qzdoom/src/g_strife/a_loremaster.cpp

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/*
#include "actor.h"
#include "a_action.h"
#include "a_strifeglobal.h"
#include "m_random.h"
#include "p_local.h"
#include "s_sound.h"
#include "thingdef/thingdef.h"
*/
// Loremaster (aka Priest) --------------------------------------------------
class ALoreShot : public AActor
{
DECLARE_CLASS (ALoreShot, AActor)
public:
int DoSpecialDamage (AActor *victim, int damage, FName damagetype);
};
IMPLEMENT_CLASS (ALoreShot)
int ALoreShot::DoSpecialDamage (AActor *victim, int damage, FName damagetype)
{
if (victim != NULL && target != NULL && !(victim->flags7 & MF7_DONTTHRUST))
{
fixedvec3 fixthrust = victim->Vec3To(target);
TVector3<double> thrust(fixthrust.x, fixthrust.y, fixthrust.z);
thrust.MakeUnit();
thrust *= double((255*50*FRACUNIT) / (victim->Mass ? victim->Mass : 1));
victim->velx += fixed_t(thrust.X);
victim->vely += fixed_t(thrust.Y);
victim->velz += fixed_t(thrust.Z);
}
return damage;
}
DEFINE_ACTION_FUNCTION(AActor, A_LoremasterChain)
{
PARAM_ACTION_PROLOGUE;
S_Sound (self, CHAN_BODY, "loremaster/active", 1, ATTN_NORM);
Spawn("LoreShot2", self->Pos(), ALLOW_REPLACE);
Spawn("LoreShot2", self->Vec3Offset(-(self->velx >> 1), -(self->vely >> 1), -(self->velz >> 1)), ALLOW_REPLACE);
Spawn("LoreShot2", self->Vec3Offset(-self->velx, -self->vely, -self->velz), ALLOW_REPLACE);
return 0;
}