mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-11-08 05:51:26 +00:00
29195a913c
- Added VSpeed DECORATE property so that an actor can be given an initial vertical speed. - Removed the barrel check in P_DamageMobj. AActor::Die is doing the same operation unconditionally so this is redundant. - Added A_BarrelDestroy to the list of DECORATE code pointers so that the same effect can be recreated for other items as well. - Renamed A_BarrelRespawn to A_Respawn, changed it so that it works for monsters and added it to the list of DECORATE code pointers. Now Quake-style zombies should be possible. ;) - Changed handling of MF4_RANDOMIZE so that it applies to all actors being spawned and not just projectiles. - Converted Berserk and Megasphere to DECORATE. - Fixed: HealThing should respect the stamina a player has and the Dehacked health compatibility flag if max is 0. To do that it calls P_GiveBody now. SVN r373 (trunk)
117 lines
2.6 KiB
C++
117 lines
2.6 KiB
C++
#include "actor.h"
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#include "info.h"
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#include "m_random.h"
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#include "s_sound.h"
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#include "p_local.h"
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#include "p_enemy.h"
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#include "gstrings.h"
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#include "a_action.h"
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#include "a_doomglobal.h"
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static FRandom pr_posattack ("PosAttack");
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static FRandom pr_sposattack ("SPosAttack");
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static FRandom pr_cposattack ("CPosAttack");
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static FRandom pr_cposrefire ("CPosRefire");
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//
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// A_PosAttack
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//
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void A_PosAttack (AActor *self)
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{
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int angle;
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int damage;
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int slope;
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if (!self->target)
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return;
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A_FaceTarget (self);
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angle = self->angle;
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slope = P_AimLineAttack (self, angle, MISSILERANGE);
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S_Sound (self, CHAN_WEAPON, "grunt/attack", 1, ATTN_NORM);
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angle += pr_posattack.Random2() << 20;
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damage = ((pr_posattack()%5)+1)*3;
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P_LineAttack (self, angle, MISSILERANGE, slope, damage, NAME_None, NAME_BulletPuff);
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}
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static void A_SPosAttack2 (AActor *self)
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{
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int i;
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int bangle;
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int slope;
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A_FaceTarget (self);
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bangle = self->angle;
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slope = P_AimLineAttack (self, bangle, MISSILERANGE);
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for (i=0 ; i<3 ; i++)
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{
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int angle = bangle + (pr_sposattack.Random2() << 20);
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int damage = ((pr_sposattack()%5)+1)*3;
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P_LineAttack(self, angle, MISSILERANGE, slope, damage, NAME_None, NAME_BulletPuff);
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}
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}
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void A_SPosAttackUseAtkSound (AActor *self)
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{
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if (!self->target)
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return;
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S_SoundID (self, CHAN_WEAPON, self->AttackSound, 1, ATTN_NORM);
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A_SPosAttack2 (self);
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}
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// This version of the function, which uses a hard-coded sound, is
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// meant for Dehacked only.
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void A_SPosAttack (AActor *self)
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{
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if (!self->target)
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return;
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S_Sound (self, CHAN_WEAPON, "shotguy/attack", 1, ATTN_NORM);
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A_SPosAttack2 (self);
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}
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void A_CPosAttack (AActor *self)
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{
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int angle;
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int bangle;
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int damage;
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int slope;
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if (!self->target)
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return;
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// [RH] Andy Baker's stealth monsters
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if (self->flags & MF_STEALTH)
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{
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self->visdir = 1;
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}
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S_SoundID (self, CHAN_WEAPON, self->AttackSound, 1, ATTN_NORM);
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A_FaceTarget (self);
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bangle = self->angle;
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slope = P_AimLineAttack (self, bangle, MISSILERANGE);
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angle = bangle + (pr_cposattack.Random2() << 20);
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damage = ((pr_cposattack()%5)+1)*3;
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P_LineAttack (self, angle, MISSILERANGE, slope, damage, NAME_None, NAME_BulletPuff);
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}
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void A_CPosRefire (AActor *self)
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{
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// keep firing unless target got out of sight
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A_FaceTarget (self);
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if (pr_cposrefire() < 40)
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return;
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if (!self->target
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|| P_HitFriend (self)
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|| self->target->health <= 0
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|| !P_CheckSight (self, self->target, 0) )
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{
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self->SetState (self->SeeState);
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}
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}
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