/* #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" #include "thingdef/thingdef.h" */ static FRandom pr_wizatk3 ("WizAtk3"); //---------------------------------------------------------------------------- // // PROC A_GhostOff // //---------------------------------------------------------------------------- DEFINE_ACTION_FUNCTION(AActor, A_GhostOff) { self->RenderStyle = STYLE_Normal; self->flags3 &= ~MF3_GHOST; } //---------------------------------------------------------------------------- // // PROC A_WizAtk1 // //---------------------------------------------------------------------------- DEFINE_ACTION_FUNCTION(AActor, A_WizAtk1) { A_FaceTarget (self); CALL_ACTION(A_GhostOff, self); } //---------------------------------------------------------------------------- // // PROC A_WizAtk2 // //---------------------------------------------------------------------------- DEFINE_ACTION_FUNCTION(AActor, A_WizAtk2) { A_FaceTarget (self); self->alpha = HR_SHADOW; self->RenderStyle = STYLE_Translucent; self->flags3 |= MF3_GHOST; } //---------------------------------------------------------------------------- // // PROC A_WizAtk3 // //---------------------------------------------------------------------------- DEFINE_ACTION_FUNCTION(AActor, A_WizAtk3) { AActor *mo; CALL_ACTION(A_GhostOff, self); if (!self->target) { return; } S_Sound (self, CHAN_WEAPON, self->AttackSound, 1, ATTN_NORM); if (self->CheckMeleeRange()) { int damage = pr_wizatk3.HitDice (4); int newdam = P_DamageMobj (self->target, self, self, damage, NAME_Melee); P_TraceBleed (newdam > 0 ? newdam : damage, self->target, self); return; } const PClass *fx = PClass::FindClass("WizardFX1"); mo = P_SpawnMissile (self, self->target, fx); if (mo != NULL) { P_SpawnMissileAngle(self, fx, mo->angle-(ANG45/8), mo->velz); P_SpawnMissileAngle(self, fx, mo->angle+(ANG45/8), mo->velz); } }