gzdoom/src/g_doom/a_lostsoul.cpp
Christoph Oelckers 760f70d3f1 - Changed compilation for g_doom, g_heretic, g_hexen and g_strife folders
so that all files are included by a central one instead of compiling 
  each one separately. This speeds up the compilation process by 25%
  when doing a complete rebuild in Visual C.
- Cleaned up more header dependencies.

SVN r1226 (trunk)
2008-09-15 14:11:05 +00:00

79 lines
1.8 KiB
C++

/*
#include "templates.h"
#include "actor.h"
#include "info.h"
#include "m_random.h"
#include "s_sound.h"
#include "p_local.h"
#include "p_enemy.h"
#include "gi.h"
#include "gstrings.h"
#include "a_action.h"
#include "thingdef/thingdef.h"
*/
FRandom pr_lost ("LostMissileRange");
//
// SkullAttack
// Fly at the player like a missile.
//
#define SKULLSPEED (20*FRACUNIT)
void A_SkullAttack(AActor *self, fixed_t speed)
{
AActor *dest;
angle_t an;
int dist;
if (!self->target)
return;
dest = self->target;
self->flags |= MF_SKULLFLY;
S_Sound (self, CHAN_VOICE, self->AttackSound, 1, ATTN_NORM);
A_FaceTarget (self);
an = self->angle >> ANGLETOFINESHIFT;
self->momx = FixedMul (speed, finecosine[an]);
self->momy = FixedMul (speed, finesine[an]);
dist = P_AproxDistance (dest->x - self->x, dest->y - self->y);
dist = dist / speed;
if (dist < 1)
dist = 1;
self->momz = (dest->z+(dest->height>>1) - self->z) / dist;
}
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SkullAttack)
{
ACTION_PARAM_START(1);
ACTION_PARAM_FIXED(n, 0);
if (n <= 0) n = SKULLSPEED;
A_SkullAttack(self, n);
}
//==========================================================================
//
// CVAR transsouls
//
// How translucent things drawn with STYLE_SoulTrans are. Normally, only
// Lost Souls have this render style, but a dehacked patch could give other
// things this style. Values less than 0.25 will automatically be set to
// 0.25 to ensure some degree of visibility. Likewise, values above 1.0 will
// be set to 1.0, because anything higher doesn't make sense.
//
//==========================================================================
CUSTOM_CVAR (Float, transsouls, 0.75f, CVAR_ARCHIVE)
{
if (self < 0.25f)
{
self = 0.25f;
}
else if (self > 1.f)
{
self = 1.f;
}
}