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https://github.com/ZDoom/qzdoom.git
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38b0230253
the font untranslated. - Fixed: Heretic's monsters were missing the MF2_MCROSS flag. SVN r232 (trunk)
104 lines
3.1 KiB
C++
104 lines
3.1 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 "a_action.h"
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#include "gstrings.h"
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static FRandom pr_clinkattack ("ClinkAttack");
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void A_ClinkAttack (AActor *);
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// Clink --------------------------------------------------------------------
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class AClink : public AActor
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{
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DECLARE_ACTOR (AClink, AActor)
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public:
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void NoBlockingSet ();
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};
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FState AClink::States[] =
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{
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#define S_CLINK_LOOK 0
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S_NORMAL (CLNK, 'A', 10, A_Look , &States[S_CLINK_LOOK+1]),
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S_NORMAL (CLNK, 'B', 10, A_Look , &States[S_CLINK_LOOK+0]),
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#define S_CLINK_WALK (S_CLINK_LOOK+2)
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S_NORMAL (CLNK, 'A', 3, A_Chase , &States[S_CLINK_WALK+1]),
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S_NORMAL (CLNK, 'B', 3, A_Chase , &States[S_CLINK_WALK+2]),
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S_NORMAL (CLNK, 'C', 3, A_Chase , &States[S_CLINK_WALK+3]),
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S_NORMAL (CLNK, 'D', 3, A_Chase , &States[S_CLINK_WALK+0]),
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#define S_CLINK_ATK (S_CLINK_WALK+4)
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S_NORMAL (CLNK, 'E', 5, A_FaceTarget , &States[S_CLINK_ATK+1]),
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S_NORMAL (CLNK, 'F', 4, A_FaceTarget , &States[S_CLINK_ATK+2]),
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S_NORMAL (CLNK, 'G', 7, A_ClinkAttack , &States[S_CLINK_WALK+0]),
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#define S_CLINK_PAIN (S_CLINK_ATK+3)
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S_NORMAL (CLNK, 'H', 3, NULL , &States[S_CLINK_PAIN+1]),
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S_NORMAL (CLNK, 'H', 3, A_Pain , &States[S_CLINK_WALK+0]),
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#define S_CLINK_DIE (S_CLINK_PAIN+2)
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S_NORMAL (CLNK, 'I', 6, NULL , &States[S_CLINK_DIE+1]),
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S_NORMAL (CLNK, 'J', 6, NULL , &States[S_CLINK_DIE+2]),
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S_NORMAL (CLNK, 'K', 5, A_Scream , &States[S_CLINK_DIE+3]),
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S_NORMAL (CLNK, 'L', 5, A_NoBlocking , &States[S_CLINK_DIE+4]),
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S_NORMAL (CLNK, 'M', 5, NULL , &States[S_CLINK_DIE+5]),
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S_NORMAL (CLNK, 'N', 5, NULL , &States[S_CLINK_DIE+6]),
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S_NORMAL (CLNK, 'O', -1, NULL , NULL)
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};
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IMPLEMENT_ACTOR (AClink, Heretic, 90, 1)
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PROP_SpawnHealth (150)
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PROP_RadiusFixed (20)
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PROP_HeightFixed (64)
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PROP_Mass (75)
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PROP_SpeedFixed (14)
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PROP_PainChance (32)
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PROP_Flags (MF_SOLID|MF_SHOOTABLE|MF_COUNTKILL|MF_NOBLOOD)
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PROP_Flags2 (MF2_MCROSS|MF2_FLOORCLIP|MF2_PASSMOBJ|MF2_PUSHWALL)
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PROP_SpawnState (S_CLINK_LOOK)
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PROP_SeeState (S_CLINK_WALK)
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PROP_PainState (S_CLINK_PAIN)
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PROP_MeleeState (S_CLINK_ATK)
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PROP_DeathState (S_CLINK_DIE)
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PROP_SeeSound ("clink/sight")
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PROP_AttackSound ("clink/attack")
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PROP_PainSound ("clink/pain")
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PROP_DeathSound ("clink/death")
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PROP_ActiveSound ("clink/active")
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PROP_Obituary("$OB_CLINK")
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END_DEFAULTS
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void AClink::NoBlockingSet ()
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{
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P_DropItem (this, "SkullRodAmmo", 20, 84);
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}
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//----------------------------------------------------------------------------
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//
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// PROC A_ClinkAttack
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//
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//----------------------------------------------------------------------------
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void A_ClinkAttack (AActor *actor)
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{
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int damage;
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if (!actor->target)
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{
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return;
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}
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S_SoundID (actor, CHAN_BODY, actor->AttackSound, 1, ATTN_NORM);
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if (actor->CheckMeleeRange ())
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{
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damage = ((pr_clinkattack()%7)+3);
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P_DamageMobj (actor->target, actor, actor, damage, MOD_HIT);
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P_TraceBleed (damage, actor->target, actor);
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}
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}
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