#include "actor.h" #include "info.h" #include "m_random.h" #include "s_sound.h" #include "p_local.h" #include "p_enemy.h" #include "a_action.h" #include "a_sharedglobal.h" #include "gstrings.h" static FRandom pr_dripblood ("DripBlood"); static FRandom pr_knightatk ("KnightAttack"); //---------------------------------------------------------------------------- // // PROC A_DripBlood // //---------------------------------------------------------------------------- void A_DripBlood (AActor *actor) { AActor *mo; fixed_t x, y; x = actor->x + (pr_dripblood.Random2 () << 11); y = actor->y + (pr_dripblood.Random2 () << 11); mo = Spawn ("Blood", x, y, actor->z, ALLOW_REPLACE); mo->momx = pr_dripblood.Random2 () << 10; mo->momy = pr_dripblood.Random2 () << 10; mo->gravity = FRACUNIT/8; } //---------------------------------------------------------------------------- // // PROC A_KnightAttack // //---------------------------------------------------------------------------- void A_KnightAttack (AActor *actor) { if (!actor->target) { return; } if (actor->CheckMeleeRange ()) { int damage = pr_knightatk.HitDice (3); P_DamageMobj (actor->target, actor, actor, damage, NAME_Melee); P_TraceBleed (damage, actor->target, actor); S_Sound (actor, CHAN_BODY, "hknight/melee", 1, ATTN_NORM); return; } // Throw axe S_Sound (actor, CHAN_BODY, actor->AttackSound, 1, ATTN_NORM); if (actor->flags & MF_SHADOW || pr_knightatk () < 40) { // Red axe P_SpawnMissileZ (actor, actor->z + 36*FRACUNIT, actor->target, PClass::FindClass("RedAxe")); return; } // Green axe P_SpawnMissileZ (actor, actor->z + 36*FRACUNIT, actor->target, PClass::FindClass("KnightAxe")); }