qzdoom/src/g_hexen/a_korax.cpp

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//===========================================================================
// Korax Variables
// tracer last teleport destination
// special2 set if "below half" script not yet run
//
// Korax Scripts (reserved)
// 249 Tell scripts that we are below half health
// 250-254 Control scripts (254 is only used when less than half health)
// 255 Death script
//
// Korax TIDs (reserved)
// 245 Reserved for Korax himself
// 248 Initial teleport destination
// 249 Teleport destination
// 250-254 For use in respective control scripts
// 255 For use in death script (spawn spots)
//===========================================================================
#include "actor.h"
#include "info.h"
#include "p_local.h"
#include "p_spec.h"
#include "s_sound.h"
#include "p_enemy.h"
#include "a_action.h"
#include "m_random.h"
#include "i_system.h"
const int KORAX_SPIRIT_LIFETIME = 5*TICRATE/5; // 5 seconds
const int KORAX_COMMAND_HEIGHT = 120;
const int KORAX_COMMAND_OFFSET = 27;
const int KORAX_TID = 245;
const int KORAX_FIRST_TELEPORT_TID = 248;
const int KORAX_TELEPORT_TID = 249;
const int KORAX_DELTAANGLE = 85*ANGLE_1;
const int KORAX_ARM_EXTENSION_SHORT = 40;
const int KORAX_ARM_EXTENSION_LONG = 55;
const int KORAX_ARM1_HEIGHT = 108*FRACUNIT;
const int KORAX_ARM2_HEIGHT = 82*FRACUNIT;
const int KORAX_ARM3_HEIGHT = 54*FRACUNIT;
const int KORAX_ARM4_HEIGHT = 104*FRACUNIT;
const int KORAX_ARM5_HEIGHT = 86*FRACUNIT;
const int KORAX_ARM6_HEIGHT = 53*FRACUNIT;
const int KORAX_BOLT_HEIGHT = 48*FRACUNIT;
const int KORAX_BOLT_LIFETIME = 3;
static FRandom pr_koraxchase ("KoraxChase");
static FRandom pr_kspiritinit ("KSpiritInit");
static FRandom pr_koraxdecide ("KoraxDecide");
static FRandom pr_koraxmissile ("KoraxMissile");
static FRandom pr_koraxcommand ("KoraxCommand");
static FRandom pr_kspiritweave ("KSpiritWeave");
static FRandom pr_kspiritseek ("KSpiritSeek");
static FRandom pr_kspiritroam ("KSpiritRoam");
static FRandom pr_missile ("SKoraxMissile");
void A_KoraxChase (AActor *);
void A_KoraxStep (AActor *);
void A_KoraxStep2 (AActor *);
void A_KoraxDecide (AActor *);
void A_KoraxBonePop (AActor *);
void A_KoraxMissile (AActor *);
void A_KoraxCommand (AActor *);
void A_KSpiritRoam (AActor *);
void A_KBolt (AActor *);
void A_KBoltRaise (AActor *);
void KoraxFire (AActor *actor, const TypeInfo *type, int arm);
void KSpiritInit (AActor *spirit, AActor *korax);
AActor *P_SpawnKoraxMissile (fixed_t x, fixed_t y, fixed_t z,
AActor *source, AActor *dest, const TypeInfo *type);
extern void SpawnSpiritTail (AActor *spirit);
// Korax --------------------------------------------------------------------
class AKorax : public AActor
{
DECLARE_ACTOR (AKorax, AActor)
};
FState AKorax::States[] =
{
#define S_KORAX_LOOK1 0
S_NORMAL (KORX, 'A', 5, A_Look , &States[S_KORAX_LOOK1]),
#define S_KORAX_CHASE2 (S_KORAX_LOOK1+1)
S_NORMAL (KORX, 'A', 3, A_KoraxChase , &States[S_KORAX_CHASE2+1]),
S_NORMAL (KORX, 'A', 3, A_KoraxChase , &States[S_KORAX_CHASE2+2]),
S_NORMAL (KORX, 'A', 3, A_KoraxChase , &States[S_KORAX_CHASE2+3]),
S_NORMAL (KORX, 'B', 3, A_KoraxStep , &States[S_KORAX_CHASE2+4]),
S_NORMAL (KORX, 'B', 3, A_KoraxChase , &States[S_KORAX_CHASE2+5]),
S_NORMAL (KORX, 'B', 3, A_KoraxChase , &States[S_KORAX_CHASE2+6]),
S_NORMAL (KORX, 'B', 3, A_KoraxChase , &States[S_KORAX_CHASE2+7]),
S_NORMAL (KORX, 'C', 3, A_KoraxStep2 , &States[S_KORAX_CHASE2+8]),
S_NORMAL (KORX, 'C', 3, A_KoraxChase , &States[S_KORAX_CHASE2+9]),
S_NORMAL (KORX, 'C', 3, A_KoraxChase , &States[S_KORAX_CHASE2+10]),
S_NORMAL (KORX, 'C', 3, A_KoraxChase , &States[S_KORAX_CHASE2+11]),
S_NORMAL (KORX, 'D', 3, A_KoraxStep , &States[S_KORAX_CHASE2+12]),
S_NORMAL (KORX, 'D', 3, A_KoraxChase , &States[S_KORAX_CHASE2+13]),
S_NORMAL (KORX, 'D', 3, A_KoraxChase , &States[S_KORAX_CHASE2+14]),
S_NORMAL (KORX, 'D', 3, A_KoraxChase , &States[S_KORAX_CHASE2+15]),
S_NORMAL (KORX, 'A', 3, A_KoraxStep2 , &States[S_KORAX_CHASE2]),
#define S_KORAX_PAIN1 (S_KORAX_CHASE2+16)
S_NORMAL (KORX, 'H', 5, A_Pain , &States[S_KORAX_PAIN1+1]),
S_NORMAL (KORX, 'H', 5, NULL , &States[S_KORAX_CHASE2]),
#define S_KORAX_ATTACK1 (S_KORAX_PAIN1+2)
S_BRIGHT (KORX, 'E', 2, A_FaceTarget , &States[S_KORAX_ATTACK1+1]),
S_BRIGHT (KORX, 'E', 5, A_KoraxDecide , &States[S_KORAX_ATTACK1+1]),
#define S_KORAX_DEATH1 (S_KORAX_ATTACK1+2)
S_NORMAL (KORX, 'I', 5, NULL , &States[S_KORAX_DEATH1+1]),
S_NORMAL (KORX, 'J', 5, A_FaceTarget , &States[S_KORAX_DEATH1+2]),
S_NORMAL (KORX, 'K', 5, A_Scream , &States[S_KORAX_DEATH1+3]),
S_NORMAL (KORX, 'L', 5, NULL , &States[S_KORAX_DEATH1+4]),
S_NORMAL (KORX, 'M', 5, NULL , &States[S_KORAX_DEATH1+5]),
S_NORMAL (KORX, 'N', 5, NULL , &States[S_KORAX_DEATH1+6]),
S_NORMAL (KORX, 'O', 5, NULL , &States[S_KORAX_DEATH1+7]),
S_NORMAL (KORX, 'P', 5, NULL , &States[S_KORAX_DEATH1+8]),
S_NORMAL (KORX, 'Q', 10, NULL , &States[S_KORAX_DEATH1+9]),
S_NORMAL (KORX, 'R', 5, A_KoraxBonePop , &States[S_KORAX_DEATH1+10]),
S_NORMAL (KORX, 'S', 5, A_NoBlocking , &States[S_KORAX_DEATH1+11]),
S_NORMAL (KORX, 'T', 5, NULL , &States[S_KORAX_DEATH1+12]),
S_NORMAL (KORX, 'U', 5, NULL , &States[S_KORAX_DEATH1+13]),
S_NORMAL (KORX, 'V', -1, NULL , NULL),
#define S_KORAX_MISSILE1 (S_KORAX_DEATH1+14)
S_BRIGHT (KORX, 'E', 4, A_FaceTarget , &States[S_KORAX_MISSILE1+1]),
S_BRIGHT (KORX, 'F', 8, A_KoraxMissile , &States[S_KORAX_MISSILE1+2]),
S_BRIGHT (KORX, 'E', 8, NULL , &States[S_KORAX_CHASE2]),
#define S_KORAX_COMMAND1 (S_KORAX_MISSILE1+3)
S_BRIGHT (KORX, 'E', 5, A_FaceTarget , &States[S_KORAX_COMMAND1+1]),
S_BRIGHT (KORX, 'W', 10, A_FaceTarget , &States[S_KORAX_COMMAND1+2]),
S_BRIGHT (KORX, 'G', 15, A_KoraxCommand , &States[S_KORAX_COMMAND1+3]),
S_BRIGHT (KORX, 'W', 10, NULL , &States[S_KORAX_COMMAND1+4]),
S_BRIGHT (KORX, 'E', 5, NULL , &States[S_KORAX_CHASE2]),
};
IMPLEMENT_ACTOR (AKorax, Hexen, 10200, 0)
PROP_SpawnHealth (5000)
PROP_PainChance (20)
PROP_SpeedFixed (10)
PROP_RadiusFixed (65)
PROP_HeightFixed (115)
PROP_Mass (2000)
PROP_Damage (15)
PROP_Flags (MF_SOLID|MF_SHOOTABLE|MF_COUNTKILL)
PROP_Flags2 (MF2_FLOORCLIP|MF2_BOSS|MF2_TELESTOMP|MF2_PUSHWALL|MF2_MCROSS)
PROP_Flags3 (MF3_DONTMORPH)
PROP_Flags4 (MF4_NOICEDEATH)
PROP_SpawnState (S_KORAX_LOOK1)
PROP_SeeState (S_KORAX_CHASE2)
PROP_PainState (S_KORAX_PAIN1)
PROP_MissileState (S_KORAX_ATTACK1)
PROP_DeathState (S_KORAX_DEATH1)
PROP_SeeSound ("KoraxSight")
PROP_AttackSound ("KoraxAttack")
PROP_PainSound ("KoraxPain")
PROP_DeathSound ("KoraxDeath")
PROP_ActiveSound ("KoraxActive")
END_DEFAULTS
// Korax Spirit -------------------------------------------------------------
class AKoraxSpirit : public AActor
{
DECLARE_ACTOR (AKoraxSpirit, AActor)
};
FState AKoraxSpirit::States[] =
{
S_NORMAL (SPIR, 'A', 5, A_KSpiritRoam , &States[1]),
S_NORMAL (SPIR, 'B', 5, A_KSpiritRoam , &States[0]),
#define S_KSPIRIT_DEATH (2)
S_NORMAL (SPIR, 'D', 5, NULL , &States[S_KSPIRIT_DEATH+1]),
S_NORMAL (SPIR, 'E', 5, NULL , &States[S_KSPIRIT_DEATH+2]),
S_NORMAL (SPIR, 'F', 5, NULL , &States[S_KSPIRIT_DEATH+3]),
S_NORMAL (SPIR, 'G', 5, NULL , &States[S_KSPIRIT_DEATH+4]),
S_NORMAL (SPIR, 'H', 5, NULL , &States[S_KSPIRIT_DEATH+5]),
S_NORMAL (SPIR, 'I', 5, NULL , NULL),
};
IMPLEMENT_ACTOR (AKoraxSpirit, Hexen, -1, 0)
PROP_SpeedFixed (8)
PROP_Flags (MF_NOBLOCKMAP|MF_NOGRAVITY|MF_DROPOFF|MF_NOCLIP|MF_MISSILE)
PROP_Flags2 (MF2_NOTELEPORT)
PROP_RenderStyle (STYLE_Translucent)
PROP_Alpha (HX_ALTSHADOW)
PROP_SpawnState (0)
END_DEFAULTS
// Korax Bolt ---------------------------------------------------------------
class AKoraxBolt : public AActor
{
DECLARE_ACTOR (AKoraxBolt, AActor)
};
FState AKoraxBolt::States[] =
{
#define S_KBOLT1 0
S_BRIGHT (MLFX, 'I', 2, NULL , &States[S_KBOLT1+1]),
S_BRIGHT (MLFX, 'J', 2, A_KBoltRaise , &States[S_KBOLT1+2]),
S_BRIGHT (MLFX, 'I', 2, A_KBolt , &States[S_KBOLT1+3]),
S_BRIGHT (MLFX, 'J', 2, A_KBolt , &States[S_KBOLT1+4]),
S_BRIGHT (MLFX, 'K', 2, A_KBolt , &States[S_KBOLT1+5]),
S_BRIGHT (MLFX, 'L', 2, A_KBolt , &States[S_KBOLT1+6]),
S_BRIGHT (MLFX, 'M', 2, A_KBolt , &States[S_KBOLT1+2]),
};
IMPLEMENT_ACTOR (AKoraxBolt, Hexen, -1, 0)
PROP_RadiusFixed (15)
PROP_HeightFixed (35)
PROP_Flags (MF_NOBLOCKMAP|MF_NOGRAVITY|MF_DROPOFF|MF_MISSILE)
PROP_Flags2 (MF2_NOTELEPORT)
PROP_RenderStyle (STYLE_Add)
PROP_SpawnState (S_KBOLT1)
END_DEFAULTS
//============================================================================
//============================================================================
//
// A_KoraxChase
//
//============================================================================
void A_KoraxChase (AActor *actor)
{
AActor *spot;
if ((!actor->special2) && (actor->health <= (actor->GetDefault()->health/2)))
{
FActorIterator iterator (KORAX_FIRST_TELEPORT_TID);
spot = iterator.Next ();
if (spot != NULL)
{
P_Teleport (actor, spot->x, spot->y, ONFLOORZ, spot->angle, true, true, false);
}
P_StartScript (actor, NULL, 249, NULL, 0, 0, 0, 0, 0, false);
actor->special2 = 1; // Don't run again
return;
}
if (!actor->target) return;
if (pr_koraxchase()<30)
{
actor->SetState (actor->MissileState);
}
else if (pr_koraxchase()<30)
{
S_Sound (actor, CHAN_VOICE, "KoraxActive", 1, ATTN_NONE);
}
// Teleport away
if (actor->health < (actor->GetDefault()->health>>1))
{
if (pr_koraxchase()<10)
{
FActorIterator iterator (KORAX_TELEPORT_TID);
if (actor->tracer != NULL)
{ // Find the previous teleport destination
do
{
spot = iterator.Next ();
} while (spot != NULL && spot != actor->tracer);
}
// Go to the next teleport destination
spot = iterator.Next ();
actor->tracer = spot;
if (spot)
{
P_Teleport (actor, spot->x, spot->y, ONFLOORZ, spot->angle, true, true, false);
}
}
}
}
//============================================================================
//
// A_KoraxStep
//
//============================================================================
void A_KoraxStep (AActor *actor)
{
A_Chase (actor);
}
//============================================================================
//
// A_KoraxStep2
//
//============================================================================
void A_KoraxStep2 (AActor *actor)
{
S_Sound (actor, CHAN_BODY, "KoraxStep", 1, ATTN_NONE);
A_Chase (actor);
}
//============================================================================
//
// A_KoraxBonePop
//
//============================================================================
void A_KoraxBonePop (AActor *actor)
{
AActor *mo;
int i;
// Spawn 6 spirits equalangularly
for (i = 0; i < 6; ++i)
{
mo = P_SpawnMissileAngle (actor, RUNTIME_CLASS(AKoraxSpirit), ANGLE_60*i, 5*FRACUNIT);
if (mo) KSpiritInit (mo, actor);
}
P_StartScript (actor, NULL, 255, NULL, 0, 0, 0, 0, false, false); // Death script
}
//============================================================================
//
// KSpiritInit
//
//============================================================================
void KSpiritInit (AActor *spirit, AActor *korax)
{
spirit->health = KORAX_SPIRIT_LIFETIME;
spirit->tracer = korax; // Swarm around korax
spirit->special2 = 32+(pr_kspiritinit()&7); // Float bob index
spirit->args[0] = 10; // initial turn value
spirit->args[1] = 0; // initial look angle
// Spawn a tail for spirit
SpawnSpiritTail (spirit);
}
//============================================================================
//
// A_KoraxDecide
//
//============================================================================
void A_KoraxDecide (AActor *actor)
{
if (pr_koraxdecide()<220)
{
actor->SetState (&AKorax::States[S_KORAX_MISSILE1]);
}
else
{
actor->SetState (&AKorax::States[S_KORAX_COMMAND1]);
}
}
//============================================================================
//
// A_KoraxMissile
//
//============================================================================
void A_KoraxMissile (AActor *actor)
{
static const struct { const char *type, *sound; } choices[6] =
{
{ "WraithFX1", "WraithMissileFire" },
{ "Demon1FX1", "DemonMissileFire" },
{ "Demon2FX1", "DemonMissileFire" },
{ "FireDemonMissile", "FireDemonAttack" },
{ "CentaurFX", "CentaurLeaderAttack" },
{ "SerpentFX", "CentaurLeaderAttack" }
};
int type = pr_koraxmissile()%6;
int i;
const TypeInfo *info;
S_Sound (actor, CHAN_VOICE, "KoraxAttack", 1, ATTN_NORM);
info = TypeInfo::FindType (choices[type].type);
if (info == NULL)
{
I_Error ("Unknown Korax missile: %s\n", choices[type].type);
}
// Fire all 6 missiles at once
S_Sound (actor, CHAN_WEAPON, choices[type].sound, 1, ATTN_NONE);
for (i = 0; i < 6; ++i)
{
KoraxFire (actor, info, i);
}
}
//============================================================================
//
// A_KoraxCommand
//
// Call action code scripts (250-254)
//
//============================================================================
void A_KoraxCommand (AActor *actor)
{
fixed_t x,y,z;
angle_t ang;
int numcommands;
S_Sound (actor, CHAN_VOICE, "KoraxCommand", 1, ATTN_NORM);
// Shoot stream of lightning to ceiling
ang = (actor->angle - ANGLE_90) >> ANGLETOFINESHIFT;
x = actor->x + KORAX_COMMAND_OFFSET * finecosine[ang];
y = actor->y + KORAX_COMMAND_OFFSET * finesine[ang];
z = actor->z + KORAX_COMMAND_HEIGHT*FRACUNIT;
Spawn<AKoraxBolt> (x, y, z);
if (actor->health <= (actor->GetDefault()->health >> 1))
{
numcommands = 5;
}
else
{
numcommands = 4;
}
P_StartScript (actor, NULL, 250+(pr_koraxcommand()%numcommands),
NULL, 0, 0, 0, 0, false, false);
}
//============================================================================
//
// KoraxFire
//
// Arm projectiles
// arm positions numbered:
// 1 top left
// 2 middle left
// 3 lower left
// 4 top right
// 5 middle right
// 6 lower right
//
//============================================================================
void KoraxFire (AActor *actor, const TypeInfo *type, int arm)
{
static const int extension[6] =
{
KORAX_ARM_EXTENSION_SHORT,
KORAX_ARM_EXTENSION_LONG,
KORAX_ARM_EXTENSION_LONG,
KORAX_ARM_EXTENSION_SHORT,
KORAX_ARM_EXTENSION_LONG,
KORAX_ARM_EXTENSION_LONG
};
static const fixed_t armheight[6] =
{
KORAX_ARM1_HEIGHT,
KORAX_ARM2_HEIGHT,
KORAX_ARM3_HEIGHT,
KORAX_ARM4_HEIGHT,
KORAX_ARM5_HEIGHT,
KORAX_ARM6_HEIGHT
};
angle_t ang;
fixed_t x,y,z;
ang = (actor->angle + (arm < 3 ? -KORAX_DELTAANGLE : KORAX_DELTAANGLE))
>> ANGLETOFINESHIFT;
x = actor->x + extension[arm] * finecosine[ang];
y = actor->y + extension[arm] * finesine[ang];
z = actor->z - actor->floorclip + armheight[arm];
P_SpawnKoraxMissile (x, y, z, actor, actor->target, type);
}
//============================================================================
//
// A_KSpiritWeave
//
//============================================================================
void A_KSpiritWeave (AActor *actor)
{
fixed_t newX, newY;
int weaveXY, weaveZ;
int angle;
weaveXY = actor->special2>>16;
weaveZ = actor->special2&0xFFFF;
angle = (actor->angle+ANG90)>>ANGLETOFINESHIFT;
newX = actor->x-FixedMul(finecosine[angle],
FloatBobOffsets[weaveXY]<<2);
newY = actor->y-FixedMul(finesine[angle],
FloatBobOffsets[weaveXY]<<2);
weaveXY = (weaveXY+(pr_kspiritweave()%5))&63;
newX += FixedMul(finecosine[angle],
FloatBobOffsets[weaveXY]<<2);
newY += FixedMul(finesine[angle],
FloatBobOffsets[weaveXY]<<2);
P_TryMove(actor, newX, newY, true);
actor->z -= FloatBobOffsets[weaveZ]<<1;
weaveZ = (weaveZ+(pr_kspiritweave()%5))&63;
actor->z += FloatBobOffsets[weaveZ]<<1;
actor->special2 = weaveZ+(weaveXY<<16);
}
//============================================================================
//
// A_KSpiritSeeker
//
//============================================================================
void A_KSpiritSeeker (AActor *actor, angle_t thresh, angle_t turnMax)
{
int dir;
int dist;
angle_t delta;
angle_t angle;
AActor *target;
fixed_t newZ;
fixed_t deltaZ;
target = actor->tracer;
if (target == NULL)
{
return;
}
dir = P_FaceMobj (actor, target, &delta);
if (delta > thresh)
{
delta >>= 1;
if(delta > turnMax)
{
delta = turnMax;
}
}
if(dir)
{ // Turn clockwise
actor->angle += delta;
}
else
{ // Turn counter clockwise
actor->angle -= delta;
}
angle = actor->angle>>ANGLETOFINESHIFT;
actor->momx = FixedMul (actor->Speed, finecosine[angle]);
actor->momy = FixedMul (actor->Speed, finesine[angle]);
if (!(level.time&15)
|| actor->z > target->z+(target->GetDefault()->height)
|| actor->z+actor->height < target->z)
{
newZ = target->z+((pr_kspiritseek()*target->GetDefault()->height)>>8);
deltaZ = newZ-actor->z;
if (abs(deltaZ) > 15*FRACUNIT)
{
if(deltaZ > 0)
{
deltaZ = 15*FRACUNIT;
}
else
{
deltaZ = -15*FRACUNIT;
}
}
dist = P_AproxDistance (target->x-actor->x, target->y-actor->y);
dist = dist/actor->Speed;
if (dist < 1)
{
dist = 1;
}
actor->momz = deltaZ/dist;
}
return;
}
//============================================================================
//
// A_KSpiritRoam
//
//============================================================================
void A_KSpiritRoam (AActor *actor)
{
if (actor->health-- <= 0)
{
S_Sound (actor, CHAN_VOICE, "SpiritDie", 1, ATTN_NORM);
actor->SetState (&AKoraxSpirit::States[S_KSPIRIT_DEATH]);
}
else
{
if (actor->tracer)
{
A_KSpiritSeeker (actor, actor->args[0]*ANGLE_1,
actor->args[0]*ANGLE_1*2);
}
A_KSpiritWeave (actor);
if (pr_kspiritroam()<50)
{
S_Sound (actor, CHAN_VOICE, "SpiritActive", 1, ATTN_NONE);
}
}
}
//============================================================================
//
// A_KBolt
//
//============================================================================
void A_KBolt (AActor *actor)
{
// Countdown lifetime
if (actor->special1-- <= 0)
{
actor->Destroy ();
}
}
//============================================================================
//
// A_KBoltRaise
//
//============================================================================
void A_KBoltRaise (AActor *actor)
{
AActor *mo;
fixed_t z;
// Spawn a child upward
z = actor->z + KORAX_BOLT_HEIGHT;
if ((z + KORAX_BOLT_HEIGHT) < actor->ceilingz)
{
mo = Spawn<AKoraxBolt> (actor->x, actor->y, z);
if (mo)
{
mo->special1 = KORAX_BOLT_LIFETIME;
}
}
else
{
// Maybe cap it off here
}
}
//============================================================================
//
// P_SpawnKoraxMissile
//
//============================================================================
AActor *P_SpawnKoraxMissile (fixed_t x, fixed_t y, fixed_t z,
AActor *source, AActor *dest, const TypeInfo *type)
{
AActor *th;
angle_t an;
int dist;
z -= source->floorclip;
th = Spawn (type, x, y, z);
if (th->SeeSound)
{
S_SoundID (th, CHAN_BODY, th->SeeSound, 1, ATTN_NORM);
}
th->target = source; // Originator
an = R_PointToAngle2(x, y, dest->x, dest->y);
if (dest->flags & MF_SHADOW)
{ // Invisible target
an += pr_missile.Random2()<<21;
}
th->angle = an;
an >>= ANGLETOFINESHIFT;
th->momx = FixedMul (th->Speed, finecosine[an]);
th->momy = FixedMul (th->Speed, finesine[an]);
dist = P_AproxDistance (dest->x - x, dest->y - y);
dist = dist/th->Speed;
if (dist < 1)
{
dist = 1;
}
th->momz = (dest->z-z+(30*FRACUNIT))/dist;
return (P_CheckMissileSpawn(th) ? th : NULL);
}