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549712e719
can perform based on the amount of damage actually taken after all modifications are done to it. However, if the damage is canceled away, blood will still spawn for the original damage amount rather than the modified amount. SVN r4012 (trunk)
65 lines
1.8 KiB
C++
65 lines
1.8 KiB
C++
/*
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#include "actor.h"
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#include "info.h"
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#include "m_random.h"
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#include "s_sound.h"
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#include "p_local.h"
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#include "a_action.h"
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#include "a_sharedglobal.h"
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#include "gstrings.h"
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#include "thingdef/thingdef.h"
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*/
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static FRandom pr_dripblood ("DripBlood");
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static FRandom pr_knightatk ("KnightAttack");
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//----------------------------------------------------------------------------
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//
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// PROC A_DripBlood
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//
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//----------------------------------------------------------------------------
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DEFINE_ACTION_FUNCTION(AActor, A_DripBlood)
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{
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AActor *mo;
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fixed_t x, y;
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x = self->x + (pr_dripblood.Random2 () << 11);
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y = self->y + (pr_dripblood.Random2 () << 11);
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mo = Spawn ("Blood", x, y, self->z, ALLOW_REPLACE);
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mo->velx = pr_dripblood.Random2 () << 10;
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mo->vely = pr_dripblood.Random2 () << 10;
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mo->gravity = FRACUNIT/8;
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}
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//----------------------------------------------------------------------------
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//
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// PROC A_KnightAttack
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//
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//----------------------------------------------------------------------------
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DEFINE_ACTION_FUNCTION(AActor, A_KnightAttack)
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{
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if (!self->target)
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{
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return;
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}
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if (self->CheckMeleeRange ())
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{
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int damage = pr_knightatk.HitDice (3);
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int newdam = P_DamageMobj (self->target, self, self, damage, NAME_Melee);
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P_TraceBleed (newdam > 0 ? newdam : damage, self->target, self);
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S_Sound (self, CHAN_BODY, "hknight/melee", 1, ATTN_NORM);
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return;
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}
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// Throw axe
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S_Sound (self, CHAN_BODY, self->AttackSound, 1, ATTN_NORM);
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if (self->flags & MF_SHADOW || pr_knightatk () < 40)
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{ // Red axe
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P_SpawnMissileZ (self, self->z + 36*FRACUNIT, self->target, PClass::FindClass("RedAxe"));
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return;
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}
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// Green axe
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P_SpawnMissileZ (self, self->z + 36*FRACUNIT, self->target, PClass::FindClass("KnightAxe"));
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}
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