qzdoom/src/g_strife/a_stalker.cpp
Randy Heit 549712e719 - P_DamageMobj() now returns the amount of damage actually done so that the bleed functions
can perform based on the amount of damage actually taken after all modifications are done to
  it. However, if the damage is canceled away, blood will still spawn for the original damage
  amount rather than the modified amount.

SVN r4012 (trunk)
2013-01-02 04:39:59 +00:00

73 lines
1.4 KiB
C++

/*
#include "actor.h"
#include "m_random.h"
#include "a_action.h"
#include "p_local.h"
#include "p_enemy.h"
#include "s_sound.h"
#include "thingdef/thingdef.h"
*/
static FRandom pr_stalker ("Stalker");
DEFINE_ACTION_FUNCTION(AActor, A_StalkerChaseDecide)
{
if (!(self->flags & MF_NOGRAVITY))
{
self->SetState (self->FindState("SeeFloor"));
}
else if (self->ceilingz - self->height > self->z)
{
self->SetState (self->FindState("Drop"));
}
}
DEFINE_ACTION_FUNCTION(AActor, A_StalkerLookInit)
{
FState *state;
if (self->flags & MF_NOGRAVITY)
{
state = self->FindState("LookCeiling");
}
else
{
state = self->FindState("LookFloor");
}
if (self->state->NextState != state)
{
self->SetState (state);
}
}
DEFINE_ACTION_FUNCTION(AActor, A_StalkerDrop)
{
self->flags5 &= ~MF5_NOVERTICALMELEERANGE;
self->flags &= ~MF_NOGRAVITY;
}
DEFINE_ACTION_FUNCTION(AActor, A_StalkerAttack)
{
if (self->flags & MF_NOGRAVITY)
{
self->SetState (self->FindState("Drop"));
}
else if (self->target != NULL)
{
A_FaceTarget (self);
if (self->CheckMeleeRange ())
{
int damage = (pr_stalker() & 7) * 2 + 2;
int newdam = P_DamageMobj (self->target, self, self, damage, NAME_Melee);
P_TraceBleed (newdam > 0 ? newdam : damage, self->target, self);
}
}
}
DEFINE_ACTION_FUNCTION(AActor, A_StalkerWalk)
{
S_Sound (self, CHAN_BODY, "stalker/walk", 1, ATTN_NORM);
A_Chase (self);
}