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48 lines
1.4 KiB
C++
48 lines
1.4 KiB
C++
/*
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#include "actor.h"
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#include "a_action.h"
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#include "a_strifeglobal.h"
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#include "m_random.h"
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#include "p_local.h"
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#include "s_sound.h"
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#include "thingdef/thingdef.h"
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*/
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// Loremaster (aka Priest) --------------------------------------------------
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class ALoreShot : public AActor
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{
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DECLARE_CLASS (ALoreShot, AActor)
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public:
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int DoSpecialDamage (AActor *target, int damage, FName damagetype);
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};
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IMPLEMENT_CLASS (ALoreShot)
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int ALoreShot::DoSpecialDamage (AActor *target, int damage, FName damagetype)
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{
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FVector3 thrust;
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if (this->target != NULL && !(this->target->flags7 & MF7_DONTTHRUST))
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{
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thrust.X = float(this->target->x - target->x);
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thrust.Y = float(this->target->y - target->y);
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thrust.Z = float(this->target->z - target->z);
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thrust.MakeUnit();
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thrust *= float((255*50*FRACUNIT) / (target->Mass ? target->Mass : 1));
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target->velx += fixed_t(thrust.X);
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target->vely += fixed_t(thrust.Y);
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target->velz += fixed_t(thrust.Z);
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}
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return damage;
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}
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DEFINE_ACTION_FUNCTION(AActor, A_LoremasterChain)
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{
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S_Sound (self, CHAN_BODY, "loremaster/active", 1, ATTN_NORM);
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Spawn("LoreShot2", self->x, self->y, self->z, ALLOW_REPLACE);
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Spawn("LoreShot2", self->x - (self->velx >> 1), self->y - (self->vely >> 1), self->z - (self->velz >> 1), ALLOW_REPLACE);
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Spawn("LoreShot2", self->x - self->velx, self->y - self->vely, self->z - self->velz, ALLOW_REPLACE);
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}
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