mirror of
https://github.com/ZDoom/qzdoom-gpl.git
synced 2025-01-09 17:50:48 +00:00
651817fad7
(This commit is 95% search & replace with only a few places where velz was used as a local variable changed.)
49 lines
1.3 KiB
C++
49 lines
1.3 KiB
C++
/*
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#include "actor.h"
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#include "a_action.h"
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#include "a_strifeglobal.h"
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#include "m_random.h"
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#include "p_local.h"
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#include "s_sound.h"
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#include "thingdef/thingdef.h"
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*/
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// Loremaster (aka Priest) --------------------------------------------------
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class ALoreShot : public AActor
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{
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DECLARE_CLASS (ALoreShot, AActor)
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public:
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int DoSpecialDamage (AActor *victim, int damage, FName damagetype);
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};
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IMPLEMENT_CLASS (ALoreShot)
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int ALoreShot::DoSpecialDamage (AActor *victim, int damage, FName damagetype)
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{
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if (victim != NULL && target != NULL && !(victim->flags7 & MF7_DONTTHRUST))
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{
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fixedvec3 fixthrust = victim->Vec3To(target);
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DVector3 thrust(fixthrust.x, fixthrust.y, fixthrust.z);
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thrust.MakeUnit();
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thrust *= double((255*50*FRACUNIT) / (victim->Mass ? victim->Mass : 1));
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victim->vel.x += fixed_t(thrust.X);
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victim->vel.y += fixed_t(thrust.Y);
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victim->vel.z += fixed_t(thrust.Z);
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}
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return damage;
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}
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DEFINE_ACTION_FUNCTION(AActor, A_LoremasterChain)
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{
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PARAM_ACTION_PROLOGUE;
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S_Sound (self, CHAN_BODY, "loremaster/active", 1, ATTN_NORM);
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Spawn("LoreShot2", self->Pos(), ALLOW_REPLACE);
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Spawn("LoreShot2", self->Vec3Offset(-(self->vel.x >> 1), -(self->vel.y >> 1), -(self->vel.z >> 1)), ALLOW_REPLACE);
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Spawn("LoreShot2", self->Vec3Offset(-self->vel.x, -self->vel.y, -self->vel.z), ALLOW_REPLACE);
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return 0;
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}
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