- Changes to both A_MonsterRail() and A_CustomRailgun(): Save actor's pitch,

use a larger aiming range, and ignore non-targets in P_AimLineAttack().
- Added another parameter to P_AimLineAttack(): A target to be aimed at. If
  this is non-NULL, then all actors between the shooter and the target will
  be ignored.


SVN r1941 (trunk)
This commit is contained in:
Randy Heit 2009-10-27 03:59:29 +00:00
commit efaa26959e
5 changed files with 36 additions and 25 deletions

View file

@ -2703,6 +2703,8 @@ DEFINE_ACTION_FUNCTION(AActor, A_MonsterRail)
if (!self->target)
return;
fixed_t saved_pitch = self->pitch;
// [RH] Andy Baker's stealth monsters
if (self->flags & MF_STEALTH)
{
@ -2716,7 +2718,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_MonsterRail)
self->target->x,
self->target->y);
self->pitch = P_AimLineAttack (self, self->angle, MISSILERANGE);
self->pitch = P_AimLineAttack (self, self->angle, MISSILERANGE, NULL, ANGLE_1*60, false, false, false, self->target);
// Let the aim trail behind the player
self->angle = R_PointToAngle2 (self->x,
@ -2730,6 +2732,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_MonsterRail)
}
P_RailAttack (self, self->GetMissileDamage (0, 1), 0);
self->pitch = saved_pitch;
}
DEFINE_ACTION_FUNCTION(AActor, A_Scream)