#include "actor.h" #include "info.h" #include "m_random.h" #include "s_sound.h" #include "p_local.h" #include "p_enemy.h" #include "a_action.h" #include "gstrings.h" static FRandom pr_wizatk3 ("WizAtk3"); //---------------------------------------------------------------------------- // // PROC A_GhostOff // //---------------------------------------------------------------------------- void A_GhostOff (AActor *actor) { actor->RenderStyle = STYLE_Normal; actor->flags3 &= ~MF3_GHOST; } //---------------------------------------------------------------------------- // // PROC A_WizAtk1 // //---------------------------------------------------------------------------- void A_WizAtk1 (AActor *actor) { A_FaceTarget (actor); A_GhostOff (actor); } //---------------------------------------------------------------------------- // // PROC A_WizAtk2 // //---------------------------------------------------------------------------- void A_WizAtk2 (AActor *actor) { A_FaceTarget (actor); actor->alpha = HR_SHADOW; actor->RenderStyle = STYLE_Translucent; actor->flags3 |= MF3_GHOST; } //---------------------------------------------------------------------------- // // PROC A_WizAtk3 // //---------------------------------------------------------------------------- void A_WizAtk3 (AActor *actor) { AActor *mo; A_GhostOff (actor); if (!actor->target) { return; } S_Sound (actor, CHAN_WEAPON, actor->AttackSound, 1, ATTN_NORM); if (actor->CheckMeleeRange()) { int damage = pr_wizatk3.HitDice (4); P_DamageMobj (actor->target, actor, actor, damage, NAME_Melee); P_TraceBleed (damage, actor->target, actor); return; } const PClass *fx = PClass::FindClass("WizardFX1"); mo = P_SpawnMissile (actor, actor->target, fx); if (mo != NULL) { P_SpawnMissileAngle(actor, fx, mo->angle-(ANG45/8), mo->momz); P_SpawnMissileAngle(actor, fx, mo->angle+(ANG45/8), mo->momz); } }