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https://github.com/ZDoom/qzdoom-gpl.git
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9e42cdaf08
consideration the size and shape of the sector producing the sound. See the lifts on Doom 2 MAP30 and compare with previous versions. - Fixed: The stop sound for sector-based sound sequences was not played with the CHAN_AREA flag. - Removed the distinction between S_Sound() and S_SoundID() functions. Use S_Sound() for both names and IDs from now on. SVN r1034 (trunk)
29 lines
693 B
C++
29 lines
693 B
C++
#include "actor.h"
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#include "info.h"
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#include "m_random.h"
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#include "p_local.h"
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#include "p_enemy.h"
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#include "gstrings.h"
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#include "a_action.h"
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#include "s_sound.h"
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static FRandom pr_headattack ("HeadAttack");
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void A_HeadAttack (AActor *self)
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{
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if (!self->target)
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return;
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A_FaceTarget (self);
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if (self->CheckMeleeRange ())
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{
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int damage = (pr_headattack()%6+1)*10;
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S_Sound (self, CHAN_WEAPON, self->AttackSound, 1, ATTN_NORM);
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P_DamageMobj (self->target, self, self, damage, NAME_Melee);
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P_TraceBleed (damage, self->target, self);
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return;
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}
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// launch a missile
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P_SpawnMissile (self, self->target, PClass::FindClass("CacodemonBall"));
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}
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