Beispiel #1
0
DEFINE_ACTION_FUNCTION(AActor, A_GetHurt)
{
	// [BB] The server handles this.
	if (( NETWORK_GetState( ) == NETSTATE_CLIENT ) ||
		( CLIENTDEMO_IsPlaying( )))
	{
		if (( self->ulNetworkFlags & NETFL_CLIENTSIDEONLY ) == false )
			return;
	}

	self->flags4 |= MF4_INCOMBAT;
	if ((pr_gethurt() % 5) == 0)
	{
		S_Sound (self, CHAN_VOICE, self->PainSound, 1, ATTN_NORM);

		// [BB] If we're the server, tell clients to play the sound.
		if ( NETWORK_GetState( ) == NETSTATE_SERVER )
			SERVERCOMMANDS_SoundActor( self, CHAN_VOICE, S_GetName( self->PainSound ), 1, ATTN_NORM );

		self->health--;
	}
	if (self->health <= 0)
	{
		self->Die (self->target, self->target);
	}
}
Beispiel #2
0
DEFINE_ACTION_FUNCTION(AActor, A_BishopAttack)
{
	// [BB] This is server-side.
	if (( NETWORK_GetState( ) == NETSTATE_CLIENT ) ||
		( CLIENTDEMO_IsPlaying( )))
	{
		return;
	}

	if (!self->target)
	{
		return;
	}
	S_Sound (self, CHAN_BODY, self->AttackSound, 1, ATTN_NORM);

	// [BB] If we're the server, tell the clients to play the sound.
	if ( NETWORK_GetState( ) == NETSTATE_SERVER )
		SERVERCOMMANDS_SoundActor( self, CHAN_BODY, S_GetName(self->AttackSound), 1, ATTN_NORM );

	if (self->CheckMeleeRange())
	{
		int damage = pr_atk.HitDice (4);
		P_DamageMobj (self->target, self, self, damage, NAME_Melee);
		P_TraceBleed (damage, self->target, self);
		return;
	}
	self->special1 = (pr_atk() & 3) + 5;
}
Beispiel #3
0
DEFINE_ACTION_FUNCTION(AActor, A_WizAtk3)
{
	AActor *mo;

	CALL_ACTION(A_GhostOff, self);

	// [BB] This is server-side, the client only needs to run A_GhostOff.
	if (( NETWORK_GetState( ) == NETSTATE_CLIENT ) ||
		( CLIENTDEMO_IsPlaying( )))
	{
		return;
	}

	if (!self->target)
	{
		return;
	}
	S_Sound (self, CHAN_WEAPON, self->AttackSound, 1, ATTN_NORM);

	// [BB] If we're the server, tell the clients to play the sound.
	if ( NETWORK_GetState( ) == NETSTATE_SERVER )
		SERVERCOMMANDS_SoundActor( self, CHAN_WEAPON, S_GetName( self->AttackSound ), 1, ATTN_NORM );

	if (self->CheckMeleeRange())
	{
		int damage = pr_wizatk3.HitDice (4);
		P_DamageMobj (self->target, self, self, damage, NAME_Melee);
		P_TraceBleed (damage, self->target, self);
		return;
	}
	const PClass *fx = PClass::FindClass("WizardFX1");
	mo = P_SpawnMissile (self, self->target, fx);
	if (mo != NULL)
	{
		AActor *missile1 = P_SpawnMissileAngle(self, fx, mo->angle-(ANG45/8), mo->velz);
		AActor *missile2 = P_SpawnMissileAngle(self, fx, mo->angle+(ANG45/8), mo->velz);

		// [BB] If we're the server, tell the clients to spawn the missiles.
		if ( NETWORK_GetState( ) == NETSTATE_SERVER )
		{
			SERVERCOMMANDS_SpawnMissile( mo );
			if ( missile1 )
				SERVERCOMMANDS_SpawnMissile( missile1 );
			if ( missile2 )
				SERVERCOMMANDS_SpawnMissile( missile2 );
		}

	}
}
Beispiel #4
0
void A_SkullAttack(AActor *self, fixed_t speed)
{
	AActor *dest;
	angle_t an;
	int dist;

	// [BC] This is handled server-side.
	if ( NETWORK_InClientMode() )
	{
		return;
	}

	if (!self->target)
		return;
				
	dest = self->target;		
	self->flags |= MF_SKULLFLY;

	S_Sound (self, CHAN_VOICE, self->AttackSound, 1, ATTN_NORM);

	// [BC] If we're the server, tell clients play this sound.
	// [BB] And tell them of MF_SKULLFLY.
	if ( NETWORK_GetState( ) == NETSTATE_SERVER )
	{
		SERVERCOMMANDS_SetThingFlags( self, FLAGSET_FLAGS );
		SERVERCOMMANDS_SoundActor( self, CHAN_VOICE, S_GetName( self->AttackSound ), 1, ATTN_NORM );
	}

	A_FaceTarget (self);
	an = self->angle >> ANGLETOFINESHIFT;
	self->velx = FixedMul (speed, finecosine[an]);
	self->vely = FixedMul (speed, finesine[an]);
	dist = P_AproxDistance (dest->x - self->x, dest->y - self->y);
	dist = dist / speed;
	
	if (dist < 1)
		dist = 1;
	self->velz = (dest->z + (dest->height>>1) - self->z) / dist;

	// [BC] Update the lost soul's momentum.
	if ( NETWORK_GetState( ) == NETSTATE_SERVER )
		SERVERCOMMANDS_MoveThingExact( self, CM_X|CM_Y|CM_Z|CM_MOMX|CM_MOMY|CM_MOMZ );
}