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bc63b70d88
Conflicts: src/actor.h src/fragglescript/t_func.cpp src/g_doom/a_bossbrain.cpp src/g_doom/a_revenant.cpp src/g_heretic/a_hereticartifacts.cpp src/g_heretic/a_hereticweaps.cpp src/g_heretic/a_knight.cpp src/g_hexen/a_bishop.cpp src/g_hexen/a_clericholy.cpp src/g_hexen/a_dragon.cpp src/g_hexen/a_firedemon.cpp src/g_hexen/a_flechette.cpp src/g_hexen/a_heresiarch.cpp src/g_hexen/a_hexenspecialdecs.cpp src/g_hexen/a_iceguy.cpp src/g_hexen/a_korax.cpp src/g_hexen/a_magelightning.cpp src/g_hexen/a_serpent.cpp src/g_hexen/a_spike.cpp src/g_hexen/a_wraith.cpp src/g_raven/a_minotaur.cpp src/g_shared/a_bridge.cpp src/g_shared/a_pickups.cpp src/g_shared/a_randomspawner.cpp src/g_strife/a_alienspectres.cpp src/g_strife/a_crusader.cpp src/g_strife/a_entityboss.cpp src/g_strife/a_inquisitor.cpp src/g_strife/a_loremaster.cpp src/g_strife/a_programmer.cpp src/g_strife/a_sentinel.cpp src/g_strife/a_spectral.cpp src/g_strife/a_strifestuff.cpp src/g_strife/a_strifeweapons.cpp src/g_strife/a_thingstoblowup.cpp src/p_local.h src/r_utility.cpp
145 lines
3.4 KiB
C++
145 lines
3.4 KiB
C++
/*
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#include "actor.h"
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#include "info.h"
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#include "p_local.h"
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#include "s_sound.h"
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#include "p_enemy.h"
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#include "a_action.h"
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#include "m_random.h"
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#include "thingdef/thingdef.h"
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*/
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static FRandom pr_iceguylook ("IceGuyLook");
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static FRandom pr_iceguychase ("IceGuyChase");
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static const char *WispTypes[2] =
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{
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"IceGuyWisp1",
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"IceGuyWisp2",
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};
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//============================================================================
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//
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// A_IceGuyLook
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//
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//============================================================================
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DEFINE_ACTION_FUNCTION(AActor, A_IceGuyLook)
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{
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PARAM_ACTION_PROLOGUE;
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fixed_t dist;
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fixed_t an;
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CALL_ACTION(A_Look, self);
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if (pr_iceguylook() < 64)
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{
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dist = ((pr_iceguylook()-128)*self->radius)>>7;
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an = (self->angle+ANG90)>>ANGLETOFINESHIFT;
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Spawn(WispTypes[pr_iceguylook() & 1], self->Vec3Offset(
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FixedMul(dist, finecosine[an]),
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FixedMul(dist, finesine[an]),
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60 * FRACUNIT), ALLOW_REPLACE);
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}
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return 0;
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}
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//============================================================================
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//
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// A_IceGuyChase
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//
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//============================================================================
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DEFINE_ACTION_FUNCTION(AActor, A_IceGuyChase)
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{
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PARAM_ACTION_PROLOGUE;
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fixed_t dist;
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fixed_t an;
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AActor *mo;
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A_Chase (stack, self);
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if (pr_iceguychase() < 128)
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{
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dist = ((pr_iceguychase()-128)*self->radius)>>7;
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an = (self->angle+ANG90)>>ANGLETOFINESHIFT;
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mo = Spawn(WispTypes[pr_iceguychase() & 1], self->Vec3Offset(
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FixedMul(dist, finecosine[an]),
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FixedMul(dist, finesine[an]),
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60 * FRACUNIT), ALLOW_REPLACE);
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if (mo)
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{
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mo->velx = self->velx;
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mo->vely = self->vely;
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mo->velz = self->velz;
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mo->target = self;
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}
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}
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return 0;
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}
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//============================================================================
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//
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// A_IceGuyAttack
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//
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//============================================================================
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DEFINE_ACTION_FUNCTION(AActor, A_IceGuyAttack)
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{
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PARAM_ACTION_PROLOGUE;
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if(!self->target)
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{
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return 0;
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}
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P_SpawnMissileXYZ(self->Vec3Angle(self->radius>>1, self->angle+ANG90, 40*FRACUNIT), self, self->target, PClass::FindActor ("IceGuyFX"));
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P_SpawnMissileXYZ(self->Vec3Angle(self->radius>>1, self->angle-ANG90, 40*FRACUNIT), self, self->target, PClass::FindActor ("IceGuyFX"));
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S_Sound (self, CHAN_WEAPON, self->AttackSound, 1, ATTN_NORM);
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return 0;
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}
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//============================================================================
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//
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// A_IceGuyDie
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//
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//============================================================================
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DEFINE_ACTION_FUNCTION(AActor, A_IceGuyDie)
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{
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PARAM_ACTION_PROLOGUE;
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self->velx = 0;
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self->vely = 0;
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self->velz = 0;
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self->height = self->GetDefault()->height;
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CALL_ACTION(A_FreezeDeathChunks, self);
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return 0;
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}
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//============================================================================
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//
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// A_IceGuyMissileExplode
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//
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//============================================================================
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DEFINE_ACTION_FUNCTION(AActor, A_IceGuyMissileExplode)
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{
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PARAM_ACTION_PROLOGUE;
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AActor *mo;
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unsigned int i;
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for (i = 0; i < 8; i++)
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{
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mo = P_SpawnMissileAngleZ (self, self->Z()+3*FRACUNIT,
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PClass::FindActor("IceGuyFX2"), i*ANG45, (fixed_t)(-0.3*FRACUNIT));
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if (mo)
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{
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mo->target = self->target;
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}
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}
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return 0;
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}
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