/* #include "actor.h" #include "a_action.h" #include "a_strifeglobal.h" #include "m_random.h" #include "p_local.h" #include "s_sound.h" #include "thingdef/thingdef.h" */ // Loremaster (aka Priest) -------------------------------------------------- class ALoreShot : public AActor { DECLARE_CLASS (ALoreShot, AActor) public: int DoSpecialDamage (AActor *victim, int damage, FName damagetype); }; IMPLEMENT_CLASS (ALoreShot) int ALoreShot::DoSpecialDamage (AActor *victim, int damage, FName damagetype) { if (victim != NULL && target != NULL && !(victim->flags7 & MF7_DONTTHRUST)) { fixedvec3 fixthrust = victim->Vec3To(target); DVector3 thrust(fixthrust.x, fixthrust.y, fixthrust.z); thrust.MakeUnit(); thrust *= double((255*50*FRACUNIT) / (victim->Mass ? victim->Mass : 1)); victim->vel.x += fixed_t(thrust.X); victim->vel.y += fixed_t(thrust.Y); victim->vel.z += fixed_t(thrust.Z); } return damage; } DEFINE_ACTION_FUNCTION(AActor, A_LoremasterChain) { PARAM_ACTION_PROLOGUE; S_Sound (self, CHAN_BODY, "loremaster/active", 1, ATTN_NORM); Spawn("LoreShot2", self->Pos(), ALLOW_REPLACE); Spawn("LoreShot2", self->Vec3Offset(-(self->vel.x >> 1), -(self->vel.y >> 1), -(self->vel.z >> 1)), ALLOW_REPLACE); Spawn("LoreShot2", self->Vec3Offset(-self->vel.x, -self->vel.y, -self->vel.z), ALLOW_REPLACE); return 0; }