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https://github.com/ZDoom/qzdoom.git
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2874d927b1
whatever spawned the random spawner already took care of this. - Added a maxdist parameter to P_CheckMissileSpawn() to help ensure that it doesn't completely move the spawned missile outside of its shooter (and potentially beyond a wall the shooter might happen to be standing next to). SVN r4194 (trunk)
90 lines
2 KiB
C++
90 lines
2 KiB
C++
/*
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#include "actor.h"
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#include "p_enemy.h"
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#include "a_action.h"
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#include "p_local.h"
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#include "m_random.h"
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#include "thingdef/thingdef.h"
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*/
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static FRandom pr_sentinelrefire ("SentinelRefire");
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DEFINE_ACTION_FUNCTION(AActor, A_SentinelBob)
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{
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fixed_t minz, maxz;
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if (self->flags & MF_INFLOAT)
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{
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self->velz = 0;
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return;
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}
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if (self->threshold != 0)
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return;
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maxz = self->ceilingz - self->height - 16*FRACUNIT;
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minz = self->floorz + 96*FRACUNIT;
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if (minz > maxz)
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{
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minz = maxz;
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}
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if (minz < self->z)
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{
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self->velz -= FRACUNIT;
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}
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else
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{
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self->velz += FRACUNIT;
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}
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self->reactiontime = (minz >= self->z) ? 4 : 0;
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}
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DEFINE_ACTION_FUNCTION(AActor, A_SentinelAttack)
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{
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AActor *missile, *trail;
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// [BB] Without a target the P_SpawnMissileZAimed call will crash.
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if (!self->target)
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{
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return;
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}
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missile = P_SpawnMissileZAimed (self, self->z + 32*FRACUNIT, self->target, PClass::FindClass("SentinelFX2"));
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if (missile != NULL && (missile->velx | missile->vely) != 0)
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{
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for (int i = 8; i > 1; --i)
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{
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trail = Spawn("SentinelFX1",
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self->x + FixedMul (missile->radius * i, finecosine[missile->angle >> ANGLETOFINESHIFT]),
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self->y + FixedMul (missile->radius * i, finesine[missile->angle >> ANGLETOFINESHIFT]),
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missile->z + (missile->velz / 4 * i), ALLOW_REPLACE);
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if (trail != NULL)
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{
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trail->target = self;
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trail->velx = missile->velx;
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trail->vely = missile->vely;
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trail->velz = missile->velz;
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P_CheckMissileSpawn (trail, self->radius);
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}
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}
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missile->z += missile->velz >> 2;
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}
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}
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DEFINE_ACTION_FUNCTION(AActor, A_SentinelRefire)
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{
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A_FaceTarget (self);
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if (pr_sentinelrefire() >= 30)
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{
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if (self->target == NULL ||
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self->target->health <= 0 ||
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!P_CheckSight (self, self->target, SF_SEEPASTBLOCKEVERYTHING|SF_SEEPASTSHOOTABLELINES) ||
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P_HitFriend(self) ||
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(self->MissileState == NULL && !self->CheckMeleeRange()) ||
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pr_sentinelrefire() < 40)
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{
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self->SetState (self->SeeState);
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}
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}
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}
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