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1436f0a4fa
the opportunity to merge the various boolean parameters to P_AimLineAttack into one flag parameter. SVN r2254 (trunk)
85 lines
2.2 KiB
C++
85 lines
2.2 KiB
C++
/*
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#include "actor.h"
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#include "m_random.h"
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#include "a_action.h"
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#include "p_local.h"
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#include "p_enemy.h"
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#include "s_sound.h"
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#include "a_strifeglobal.h"
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#include "thingdef/thingdef.h"
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*/
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static bool CrusaderCheckRange (AActor *self)
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{
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if (P_CheckSight (self, self->target) && self->reactiontime == 0)
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{
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return P_AproxDistance (self->x - self->target->x, self->y - self->target->y) < 264*FRACUNIT;
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}
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return false;
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}
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DEFINE_ACTION_FUNCTION(AActor, A_CrusaderChoose)
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{
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if (self->target == NULL)
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return;
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if (CrusaderCheckRange (self))
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{
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A_FaceTarget (self);
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self->angle -= ANGLE_180/16;
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P_SpawnMissileZAimed (self, self->z + 40*FRACUNIT, self->target, PClass::FindClass("FastFlameMissile"));
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}
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else
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{
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if (P_CheckMissileRange (self))
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{
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A_FaceTarget (self);
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P_SpawnMissileZAimed (self, self->z + 56*FRACUNIT, self->target, PClass::FindClass("CrusaderMissile"));
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self->angle -= ANGLE_45/32;
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P_SpawnMissileZAimed (self, self->z + 40*FRACUNIT, self->target, PClass::FindClass("CrusaderMissile"));
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self->angle += ANGLE_45/16;
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P_SpawnMissileZAimed (self, self->z + 40*FRACUNIT, self->target, PClass::FindClass("CrusaderMissile"));
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self->angle -= ANGLE_45/16;
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self->reactiontime += 15;
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}
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self->SetState (self->SeeState);
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}
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}
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DEFINE_ACTION_FUNCTION(AActor, A_CrusaderSweepLeft)
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{
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self->angle += ANGLE_90/16;
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AActor *misl = P_SpawnMissileZAimed (self, self->z + 48*FRACUNIT, self->target, PClass::FindClass("FastFlameMissile"));
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if (misl != NULL)
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{
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misl->velz += FRACUNIT;
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}
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}
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DEFINE_ACTION_FUNCTION(AActor, A_CrusaderSweepRight)
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{
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self->angle -= ANGLE_90/16;
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AActor *misl = P_SpawnMissileZAimed (self, self->z + 48*FRACUNIT, self->target, PClass::FindClass("FastFlameMissile"));
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if (misl != NULL)
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{
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misl->velz += FRACUNIT;
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}
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}
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DEFINE_ACTION_FUNCTION(AActor, A_CrusaderRefire)
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{
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if (self->target == NULL ||
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self->target->health <= 0 ||
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!P_CheckSight (self, self->target))
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{
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self->SetState (self->SeeState);
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}
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}
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DEFINE_ACTION_FUNCTION(AActor, A_CrusaderDeath)
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{
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if (CheckBossDeath (self))
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{
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EV_DoFloor (DFloor::floorLowerToLowest, NULL, 667, FRACUNIT, 0, 0, 0, false);
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}
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}
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