Ejemplo n.º 1
0
DEFINE_ACTION_FUNCTION(AActor, A_TimeBomb)
{
	self->z += 32*FRACUNIT;
	self->RenderStyle = STYLE_Add;
	self->alpha = FRACUNIT;
	P_RadiusAttack (self, self->target, 128, 128, self->DamageType, RADF_HURTSOURCE);
	P_CheckSplash(self, 128<<FRACBITS);
}
Ejemplo n.º 2
0
DEFINE_ACTION_FUNCTION(AActor, A_TimeBomb)
{
	self->AddZ(32*FRACUNIT, false);
	self->PrevZ = self->Z();	// no interpolation!
	self->RenderStyle = STYLE_Add;
	self->alpha = FRACUNIT;
	P_RadiusAttack (self, self->target, 128, 128, self->DamageType, RADF_HURTSOURCE);
	P_CheckSplash(self, 128<<FRACBITS);
}
Ejemplo n.º 3
0
DEFINE_ACTION_FUNCTION(AActor, A_TimeBomb)
{
	PARAM_ACTION_PROLOGUE;

	self->AddZ(32, false);
	self->RenderStyle = STYLE_Add;
	self->Alpha = 1.;
	P_RadiusAttack (self, self->target, 128, 128, self->DamageType, RADF_HURTSOURCE);
	P_CheckSplash(self, 128);
	return 0;
}
Ejemplo n.º 4
0
DEFINE_ACTION_FUNCTION(AActor, A_Explode512)
{
	P_RadiusAttack (self, self->target, 512, 512, NAME_None, true);
	if (self->target != NULL && self->target->player != NULL)
	{
		self->target->player->extralight = 5;
	}
	P_CheckSplash(self, 512<<FRACBITS);

	// Strife didn't do this next part, but it looks good
	self->RenderStyle = STYLE_Add;
}