Conflicts: src/actor.h src/fragglescript/t_func.cpp src/g_doom/a_bossbrain.cpp src/g_doom/a_revenant.cpp src/g_heretic/a_hereticartifacts.cpp src/g_heretic/a_hereticweaps.cpp src/g_heretic/a_knight.cpp src/g_hexen/a_bishop.cpp src/g_hexen/a_clericholy.cpp src/g_hexen/a_dragon.cpp src/g_hexen/a_firedemon.cpp src/g_hexen/a_flechette.cpp src/g_hexen/a_heresiarch.cpp src/g_hexen/a_hexenspecialdecs.cpp src/g_hexen/a_iceguy.cpp src/g_hexen/a_korax.cpp src/g_hexen/a_magelightning.cpp src/g_hexen/a_serpent.cpp src/g_hexen/a_spike.cpp src/g_hexen/a_wraith.cpp src/g_raven/a_minotaur.cpp src/g_shared/a_bridge.cpp src/g_shared/a_pickups.cpp src/g_shared/a_randomspawner.cpp src/g_strife/a_alienspectres.cpp src/g_strife/a_crusader.cpp src/g_strife/a_entityboss.cpp src/g_strife/a_inquisitor.cpp src/g_strife/a_loremaster.cpp src/g_strife/a_programmer.cpp src/g_strife/a_sentinel.cpp src/g_strife/a_spectral.cpp src/g_strife/a_strifestuff.cpp src/g_strife/a_strifeweapons.cpp src/g_strife/a_thingstoblowup.cpp src/p_local.h src/r_utility.cpp
96 lines
2.2 KiB
C++
96 lines
2.2 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 "p_enemy.h"
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#include "gi.h"
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#include "gstrings.h"
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#include "a_action.h"
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#include "thingdef/thingdef.h"
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*/
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FRandom pr_oldsoul ("BetaLostSoul");
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//
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// SkullAttack
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// Fly at the player like a missile.
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//
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void A_SkullAttack(AActor *self, fixed_t speed)
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{
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AActor *dest;
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angle_t an;
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int dist;
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if (!self->target)
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return;
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dest = self->target;
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self->flags |= MF_SKULLFLY;
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S_Sound (self, CHAN_VOICE, self->AttackSound, 1, ATTN_NORM);
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A_FaceTarget (self);
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an = self->angle >> ANGLETOFINESHIFT;
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self->velx = FixedMul (speed, finecosine[an]);
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self->vely = FixedMul (speed, finesine[an]);
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dist = self->AproxDistance (dest);
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dist = dist / speed;
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if (dist < 1)
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dist = 1;
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self->velz = (dest->Z() + (dest->height>>1) - self->Z()) / dist;
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}
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DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SkullAttack)
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{
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PARAM_ACTION_PROLOGUE;
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PARAM_FIXED_OPT(speed) { speed = SKULLSPEED; }
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if (speed <= 0)
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speed = SKULLSPEED;
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A_SkullAttack(self, speed);
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return 0;
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}
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DEFINE_ACTION_FUNCTION(AActor, A_BetaSkullAttack)
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{
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PARAM_ACTION_PROLOGUE;
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int damage;
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if (!self || !self->target || self->target->GetSpecies() == self->GetSpecies())
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return 0;
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S_Sound (self, CHAN_WEAPON, self->AttackSound, 1, ATTN_NORM);
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A_FaceTarget(self);
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damage = (pr_oldsoul()%8+1)*self->GetMissileDamage(0,1);
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P_DamageMobj(self->target, self, self, damage, NAME_None);
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return 0;
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}
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//==========================================================================
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//
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// CVAR transsouls
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//
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// How translucent things drawn with STYLE_SoulTrans are. Normally, only
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// Lost Souls have this render style, but a dehacked patch could give other
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// things this style. Values less than 0.25 will automatically be set to
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// 0.25 to ensure some degree of visibility. Likewise, values above 1.0 will
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// be set to 1.0, because anything higher doesn't make sense.
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//
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//==========================================================================
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CUSTOM_CVAR (Float, transsouls, 0.75f, CVAR_ARCHIVE)
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{
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if (self < 0.25f)
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{
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self = 0.25f;
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}
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else if (self > 1.f)
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{
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self = 1.f;
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}
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}
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