Melee');
|
|
targ.TraceBleed (newdam > 0 ? newdam : damage, self);
|
|
}
|
|
else if (domissile && MissileType != NULL)
|
|
{
|
|
// This seemingly senseless code is needed for proper aiming.
|
|
double add = MissileHeight + GetBobOffset() - 32;
|
|
AddZ(add);
|
|
Actor missile = SpawnMissileXYZ (Pos + (0, 0, 32), targ, MissileType, false);
|
|
AddZ(-add);
|
|
|
|
if (missile)
|
|
{
|
|
// automatic handling of seeker missiles
|
|
if (missile.bSeekerMissile)
|
|
{
|
|
missile.tracer = targ;
|
|
}
|
|
missile.CheckMissileSpawn(radius);
|
|
}
|
|
}
|
|
}
|
|
|
|
deprecated("2.3") void A_MeleeAttack()
|
|
{
|
|
DoAttack(true, false, MeleeDamage, MeleeSound, NULL, 0);
|
|
}
|
|
|
|
deprecated("2.3") void A_MissileAttack()
|
|
{
|
|
Class<Actor> MissileType = MissileName;
|
|
DoAttack(false, true, 0, 0, MissileType, MissileHeight);
|
|
}
|
|
|
|
deprecated("2.3") void A_ComboAttack()
|
|
{
|
|
Class<Actor> MissileType = MissileName;
|
|
DoAttack(true, true, MeleeDamage, MeleeSound, MissileType, MissileHeight);
|
|
}
|
|
|
|
void A_BasicAttack(int melee_damage, sound melee_sound, class<actor> missile_type, double missile_height)
|
|
{
|
|
DoAttack(true, true, melee_damage, melee_sound, missile_type, missile_height);
|
|
}
|
|
|
|
|
|
//==========================================================================
|
|
//
|
|
// called with the victim as 'self'
|
|
//
|
|
//==========================================================================
|
|
|
|
virtual void SpawnLineAttackBlood(Actor attacker, Vector3 bleedpos, double SrcAngleFromTarget, int originaldamage, int actualdamage)
|
|
{
|
|
if (!bNoBlood && !bDormant && !bInvulnerable)
|
|
{
|
|
let player = attacker.player;
|
|
let weapon = player? player.ReadyWeapon : null;
|
|
let axeBlood = (weapon && weapon.bAxeBlood);
|
|
let bloodsplatter = attacker.bBloodSplatter || axeBlood;
|
|
|
|
if (!bloodsplatter)
|
|
{
|
|
SpawnBlood(bleedpos, SrcAngleFromTarget, actualdamage > 0 ? actualdamage : originaldamage);
|
|
}
|
|
else if (originaldamage)
|
|
{
|
|
if (axeBlood)
|
|
{
|
|
BloodSplatter(bleedpos, SrcAngleFromTarget, true);
|
|
}
|
|
// No else here...
|
|
if (random[LineAttack]() < 192)
|
|
{
|
|
BloodSplatter(bleedpos, SrcAngleFromTarget, false);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|