qzdoom/src/g_heretic/a_hereticimp.cpp
Christoph Oelckers 53a6ffee15 - fixed: The charge attack of Heretic's imp is not precisely the same
as A_SkullAttack with a different speed so A_ImpMsAttack has been
  reinstated.


SVN r2003 (trunk)
2009-11-27 13:23:02 +00:00

84 lines
2.1 KiB
C++

/*
#include "templates.h"
#include "actor.h"
#include "info.h"
#include "m_random.h"
#include "s_sound.h"
#include "p_local.h"
#include "gstrings.h"
#include "thingdef/thingdef.h"
*/
static FRandom pr_impmsatk ("ImpMsAttack");
static FRandom pr_imp ("ImpExplode");
//----------------------------------------------------------------------------
//
// PROC A_ImpMsAttack
//
//----------------------------------------------------------------------------
DEFINE_ACTION_FUNCTION(AActor, A_ImpMsAttack)
{
if (!self->target || pr_impmsatk() > 64)
{
self->SetState (self->SeeState);
return;
}
A_SkullAttack(self, 12 * FRACUNIT);
}
//----------------------------------------------------------------------------
//
// PROC A_ImpExplode
//
//----------------------------------------------------------------------------
DEFINE_ACTION_FUNCTION(AActor, A_ImpExplode)
{
AActor *chunk;
self->flags &= ~MF_NOGRAVITY;
chunk = Spawn("HereticImpChunk1", self->x, self->y, self->z, ALLOW_REPLACE);
chunk->velx = pr_imp.Random2 () << 10;
chunk->vely = pr_imp.Random2 () << 10;
chunk->velz = 9*FRACUNIT;
chunk = Spawn("HereticImpChunk2", self->x, self->y, self->z, ALLOW_REPLACE);
chunk->velx = pr_imp.Random2 () << 10;
chunk->vely = pr_imp.Random2 () << 10;
chunk->velz = 9*FRACUNIT;
if (self->special1 == 666)
{ // Extreme death crash
self->SetState (self->FindState("XCrash"));
}
}
//----------------------------------------------------------------------------
//
// PROC A_ImpDeath
//
//----------------------------------------------------------------------------
DEFINE_ACTION_FUNCTION(AActor, A_ImpDeath)
{
self->flags &= ~MF_SOLID;
self->flags2 |= MF2_FLOORCLIP;
}
//----------------------------------------------------------------------------
//
// PROC A_ImpXDeath1
//
//----------------------------------------------------------------------------
DEFINE_ACTION_FUNCTION(AActor, A_ImpXDeath1)
{
self->flags &= ~MF_SOLID;
self->flags |= MF_NOGRAVITY;
self->flags2 |= MF2_FLOORCLIP;
self->special1 = 666; // Flag the crash routine
}