so that all files are included by a central one instead of compiling each one separately. This speeds up the compilation process by 25% when doing a complete rebuild in Visual C. - Cleaned up more header dependencies. SVN r1226 (trunk)
66 lines
1.7 KiB
C++
66 lines
1.7 KiB
C++
/*
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#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 "gstrings.h"
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#include "thingdef/thingdef.h"
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*/
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static FRandom pr_imp ("ImpExplode");
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//----------------------------------------------------------------------------
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//
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// PROC A_ImpExplode
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//
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//----------------------------------------------------------------------------
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DEFINE_ACTION_FUNCTION(AActor, A_ImpExplode)
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{
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AActor *chunk;
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self->flags &= ~MF_NOGRAVITY;
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chunk = Spawn("HereticImpChunk1", self->x, self->y, self->z, ALLOW_REPLACE);
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chunk->momx = pr_imp.Random2 () << 10;
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chunk->momy = pr_imp.Random2 () << 10;
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chunk->momz = 9*FRACUNIT;
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chunk = Spawn("HereticImpChunk2", self->x, self->y, self->z, ALLOW_REPLACE);
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chunk->momx = pr_imp.Random2 () << 10;
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chunk->momy = pr_imp.Random2 () << 10;
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chunk->momz = 9*FRACUNIT;
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if (self->special1 == 666)
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{ // Extreme death crash
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self->SetState (self->FindState("XCrash"));
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}
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}
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//----------------------------------------------------------------------------
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//
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// PROC A_ImpDeath
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//
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//----------------------------------------------------------------------------
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DEFINE_ACTION_FUNCTION(AActor, A_ImpDeath)
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{
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self->flags &= ~MF_SOLID;
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self->flags2 |= MF2_FLOORCLIP;
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}
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//----------------------------------------------------------------------------
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//
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// PROC A_ImpXDeath1
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//
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//----------------------------------------------------------------------------
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DEFINE_ACTION_FUNCTION(AActor, A_ImpXDeath1)
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{
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self->flags &= ~MF_SOLID;
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self->flags |= MF_NOGRAVITY;
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self->flags2 |= MF2_FLOORCLIP;
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self->special1 = 666; // Flag the crash routine
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}
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