qzdoom-gpl/src/g_doom/a_possessed.cpp
Christoph Oelckers 1bd6ac028b - Converted a_doomhealth.cpp to DECORATE.
- Added a PickupMessage property to the internal actor parser, replaced
  most of the virtual PickupMessages with it and placed the code that
  reads the metadata into AInventory::PickupMessage. Now the
  PickupMessage method is truly virtual and I can do:
   Added a Health.LowMessage property to define double message items like
   Doom's medikit in DECORATE.
- Since defining Mana3 as an ammo type and then overriding the TryPickup
  method means that this item defeats all ammo checks in the game it might
  as well be defined as a CustomInventory item. At least this fixes the
  amount given in easy and very hard skills.
- Converted all ammo items to DECORATE.
- Changed internal property setting of ammo types and sister weapons
  to use fuglyname as for DECORATE definitions. This allows to export
  the ammo definitions into DECORATE definitions without doing it for
  the weapons themselves.
- Replaced obituary methods with actor properties.
- Fixed: The secret map check didn't work for maps inside Zips.



SVN r196 (trunk)
2006-06-17 20:29:41 +00:00

491 lines
17 KiB
C++

#include "actor.h"
#include "info.h"
#include "m_random.h"
#include "s_sound.h"
#include "p_local.h"
#include "p_enemy.h"
#include "gstrings.h"
#include "a_action.h"
#include "a_doomglobal.h"
static FRandom pr_posattack ("PosAttack");
static FRandom pr_sposattack ("SPosAttack");
static FRandom pr_cposattack ("CPosAttack");
static FRandom pr_cposrefire ("CPosRefire");
void A_PosAttack (AActor *);
void A_SPosAttackUseAtkSound (AActor *);
void A_CPosAttack (AActor *);
void A_CPosRefire (AActor *);
// Zombie man --------------------------------------------------------------
class AZombieMan : public AActor
{
DECLARE_ACTOR (AZombieMan, AActor)
public:
void NoBlockingSet ();
};
FState AZombieMan::States[] =
{
#define S_POSS_STND 0
S_NORMAL (POSS, 'A', 10, A_Look , &States[S_POSS_STND+1]),
S_NORMAL (POSS, 'B', 10, A_Look , &States[S_POSS_STND]),
#define S_POSS_RUN (S_POSS_STND+2)
S_NORMAL (POSS, 'A', 4, A_Chase , &States[S_POSS_RUN+1]),
S_NORMAL (POSS, 'A', 4, A_Chase , &States[S_POSS_RUN+2]),
S_NORMAL (POSS, 'B', 4, A_Chase , &States[S_POSS_RUN+3]),
S_NORMAL (POSS, 'B', 4, A_Chase , &States[S_POSS_RUN+4]),
S_NORMAL (POSS, 'C', 4, A_Chase , &States[S_POSS_RUN+5]),
S_NORMAL (POSS, 'C', 4, A_Chase , &States[S_POSS_RUN+6]),
S_NORMAL (POSS, 'D', 4, A_Chase , &States[S_POSS_RUN+7]),
S_NORMAL (POSS, 'D', 4, A_Chase , &States[S_POSS_RUN+0]),
#define S_POSS_ATK (S_POSS_RUN+8)
S_NORMAL (POSS, 'E', 10, A_FaceTarget , &States[S_POSS_ATK+1]),
S_NORMAL (POSS, 'F', 8, A_PosAttack , &States[S_POSS_ATK+2]),
S_NORMAL (POSS, 'E', 8, NULL , &States[S_POSS_RUN+0]),
#define S_POSS_PAIN (S_POSS_ATK+3)
S_NORMAL (POSS, 'G', 3, NULL , &States[S_POSS_PAIN+1]),
S_NORMAL (POSS, 'G', 3, A_Pain , &States[S_POSS_RUN+0]),
#define S_POSS_DIE (S_POSS_PAIN+2)
S_NORMAL (POSS, 'H', 5, NULL , &States[S_POSS_DIE+1]),
S_NORMAL (POSS, 'I', 5, A_Scream , &States[S_POSS_DIE+2]),
S_NORMAL (POSS, 'J', 5, A_NoBlocking , &States[S_POSS_DIE+3]),
S_NORMAL (POSS, 'K', 5, NULL , &States[S_POSS_DIE+4]),
S_NORMAL (POSS, 'L', -1, NULL , NULL),
#define S_POSS_XDIE (S_POSS_DIE+5)
S_NORMAL (POSS, 'M', 5, NULL , &States[S_POSS_XDIE+1]),
S_NORMAL (POSS, 'N', 5, A_XScream , &States[S_POSS_XDIE+2]),
S_NORMAL (POSS, 'O', 5, A_NoBlocking , &States[S_POSS_XDIE+3]),
S_NORMAL (POSS, 'P', 5, NULL , &States[S_POSS_XDIE+4]),
S_NORMAL (POSS, 'Q', 5, NULL , &States[S_POSS_XDIE+5]),
S_NORMAL (POSS, 'R', 5, NULL , &States[S_POSS_XDIE+6]),
S_NORMAL (POSS, 'S', 5, NULL , &States[S_POSS_XDIE+7]),
S_NORMAL (POSS, 'T', 5, NULL , &States[S_POSS_XDIE+8]),
S_NORMAL (POSS, 'U', -1, NULL , NULL),
#define S_POSS_RAISE (S_POSS_XDIE+9)
S_NORMAL (POSS, 'K', 5, NULL , &States[S_POSS_RAISE+1]),
S_NORMAL (POSS, 'J', 5, NULL , &States[S_POSS_RAISE+2]),
S_NORMAL (POSS, 'I', 5, NULL , &States[S_POSS_RAISE+3]),
S_NORMAL (POSS, 'H', 5, NULL , &States[S_POSS_RUN+0])
};
IMPLEMENT_ACTOR (AZombieMan, Doom, 3004, 4)
PROP_SpawnHealth (20)
PROP_RadiusFixed (20)
PROP_HeightFixed (56)
PROP_Mass (100)
PROP_SpeedFixed (8)
PROP_PainChance (200)
PROP_Flags (MF_SOLID|MF_SHOOTABLE|MF_COUNTKILL)
PROP_Flags2 (MF2_MCROSS|MF2_PASSMOBJ|MF2_PUSHWALL|MF2_FLOORCLIP)
PROP_SpawnState (S_POSS_STND)
PROP_SeeState (S_POSS_RUN)
PROP_PainState (S_POSS_PAIN)
PROP_MissileState (S_POSS_ATK)
PROP_DeathState (S_POSS_DIE)
PROP_XDeathState (S_POSS_XDIE)
PROP_RaiseState (S_POSS_RAISE)
PROP_SeeSound ("grunt/sight")
PROP_AttackSound ("grunt/attack")
PROP_PainSound ("grunt/pain")
PROP_DeathSound ("grunt/death")
PROP_ActiveSound ("grunt/active")
PROP_Obituary("$OB_ZOMBIE")
END_DEFAULTS
void AZombieMan::NoBlockingSet ()
{
P_DropItem (this, "Clip", -1, 256);
}
//
// A_PosAttack
//
void A_PosAttack (AActor *self)
{
int angle;
int damage;
int slope;
if (!self->target)
return;
A_FaceTarget (self);
angle = self->angle;
slope = P_AimLineAttack (self, angle, MISSILERANGE);
S_Sound (self, CHAN_WEAPON, "grunt/attack", 1, ATTN_NORM);
angle += pr_posattack.Random2() << 20;
damage = ((pr_posattack()%5)+1)*3;
P_LineAttack (self, angle, MISSILERANGE, slope, damage, MOD_UNKNOWN, RUNTIME_CLASS(ABulletPuff));
}
// Shotgun guy -------------------------------------------------------------
class AShotgunGuy : public AActor
{
DECLARE_ACTOR (AShotgunGuy, AActor)
public:
void NoBlockingSet ();
};
FState AShotgunGuy::States[] =
{
#define S_SPOS_STND 0
S_NORMAL (SPOS, 'A', 10, A_Look , &States[S_SPOS_STND+1]),
S_NORMAL (SPOS, 'B', 10, A_Look , &States[S_SPOS_STND]),
#define S_SPOS_RUN (S_SPOS_STND+2)
S_NORMAL (SPOS, 'A', 3, A_Chase , &States[S_SPOS_RUN+1]),
S_NORMAL (SPOS, 'A', 3, A_Chase , &States[S_SPOS_RUN+2]),
S_NORMAL (SPOS, 'B', 3, A_Chase , &States[S_SPOS_RUN+3]),
S_NORMAL (SPOS, 'B', 3, A_Chase , &States[S_SPOS_RUN+4]),
S_NORMAL (SPOS, 'C', 3, A_Chase , &States[S_SPOS_RUN+5]),
S_NORMAL (SPOS, 'C', 3, A_Chase , &States[S_SPOS_RUN+6]),
S_NORMAL (SPOS, 'D', 3, A_Chase , &States[S_SPOS_RUN+7]),
S_NORMAL (SPOS, 'D', 3, A_Chase , &States[S_SPOS_RUN+0]),
#define S_SPOS_ATK (S_SPOS_RUN+8)
S_NORMAL (SPOS, 'E', 10, A_FaceTarget , &States[S_SPOS_ATK+1]),
S_BRIGHT (SPOS, 'F', 10, A_SPosAttackUseAtkSound , &States[S_SPOS_ATK+2]),
S_NORMAL (SPOS, 'E', 10, NULL , &States[S_SPOS_RUN+0]),
#define S_SPOS_PAIN (S_SPOS_ATK+3)
S_NORMAL (SPOS, 'G', 3, NULL , &States[S_SPOS_PAIN+1]),
S_NORMAL (SPOS, 'G', 3, A_Pain , &States[S_SPOS_RUN+0]),
#define S_SPOS_DIE (S_SPOS_PAIN+2)
S_NORMAL (SPOS, 'H', 5, NULL , &States[S_SPOS_DIE+1]),
S_NORMAL (SPOS, 'I', 5, A_Scream , &States[S_SPOS_DIE+2]),
S_NORMAL (SPOS, 'J', 5, A_NoBlocking , &States[S_SPOS_DIE+3]),
S_NORMAL (SPOS, 'K', 5, NULL , &States[S_SPOS_DIE+4]),
S_NORMAL (SPOS, 'L', -1, NULL , NULL),
#define S_SPOS_XDIE (S_SPOS_DIE+5)
S_NORMAL (SPOS, 'M', 5, NULL , &States[S_SPOS_XDIE+1]),
S_NORMAL (SPOS, 'N', 5, A_XScream , &States[S_SPOS_XDIE+2]),
S_NORMAL (SPOS, 'O', 5, A_NoBlocking , &States[S_SPOS_XDIE+3]),
S_NORMAL (SPOS, 'P', 5, NULL , &States[S_SPOS_XDIE+4]),
S_NORMAL (SPOS, 'Q', 5, NULL , &States[S_SPOS_XDIE+5]),
S_NORMAL (SPOS, 'R', 5, NULL , &States[S_SPOS_XDIE+6]),
S_NORMAL (SPOS, 'S', 5, NULL , &States[S_SPOS_XDIE+7]),
S_NORMAL (SPOS, 'T', 5, NULL , &States[S_SPOS_XDIE+8]),
S_NORMAL (SPOS, 'U', -1, NULL , NULL),
#define S_SPOS_RAISE (S_SPOS_XDIE+9)
S_NORMAL (SPOS, 'L', 5, NULL , &States[S_SPOS_RAISE+1]),
S_NORMAL (SPOS, 'K', 5, NULL , &States[S_SPOS_RAISE+2]),
S_NORMAL (SPOS, 'J', 5, NULL , &States[S_SPOS_RAISE+3]),
S_NORMAL (SPOS, 'I', 5, NULL , &States[S_SPOS_RAISE+4]),
S_NORMAL (SPOS, 'H', 5, NULL , &States[S_SPOS_RUN+0])
};
IMPLEMENT_ACTOR (AShotgunGuy, Doom, 9, 1)
PROP_SpawnHealth (30)
PROP_RadiusFixed (20)
PROP_HeightFixed (56)
PROP_Mass (100)
PROP_SpeedFixed (8)
PROP_PainChance (170)
PROP_Flags (MF_SOLID|MF_SHOOTABLE|MF_COUNTKILL)
PROP_Flags2 (MF2_MCROSS|MF2_PASSMOBJ|MF2_PUSHWALL|MF2_FLOORCLIP)
PROP_SpawnState (S_SPOS_STND)
PROP_SeeState (S_SPOS_RUN)
PROP_PainState (S_SPOS_PAIN)
PROP_MissileState (S_SPOS_ATK)
PROP_DeathState (S_SPOS_DIE)
PROP_XDeathState (S_SPOS_XDIE)
PROP_RaiseState (S_SPOS_RAISE)
PROP_SeeSound ("shotguy/sight")
PROP_AttackSound ("shotguy/attack")
PROP_PainSound ("shotguy/pain")
PROP_DeathSound ("shotguy/death")
PROP_ActiveSound ("shotguy/active")
PROP_Obituary("$OB_SHOTGUY")
END_DEFAULTS
void AShotgunGuy::NoBlockingSet ()
{
P_DropItem (this, "Shotgun", -1, 256);
}
static void A_SPosAttack2 (AActor *self)
{
int i;
int bangle;
int slope;
A_FaceTarget (self);
bangle = self->angle;
slope = P_AimLineAttack (self, bangle, MISSILERANGE);
for (i=0 ; i<3 ; i++)
{
int angle = bangle + (pr_sposattack.Random2() << 20);
int damage = ((pr_sposattack()%5)+1)*3;
P_LineAttack(self, angle, MISSILERANGE, slope, damage, MOD_UNKNOWN, RUNTIME_CLASS(ABulletPuff));
}
}
void A_SPosAttackUseAtkSound (AActor *self)
{
if (!self->target)
return;
S_SoundID (self, CHAN_WEAPON, self->AttackSound, 1, ATTN_NORM);
A_SPosAttack2 (self);
}
// This version of the function, which uses a hard-coded sound, is
// meant for Dehacked only.
void A_SPosAttack (AActor *self)
{
if (!self->target)
return;
S_Sound (self, CHAN_WEAPON, "shotguy/attack", 1, ATTN_NORM);
A_SPosAttack2 (self);
}
// Chaingun guy ------------------------------------------------------------
class AChaingunGuy : public AActor
{
DECLARE_ACTOR (AChaingunGuy, AActor)
public:
void NoBlockingSet ();
};
FState AChaingunGuy::States[] =
{
#define S_CPOS_STND 0
S_NORMAL (CPOS, 'A', 10, A_Look , &States[S_CPOS_STND+1]),
S_NORMAL (CPOS, 'B', 10, A_Look , &States[S_CPOS_STND]),
#define S_CPOS_RUN (S_CPOS_STND+2)
S_NORMAL (CPOS, 'A', 3, A_Chase , &States[S_CPOS_RUN+1]),
S_NORMAL (CPOS, 'A', 3, A_Chase , &States[S_CPOS_RUN+2]),
S_NORMAL (CPOS, 'B', 3, A_Chase , &States[S_CPOS_RUN+3]),
S_NORMAL (CPOS, 'B', 3, A_Chase , &States[S_CPOS_RUN+4]),
S_NORMAL (CPOS, 'C', 3, A_Chase , &States[S_CPOS_RUN+5]),
S_NORMAL (CPOS, 'C', 3, A_Chase , &States[S_CPOS_RUN+6]),
S_NORMAL (CPOS, 'D', 3, A_Chase , &States[S_CPOS_RUN+7]),
S_NORMAL (CPOS, 'D', 3, A_Chase , &States[S_CPOS_RUN+0]),
#define S_CPOS_ATK (S_CPOS_RUN+8)
S_NORMAL (CPOS, 'E', 10, A_FaceTarget , &States[S_CPOS_ATK+1]),
S_BRIGHT (CPOS, 'F', 4, A_CPosAttack , &States[S_CPOS_ATK+2]),
S_BRIGHT (CPOS, 'E', 4, A_CPosAttack , &States[S_CPOS_ATK+3]),
S_NORMAL (CPOS, 'F', 1, A_CPosRefire , &States[S_CPOS_ATK+1]),
#define S_CPOS_PAIN (S_CPOS_ATK+4)
S_NORMAL (CPOS, 'G', 3, NULL , &States[S_CPOS_PAIN+1]),
S_NORMAL (CPOS, 'G', 3, A_Pain , &States[S_CPOS_RUN+0]),
#define S_CPOS_DIE (S_CPOS_PAIN+2)
S_NORMAL (CPOS, 'H', 5, NULL , &States[S_CPOS_DIE+1]),
S_NORMAL (CPOS, 'I', 5, A_Scream , &States[S_CPOS_DIE+2]),
S_NORMAL (CPOS, 'J', 5, A_NoBlocking , &States[S_CPOS_DIE+3]),
S_NORMAL (CPOS, 'K', 5, NULL , &States[S_CPOS_DIE+4]),
S_NORMAL (CPOS, 'L', 5, NULL , &States[S_CPOS_DIE+5]),
S_NORMAL (CPOS, 'M', 5, NULL , &States[S_CPOS_DIE+6]),
S_NORMAL (CPOS, 'N', -1, NULL , NULL),
#define S_CPOS_XDIE (S_CPOS_DIE+7)
S_NORMAL (CPOS, 'O', 5, NULL , &States[S_CPOS_XDIE+1]),
S_NORMAL (CPOS, 'P', 5, A_XScream , &States[S_CPOS_XDIE+2]),
S_NORMAL (CPOS, 'Q', 5, A_NoBlocking , &States[S_CPOS_XDIE+3]),
S_NORMAL (CPOS, 'R', 5, NULL , &States[S_CPOS_XDIE+4]),
S_NORMAL (CPOS, 'S', 5, NULL , &States[S_CPOS_XDIE+5]),
S_NORMAL (CPOS, 'T', -1, NULL , NULL),
#define S_CPOS_RAISE (S_CPOS_XDIE+6)
S_NORMAL (CPOS, 'N', 5, NULL , &States[S_CPOS_RAISE+1]),
S_NORMAL (CPOS, 'M', 5, NULL , &States[S_CPOS_RAISE+2]),
S_NORMAL (CPOS, 'L', 5, NULL , &States[S_CPOS_RAISE+3]),
S_NORMAL (CPOS, 'K', 5, NULL , &States[S_CPOS_RAISE+4]),
S_NORMAL (CPOS, 'J', 5, NULL , &States[S_CPOS_RAISE+5]),
S_NORMAL (CPOS, 'I', 5, NULL , &States[S_CPOS_RAISE+6]),
S_NORMAL (CPOS, 'H', 5, NULL , &States[S_CPOS_RUN+0])
};
IMPLEMENT_ACTOR (AChaingunGuy, Doom, 65, 2)
PROP_SpawnHealth (70)
PROP_RadiusFixed (20)
PROP_HeightFixed (56)
PROP_Mass (100)
PROP_SpeedFixed (8)
PROP_PainChance (170)
PROP_Flags (MF_SOLID|MF_SHOOTABLE|MF_COUNTKILL)
PROP_Flags2 (MF2_MCROSS|MF2_PASSMOBJ|MF2_PUSHWALL|MF2_FLOORCLIP)
PROP_SpawnState (S_CPOS_STND)
PROP_SeeState (S_CPOS_RUN)
PROP_PainState (S_CPOS_PAIN)
PROP_MissileState (S_CPOS_ATK)
PROP_DeathState (S_CPOS_DIE)
PROP_XDeathState (S_CPOS_XDIE)
PROP_RaiseState (S_CPOS_RAISE)
PROP_SeeSound ("chainguy/sight")
PROP_PainSound ("chainguy/pain")
PROP_DeathSound ("chainguy/death")
PROP_ActiveSound ("chainguy/active")
PROP_AttackSound ("chainguy/attack")
PROP_Obituary("$OB_CHAINGUY")
END_DEFAULTS
void AChaingunGuy::NoBlockingSet ()
{
P_DropItem (this, "Chaingun", -1, 256);
}
// Wolfenstein SS ----------------------------------------------------------
class AWolfensteinSS : public AActor
{
DECLARE_ACTOR (AWolfensteinSS, AActor)
public:
void NoBlockingSet ();
};
FState AWolfensteinSS::States[] =
{
#define S_SSWV_STND 0
S_NORMAL (SSWV, 'A', 10, A_Look , &States[S_SSWV_STND+1]),
S_NORMAL (SSWV, 'B', 10, A_Look , &States[S_SSWV_STND]),
#define S_SSWV_RUN (S_SSWV_STND+2)
S_NORMAL (SSWV, 'A', 3, A_Chase , &States[S_SSWV_RUN+1]),
S_NORMAL (SSWV, 'A', 3, A_Chase , &States[S_SSWV_RUN+2]),
S_NORMAL (SSWV, 'B', 3, A_Chase , &States[S_SSWV_RUN+3]),
S_NORMAL (SSWV, 'B', 3, A_Chase , &States[S_SSWV_RUN+4]),
S_NORMAL (SSWV, 'C', 3, A_Chase , &States[S_SSWV_RUN+5]),
S_NORMAL (SSWV, 'C', 3, A_Chase , &States[S_SSWV_RUN+6]),
S_NORMAL (SSWV, 'D', 3, A_Chase , &States[S_SSWV_RUN+7]),
S_NORMAL (SSWV, 'D', 3, A_Chase , &States[S_SSWV_RUN+0]),
#define S_SSWV_ATK (S_SSWV_RUN+8)
S_NORMAL (SSWV, 'E', 10, A_FaceTarget , &States[S_SSWV_ATK+1]),
S_NORMAL (SSWV, 'F', 10, A_FaceTarget , &States[S_SSWV_ATK+2]),
S_BRIGHT (SSWV, 'G', 4, A_CPosAttack , &States[S_SSWV_ATK+3]),
S_NORMAL (SSWV, 'F', 6, A_FaceTarget , &States[S_SSWV_ATK+4]),
S_BRIGHT (SSWV, 'G', 4, A_CPosAttack , &States[S_SSWV_ATK+5]),
S_NORMAL (SSWV, 'F', 1, A_CPosRefire , &States[S_SSWV_ATK+1]),
#define S_SSWV_PAIN (S_SSWV_ATK+6)
S_NORMAL (SSWV, 'H', 3, NULL , &States[S_SSWV_PAIN+1]),
S_NORMAL (SSWV, 'H', 3, A_Pain , &States[S_SSWV_RUN+0]),
#define S_SSWV_DIE (S_SSWV_PAIN+2)
S_NORMAL (SSWV, 'I', 5, NULL , &States[S_SSWV_DIE+1]),
S_NORMAL (SSWV, 'J', 5, A_Scream , &States[S_SSWV_DIE+2]),
S_NORMAL (SSWV, 'K', 5, A_NoBlocking , &States[S_SSWV_DIE+3]),
S_NORMAL (SSWV, 'L', 5, NULL , &States[S_SSWV_DIE+4]),
S_NORMAL (SSWV, 'M', -1, NULL , NULL),
#define S_SSWV_XDIE (S_SSWV_DIE+5)
S_NORMAL (SSWV, 'N', 5, NULL , &States[S_SSWV_XDIE+1]),
S_NORMAL (SSWV, 'O', 5, A_XScream , &States[S_SSWV_XDIE+2]),
S_NORMAL (SSWV, 'P', 5, A_NoBlocking , &States[S_SSWV_XDIE+3]),
S_NORMAL (SSWV, 'Q', 5, NULL , &States[S_SSWV_XDIE+4]),
S_NORMAL (SSWV, 'R', 5, NULL , &States[S_SSWV_XDIE+5]),
S_NORMAL (SSWV, 'S', 5, NULL , &States[S_SSWV_XDIE+6]),
S_NORMAL (SSWV, 'T', 5, NULL , &States[S_SSWV_XDIE+7]),
S_NORMAL (SSWV, 'U', 5, NULL , &States[S_SSWV_XDIE+8]),
S_NORMAL (SSWV, 'V', -1, NULL , NULL),
#define S_SSWV_RAISE (S_SSWV_XDIE+9)
S_NORMAL (SSWV, 'M', 5, NULL , &States[S_SSWV_RAISE+1]),
S_NORMAL (SSWV, 'L', 5, NULL , &States[S_SSWV_RAISE+2]),
S_NORMAL (SSWV, 'K', 5, NULL , &States[S_SSWV_RAISE+3]),
S_NORMAL (SSWV, 'J', 5, NULL , &States[S_SSWV_RAISE+4]),
S_NORMAL (SSWV, 'I', 5, NULL , &States[S_SSWV_RUN+0])
};
IMPLEMENT_ACTOR (AWolfensteinSS, Doom, 84, 116)
PROP_SpawnHealth (50)
PROP_RadiusFixed (20)
PROP_HeightFixed (56)
PROP_Mass (100)
PROP_SpeedFixed (8)
PROP_PainChance (170)
PROP_Flags (MF_SOLID|MF_SHOOTABLE|MF_COUNTKILL)
PROP_Flags2 (MF2_MCROSS|MF2_PASSMOBJ|MF2_PUSHWALL|MF2_FLOORCLIP)
PROP_SpawnState (S_SSWV_STND)
PROP_SeeState (S_SSWV_RUN)
PROP_PainState (S_SSWV_PAIN)
PROP_MissileState (S_SSWV_ATK)
PROP_DeathState (S_SSWV_DIE)
PROP_XDeathState (S_SSWV_XDIE)
PROP_RaiseState (S_SSWV_RAISE)
PROP_SeeSound ("wolfss/sight")
PROP_PainSound ("wolfss/pain")
PROP_DeathSound ("wolfss/death")
PROP_ActiveSound ("wolfss/active")
PROP_AttackSound ("wolfss/attack")
PROP_Obituary("$OB_WOLFSS")
END_DEFAULTS
void AWolfensteinSS::NoBlockingSet ()
{
P_DropItem (this, "Clip", -1, 256);
}
void A_CPosAttack (AActor *self)
{
int angle;
int bangle;
int damage;
int slope;
if (!self->target)
return;
// [RH] Andy Baker's stealth monsters
if (self->flags & MF_STEALTH)
{
self->visdir = 1;
}
S_SoundID (self, CHAN_WEAPON, self->AttackSound, 1, ATTN_NORM);
A_FaceTarget (self);
bangle = self->angle;
slope = P_AimLineAttack (self, bangle, MISSILERANGE);
angle = bangle + (pr_cposattack.Random2() << 20);
damage = ((pr_cposattack()%5)+1)*3;
P_LineAttack (self, angle, MISSILERANGE, slope, damage, MOD_UNKNOWN, RUNTIME_CLASS(ABulletPuff));
}
void A_CPosRefire (AActor *self)
{
// keep firing unless target got out of sight
A_FaceTarget (self);
if (pr_cposrefire() < 40)
return;
if (!self->target
|| P_HitFriend (self)
|| self->target->health <= 0
|| !P_CheckSight (self, self->target, 0) )
{
self->SetState (self->SeeState);
}
}