DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Fire)
{
	ACTION_PARAM_START(1);
	ACTION_PARAM_FIXED(height,0);
	
	A_Fire(self, height);
}
Exemple #2
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DEFINE_ACTION_FUNCTION(AActor, A_FireCrackle)
{
	PARAM_ACTION_PROLOGUE;
	S_Sound (self, CHAN_BODY, "vile/firecrkl", 1, ATTN_NORM);
	A_Fire (self, 0);
	return 0;
}
Exemple #3
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//
// A_Fire
// Keep fire in front of player unless out of sight
//
DEFINE_ACTION_FUNCTION(AActor, A_StartFire)
{
	PARAM_ACTION_PROLOGUE;
	S_Sound (self, CHAN_BODY, "vile/firestrt", 1, ATTN_NORM);
	A_Fire (self, 0);
	return 0;
}
Exemple #4
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DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Fire)
{
	PARAM_ACTION_PROLOGUE;
	PARAM_FIXED_OPT(height)		{ height = 0; }
	
	A_Fire(self, height);
	return 0;
}
//
// A_VileTarget
// Spawn the hellfire
//
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_VileTarget)
{
	ACTION_PARAM_START(1);
	ACTION_PARAM_CLASS(fire,0);
	AActor *fog;
		
	if (!self->target)
		return;

	A_FaceTarget (self);

	fog = Spawn (fire, self->target->x, self->target->y,
		self->target->z, ALLOW_REPLACE);
	
	self->tracer = fog;
	fog->target = self;
	fog->tracer = self->target;
	A_Fire(fog, 0);
}
DEFINE_ACTION_FUNCTION(AActor, A_FireCrackle)
{
	S_Sound (self, CHAN_BODY, "vile/firecrkl", 1, ATTN_NORM);
	A_Fire (self, 0);
}
//
// A_Fire
// Keep fire in front of player unless out of sight
//
DEFINE_ACTION_FUNCTION(AActor, A_StartFire)
{
	S_Sound (self, CHAN_BODY, "vile/firestrt", 1, ATTN_NORM);
	A_Fire (self, 0);
}