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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)
152 lines
3.4 KiB
C++
152 lines
3.4 KiB
C++
/*
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#include "templates.h"
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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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#include "g_level.h"
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*/
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static FRandom pr_tracer ("Tracer");
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static FRandom pr_skelfist ("SkelFist");
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//
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// A_SkelMissile
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//
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DEFINE_ACTION_FUNCTION(AActor, A_SkelMissile)
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{
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AActor *missile;
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if (!self->target)
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return;
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A_FaceTarget (self);
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missile = P_SpawnMissileZ (self, self->z + 48*FRACUNIT,
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self->target, PClass::FindClass("RevenantTracer"));
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if (missile != NULL)
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{
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missile->x += missile->velx;
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missile->y += missile->vely;
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missile->tracer = self->target;
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}
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}
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#define TRACEANGLE (0xc000000)
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DEFINE_ACTION_FUNCTION(AActor, A_Tracer)
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{
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angle_t exact;
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fixed_t dist;
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fixed_t slope;
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AActor *dest;
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AActor *smoke;
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// killough 1/18/98: this is why some missiles do not have smoke
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// and some do. Also, internal demos start at random gametics, thus
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// the bug in which revenants cause internal demos to go out of sync.
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//
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// killough 3/6/98: fix revenant internal demo bug by subtracting
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// levelstarttic from gametic:
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//
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// [RH] level.time is always 0-based, so nothing special to do here.
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if (level.time & 3)
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return;
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// spawn a puff of smoke behind the rocket
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P_SpawnPuff (self, PClass::FindClass(NAME_BulletPuff), self->x, self->y, self->z, 0, 3);
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smoke = Spawn ("RevenantTracerSmoke", self->x - self->velx,
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self->y - self->vely, self->z, ALLOW_REPLACE);
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smoke->velz = FRACUNIT;
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smoke->tics -= pr_tracer()&3;
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if (smoke->tics < 1)
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smoke->tics = 1;
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// adjust direction
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dest = self->tracer;
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if (!dest || dest->health <= 0 || self->Speed == 0 || !self->CanSeek(dest))
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return;
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// change angle
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exact = R_PointToAngle2 (self->x, self->y, dest->x, dest->y);
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if (exact != self->angle)
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{
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if (exact - self->angle > 0x80000000)
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{
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self->angle -= TRACEANGLE;
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if (exact - self->angle < 0x80000000)
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self->angle = exact;
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}
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else
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{
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self->angle += TRACEANGLE;
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if (exact - self->angle > 0x80000000)
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self->angle = exact;
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}
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}
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exact = self->angle>>ANGLETOFINESHIFT;
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self->velx = FixedMul (self->Speed, finecosine[exact]);
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self->vely = FixedMul (self->Speed, finesine[exact]);
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if (!(self->flags3 & (MF3_FLOORHUGGER|MF3_CEILINGHUGGER)))
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{
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// change slope
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dist = P_AproxDistance (dest->x - self->x,
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dest->y - self->y);
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dist = dist / self->Speed;
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if (dist < 1)
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dist = 1;
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if (dest->height >= 56*FRACUNIT)
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{
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slope = (dest->z+40*FRACUNIT - self->z) / dist;
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}
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else
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{
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slope = (dest->z + self->height*2/3 - self->z) / dist;
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}
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if (slope < self->velz)
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self->velz -= FRACUNIT/8;
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else
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self->velz += FRACUNIT/8;
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}
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}
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DEFINE_ACTION_FUNCTION(AActor, A_SkelWhoosh)
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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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S_Sound (self, CHAN_WEAPON, "skeleton/swing", 1, ATTN_NORM);
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}
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DEFINE_ACTION_FUNCTION(AActor, A_SkelFist)
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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_skelfist()%10)+1)*6;
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S_Sound (self, CHAN_WEAPON, "skeleton/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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}
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}
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