/* #include "actor.h" #include "m_random.h" #include "a_action.h" #include "p_local.h" #include "p_enemy.h" #include "s_sound.h" #include "a_strifeglobal.h" #include "thingdef/thingdef.h" #include "g_level.h" */ static FRandom pr_entity ("Entity"); DEFINE_ACTION_FUNCTION(AActor, A_SubEntityDeath) { if (CheckBossDeath (self)) { G_ExitLevel (0, false); } } void A_SpectralMissile (AActor *self, const char *missilename) { if (self->target != NULL) { AActor *missile = P_SpawnMissileXYZ (self->PosPlusZ(32*FRACUNIT), self, self->target, PClass::FindClass(missilename), false); if (missile != NULL) { missile->tracer = self->target; P_CheckMissileSpawn(missile, self->radius); } } } DECLARE_ACTION(A_SpotLightning) DECLARE_ACTION(A_Spectre3Attack) DEFINE_ACTION_FUNCTION(AActor, A_EntityAttack) { // Apparent Strife bug: Case 5 was unreachable because they used % 5 instead of % 6. // I've fixed that by making case 1 duplicate it, since case 1 did nothing. switch (pr_entity() % 5) { case 0: CALL_ACTION(A_SpotLightning, self); break; case 2: A_SpectralMissile (self, "SpectralLightningH3"); break; case 3: CALL_ACTION(A_Spectre3Attack, self); break; case 4: A_SpectralMissile (self, "SpectralLightningBigV2"); break; case 1: case 5: A_SpectralMissile (self, "SpectralLightningBigBall2"); break; } } DEFINE_ACTION_FUNCTION(AActor, A_SpawnEntity) { AActor *entity = Spawn("EntityBoss", self->PosPlusZ(70*FRACUNIT), ALLOW_REPLACE); if (entity != NULL) { entity->angle = self->angle; entity->CopyFriendliness(self, true); entity->velz = 5*FRACUNIT; entity->tracer = self; } } DEFINE_ACTION_FUNCTION(AActor, A_EntityDeath) { AActor *second; fixed_t secondRadius = GetDefaultByName("EntitySecond")->radius * 2; angle_t an; AActor *spot = self->tracer; if (spot == NULL) spot = self; fixedvec3 pos = spot->Vec3Angle(secondRadius, self->angle, self->tracer? 70*FRACUNIT : 0); an = self->angle >> ANGLETOFINESHIFT; second = Spawn("EntitySecond", pos, ALLOW_REPLACE); second->CopyFriendliness(self, true); //second->target = self->target; A_FaceTarget (second); an = second->angle >> ANGLETOFINESHIFT; second->velx += FixedMul (finecosine[an], 320000); second->vely += FixedMul (finesine[an], 320000); pos = spot->Vec3Angle(secondRadius, self->angle + ANGLE_90, self->tracer? 70*FRACUNIT : 0); an = (self->angle + ANGLE_90) >> ANGLETOFINESHIFT; second = Spawn("EntitySecond", pos, ALLOW_REPLACE); second->CopyFriendliness(self, true); //second->target = self->target; second->velx = FixedMul (secondRadius, finecosine[an]) << 2; second->vely = FixedMul (secondRadius, finesine[an]) << 2; A_FaceTarget (second); pos = spot->Vec3Angle(secondRadius, self->angle - ANGLE_90, self->tracer? 70*FRACUNIT : 0); an = (self->angle - ANGLE_90) >> ANGLETOFINESHIFT; second = Spawn("EntitySecond", pos, ALLOW_REPLACE); second->CopyFriendliness(self, true); //second->target = self->target; second->velx = FixedMul (secondRadius, finecosine[an]) << 2; second->vely = FixedMul (secondRadius, finesine[an]) << 2; A_FaceTarget (second); }