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https://github.com/ZDoom/qzdoom.git
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063c85b157
with an FString now. - Fixed: The music strings in the default level info were never freed and caused memory leaks when used repeatedly. - Fixed: The intermusic string in the level info was never freed. - Fixed: The default fire obituary should only be printed if the damage came from the environment. If it comes from a monster the monster specific obituary should be used instead. - Added custom damage types from the floating point test release. - Changed Pain Elemental's massacre check. Now A_PainDie checks for the damage type and doesn't spawn anything if it is NAME_Massacre. A_PainDie can also be used by other actors so a more generalized approach is needed than hard coding it into the Pain Elemental. - Converted a few of Doom's monsters to DECORATE because I couldn't test the first version of the custom state code with the corpses inheriting from them. - Added custom states from last year's floating point test release and fixed some bugs I found in that code. Unfortunately it wasn't all salvageable and it was easier to recreate some parts from scratch. SVN r368 (trunk)
68 lines
1.7 KiB
C++
68 lines
1.7 KiB
C++
#include "templates.h"
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#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 "a_doomglobal.h"
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#include "gi.h"
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#include "gstrings.h"
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#include "a_action.h"
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FRandom pr_lost ("LostMissileRange");
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//
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// SkullAttack
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// Fly at the player like a missile.
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//
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#define SKULLSPEED (20*FRACUNIT)
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void A_SkullAttack (AActor *self)
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{
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AActor *dest;
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angle_t an;
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int dist;
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if (!self->target)
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return;
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dest = self->target;
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self->flags |= MF_SKULLFLY;
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S_SoundID (self, CHAN_VOICE, self->AttackSound, 1, ATTN_NORM);
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A_FaceTarget (self);
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an = self->angle >> ANGLETOFINESHIFT;
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self->momx = FixedMul (SKULLSPEED, finecosine[an]);
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self->momy = FixedMul (SKULLSPEED, finesine[an]);
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dist = P_AproxDistance (dest->x - self->x, dest->y - self->y);
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dist = dist / SKULLSPEED;
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if (dist < 1)
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dist = 1;
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self->momz = (dest->z+(dest->height>>1) - self->z) / dist;
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}
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//==========================================================================
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//
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// CVAR transsouls
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//
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// How translucent things drawn with STYLE_SoulTrans are. Normally, only
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// Lost Souls have this render style, but a dehacked patch could give other
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// things this style. Values less than 0.25 will automatically be set to
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// 0.25 to ensure some degree of visibility. Likewise, values above 1.0 will
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// be set to 1.0, because anything higher doesn't make sense.
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//
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//==========================================================================
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CUSTOM_CVAR (Float, transsouls, 0.75f, CVAR_ARCHIVE)
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{
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if (self < 0.25f)
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{
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self = 0.25f;
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}
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else if (self > 1.f)
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{
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self = 1.f;
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}
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}
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