/* #include "m_random.h" #include "p_local.h" #include "thingdef/thingdef.h" */ static FRandom pr_fogspawn ("FogSpawn"); //========================================================================== // Fog Variables: // // args[0] Speed (0..10) of fog // args[1] Angle of spread (0..128) // args[2] Frequency of spawn (1..10) // args[3] Lifetime countdown // args[4] Boolean: fog moving? // special1 Internal: Counter for spawn frequency // WeaveIndexZ Internal: Index into floatbob table // //========================================================================== //========================================================================== // // A_FogSpawn // //========================================================================== DEFINE_ACTION_FUNCTION(AActor, A_FogSpawn) { PARAM_ACTION_PROLOGUE; static const char *fogs[3] = { "FogPatchSmall", "FogPatchMedium", "FogPatchLarge" }; AActor *mo = NULL; int delta; if (self->special1-- > 0) { return 0; } self->special1 = self->args[2]; // Reset frequency count mo = Spawn (fogs[pr_fogspawn()%3], self->Pos(), ALLOW_REPLACE); if (mo) { delta = self->args[1]; if (delta==0) delta=1; mo->Angles.Yaw = self->Angles.Yaw + (((pr_fogspawn() % delta) - (delta >> 1)) * (360 / 256.)); mo->target = self; if (self->args[0] < 1) self->args[0] = 1; mo->args[0] = (pr_fogspawn() % (self->args[0]))+1; // Random speed mo->args[3] = self->args[3]; // Set lifetime mo->args[4] = 1; // Set to moving mo->WeaveIndexZ = pr_fogspawn()&63; } return 0; } //========================================================================== // // A_FogMove // //========================================================================== DEFINE_ACTION_FUNCTION(AActor, A_FogMove) { PARAM_ACTION_PROLOGUE; double speed = self->args[0]; int weaveindex; if (!self->args[4]) { return 0; } if (self->args[3]-- <= 0) { self->SetState (self->FindState(NAME_Death), true); return 0; } if ((self->args[3] % 4) == 0) { weaveindex = self->WeaveIndexZ; self->AddZ(BobSin(weaveindex) / 2); self->WeaveIndexZ = (weaveindex + 1) & 63; } self->VelFromAngle(speed); return 0; }