qzdoom/src/g_doom/a_lostsoul.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 "a_doomglobal.h"
#include "gi.h"
#include "gstrings.h"
#include "a_action.h"
#include "thingdef/thingdef.h"
FRandom pr_lost ("LostMissileRange");
//
// SkullAttack
// Fly at the player like a missile.
//
#define SKULLSPEED (20*FRACUNIT)
DEFINE_ACTION_FUNCTION(AActor, A_SkullAttack)
{
AActor *dest;
angle_t an;
int dist;
int n;
if (!self->target)
return;
int index = CheckIndex (1, NULL);
if (index >= 0)
{
n = FLOAT2FIXED(EvalExpressionF (StateParameters[index], self));
if (n == 0) n = SKULLSPEED;
}
else n = SKULLSPEED;
dest = self->target;
self->flags |= MF_SKULLFLY;
S_Sound (self, CHAN_VOICE, self->AttackSound, 1, ATTN_NORM);
A_FaceTarget (self);
an = self->angle >> ANGLETOFINESHIFT;
self->momx = FixedMul (n, finecosine[an]);
self->momy = FixedMul (n, finesine[an]);
dist = P_AproxDistance (dest->x - self->x, dest->y - self->y);
dist = dist / n;
if (dist < 1)
dist = 1;
self->momz = (dest->z+(dest->height>>1) - self->z) / dist;
}
//==========================================================================
//
// CVAR transsouls
//
// How translucent things drawn with STYLE_SoulTrans are. Normally, only
// Lost Souls have this render style, but a dehacked patch could give other
// things this style. Values less than 0.25 will automatically be set to
// 0.25 to ensure some degree of visibility. Likewise, values above 1.0 will
// be set to 1.0, because anything higher doesn't make sense.
//
//==========================================================================
CUSTOM_CVAR (Float, transsouls, 0.75f, CVAR_ARCHIVE)
{
if (self < 0.25f)
{
self = 0.25f;
}
else if (self > 1.f)
{
self = 1.f;
}
}