/* #include "actor.h" #include "m_random.h" #include "a_action.h" #include "p_local.h" #include "p_enemy.h" #include "s_sound.h" #include "gi.h" #include "a_sharedglobal.h" #include "a_strifeglobal.h" #include "thingdef/thingdef.h" #include "doomstat.h" */ static FRandom pr_shootgun ("ShootGun"); //============================================================================ // // A_ShootGun // //============================================================================ DEFINE_ACTION_FUNCTION(AActor, A_ShootGun) { int pitch; if (self->target == NULL) return; S_Sound (self, CHAN_WEAPON, "monsters/rifle", 1, ATTN_NORM); A_FaceTarget (self); pitch = P_AimLineAttack (self, self->angle, MISSILERANGE); P_LineAttack (self, self->angle + (pr_shootgun.Random2() << 19), MISSILERANGE, pitch, 3*(pr_shootgun() % 5 + 1), NAME_None, NAME_StrifePuff); } // Teleporter Beacon -------------------------------------------------------- class ATeleporterBeacon : public AInventory { DECLARE_CLASS (ATeleporterBeacon, AInventory) public: bool Use (bool pickup); }; IMPLEMENT_CLASS (ATeleporterBeacon) bool ATeleporterBeacon::Use (bool pickup) { AInventory *drop; // Increase the amount by one so that when DropInventory decrements it, // the actor will have the same number of beacons that he started with. // When we return to UseInventory, it will take care of decrementing // Amount again and disposing of this item if there are no more. Amount++; drop = Owner->DropInventory (this); if (drop == NULL) { Amount--; return false; } else { drop->SetState(drop->FindState(NAME_Drop)); drop->target = Owner; return true; } } DEFINE_ACTION_FUNCTION(AActor, A_Beacon) { AActor *owner = self->target; AActor *rebel; angle_t an; rebel = Spawn("Rebel1", self->x, self->y, self->floorz, ALLOW_REPLACE); if (!P_TryMove (rebel, rebel->x, rebel->y, true)) { rebel->Destroy (); return; } // Once the rebels start teleporting in, you can't pick up the beacon anymore. self->flags &= ~MF_SPECIAL; static_cast(self)->DropTime = 0; // Set up the new rebel. rebel->threshold = BASETHRESHOLD; rebel->target = NULL; rebel->flags4 |= MF4_INCOMBAT; rebel->LastHeard = owner; // Make sure the rebels look for targets if (deathmatch) { rebel->health *= 2; } if (owner != NULL) { // Rebels are the same color as their owner (but only in nomultiplayer) if (multiplayer) { rebel->Translation = owner->Translation; } rebel->FriendPlayer = owner->player != NULL ? BYTE(owner->player - players + 1) : 0; // Set the rebel's target to whatever last hurt the player, so long as it's not // one of the player's other rebels. if (owner->target != NULL && !rebel->IsFriend (owner->target)) { rebel->target = owner->target; } } rebel->SetState (rebel->SeeState); rebel->angle = self->angle; an = self->angle >> ANGLETOFINESHIFT; Spawn (rebel->x + 20*finecosine[an], rebel->y + 20*finesine[an], rebel->z + TELEFOGHEIGHT, ALLOW_REPLACE); if (--self->health < 0) { self->SetState(self->FindState(NAME_Death)); } }