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- Added A_JumpIfTargetOutsideMeleeRange and A_JumpIfTargetInsideMeleeRange because I thought
I could be clever and have the beggar chase after you some after you attack him, with a random chance to cease pursuit. However, that didn't look much different from his normal wandering animation, and he usually gave up before getting anywhere near you, so it was kind of pointless. I kept the action functions around anyway, since they're simple things that somebody else might find useful. - Added a melee range check to A_SentinelRefire for actors without missile states. This fixes Strife's Beggar trying to attack you when you're nowhere near him. SVN r3863 (trunk)
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@ -81,6 +81,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_SentinelRefire)
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self->target->health <= 0 ||
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!P_CheckSight (self, self->target, SF_SEEPASTBLOCKEVERYTHING|SF_SEEPASTSHOOTABLELINES) ||
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P_HitFriend(self) ||
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(self->MissileState == NULL && !self->CheckMeleeRange()) ||
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pr_sentinelrefire() < 40)
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{
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self->SetState (self->SeeState);
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@ -607,6 +607,39 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_JumpIfHealthLower)
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ACTION_SET_RESULT(false); // Jumps should never set the result for inventory state chains!
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}
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//==========================================================================
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//
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// State jump function
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//
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//==========================================================================
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DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_JumpIfTargetOutsideMeleeRange)
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{
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ACTION_PARAM_START(1);
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ACTION_PARAM_STATE(jump, 0);
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if (!self->CheckMeleeRange())
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{
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ACTION_JUMP(jump);
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}
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ACTION_SET_RESULT(false); // Jumps should never set the result for inventory state chains!
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}
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//==========================================================================
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//
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// State jump function
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//
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//==========================================================================
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DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_JumpIfTargetInsideMeleeRange)
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{
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ACTION_PARAM_START(1);
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ACTION_PARAM_STATE(jump, 0);
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if (self->CheckMeleeRange())
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{
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ACTION_JUMP(jump);
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}
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ACTION_SET_RESULT(false); // Jumps should never set the result for inventory state chains!
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}
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//==========================================================================
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//
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// State jump function
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@ -201,6 +201,8 @@ ACTOR Actor native //: Thinker
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action native A_JumpIfCloser(float distance, state label);
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action native A_JumpIfTracerCloser(float distance, state label);
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action native A_JumpIfMasterCloser(float distance, state label);
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action native A_JumpIfTargetOutsideMeleeRange(state label);
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action native A_JumpIfTargetInsideMeleeRange(state label);
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action native A_JumpIfInventory(class<Inventory> itemtype, int itemamount, state label, int owner = AAPTR_DEFAULT);
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action native A_JumpIfArmorType(string Type, state label, int amount = 1);
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action native A_GiveInventory(class<Inventory> itemtype, int amount = 0, int giveto = AAPTR_DEFAULT);
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