/* #include "templates.h" #include "actor.h" #include "info.h" #include "m_random.h" #include "s_sound.h" #include "p_local.h" #include "p_enemy.h" #include "gi.h" #include "gstrings.h" #include "a_action.h" #include "thingdef/thingdef.h" */ FRandom pr_lost ("LostMissileRange"); // // SkullAttack // Fly at the player like a missile. // #define SKULLSPEED (20*FRACUNIT) void A_SkullAttack(AActor *self, fixed_t speed) { AActor *dest; angle_t an; int dist; if (!self->target) return; dest = self->target; self->flags |= MF_SKULLFLY; S_Sound (self, CHAN_VOICE, self->AttackSound, 1, ATTN_NORM); A_FaceTarget (self); an = self->angle >> ANGLETOFINESHIFT; self->velx = FixedMul (speed, finecosine[an]); self->vely = FixedMul (speed, finesine[an]); dist = P_AproxDistance (dest->x - self->x, dest->y - self->y); dist = dist / speed; if (dist < 1) dist = 1; self->velz = (dest->z + (dest->height>>1) - self->z) / dist; } DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SkullAttack) { ACTION_PARAM_START(1); ACTION_PARAM_FIXED(n, 0); if (n <= 0) n = SKULLSPEED; A_SkullAttack(self, n); } //========================================================================== // // CVAR transsouls // // How translucent things drawn with STYLE_SoulTrans are. Normally, only // Lost Souls have this render style, but a dehacked patch could give other // things this style. Values less than 0.25 will automatically be set to // 0.25 to ensure some degree of visibility. Likewise, values above 1.0 will // be set to 1.0, because anything higher doesn't make sense. // //========================================================================== CUSTOM_CVAR (Float, transsouls, 0.75f, CVAR_ARCHIVE) { if (self < 0.25f) { self = 0.25f; } else if (self > 1.f) { self = 1.f; } }