qzdoom/src/g_heretic/a_hereticimp.cpp

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#include "templates.h"
#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 "thingdef/thingdef.h"
static FRandom pr_imp ("ImpExplode");
//----------------------------------------------------------------------------
//
// PROC A_ImpExplode
//
//----------------------------------------------------------------------------
DEFINE_ACTION_FUNCTION(AActor, A_ImpExplode)
{
AActor *chunk;
self->flags &= ~MF_NOGRAVITY;
chunk = Spawn("HereticImpChunk1", self->x, self->y, self->z, ALLOW_REPLACE);
chunk->momx = pr_imp.Random2 () << 10;
chunk->momy = pr_imp.Random2 () << 10;
chunk->momz = 9*FRACUNIT;
chunk = Spawn("HereticImpChunk2", self->x, self->y, self->z, ALLOW_REPLACE);
chunk->momx = pr_imp.Random2 () << 10;
chunk->momy = pr_imp.Random2 () << 10;
chunk->momz = 9*FRACUNIT;
if (self->special1 == 666)
{ // Extreme death crash
self->SetState (self->FindState("XCrash"));
}
}
//----------------------------------------------------------------------------
//
// PROC A_ImpDeath
//
//----------------------------------------------------------------------------
DEFINE_ACTION_FUNCTION(AActor, A_ImpDeath)
{
self->flags &= ~MF_SOLID;
self->flags2 |= MF2_FLOORCLIP;
}
//----------------------------------------------------------------------------
//
// PROC A_ImpXDeath1
//
//----------------------------------------------------------------------------
DEFINE_ACTION_FUNCTION(AActor, A_ImpXDeath1)
{
self->flags &= ~MF_SOLID;
self->flags |= MF_NOGRAVITY;
self->flags2 |= MF2_FLOORCLIP;
self->special1 = 666; // Flag the crash routine
}