Esempio n. 1
0
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_DualPainAttack)
{
	if (!self->target)
		return;

	const PClass *spawntype = GetSpawnType(PUSH_PARAMINFO);
	A_FaceTarget (self);
	A_PainShootSkull (self, self->angle + ANG45, spawntype);
	A_PainShootSkull (self, self->angle - ANG45, spawntype);
}
Esempio n. 2
0
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_PainDie)
{
	if (self->target != NULL && self->IsFriend (self->target))
	{ // And I thought you were my friend!
		self->flags &= ~MF_FRIENDLY;
	}
	const PClass *spawntype = GetSpawnType(PUSH_PARAMINFO);
	A_Unblock(self, true);
	A_PainShootSkull (self, self->angle + ANG90, spawntype);
	A_PainShootSkull (self, self->angle + ANG180, spawntype);
	A_PainShootSkull (self, self->angle + ANG270, spawntype);
}
Esempio n. 3
0
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_DualPainAttack)
{
	PARAM_ACTION_PROLOGUE;

	if (!self->target)
		return 0;

	PClassActor *spawntype = GetSpawnType(numparam > NAP ? &param[NAP] : NULL);
	A_FaceTarget (self);
	A_PainShootSkull (self, self->angle + ANG45, spawntype);
	A_PainShootSkull (self, self->angle - ANG45, spawntype);
	return 0;
}
Esempio n. 4
0
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_PainDie)
{
	PARAM_ACTION_PROLOGUE;

	if (self->target != NULL && self->IsFriend(self->target))
	{ // And I thought you were my friend!
		self->flags &= ~MF_FRIENDLY;
	}
	PClassActor *spawntype = GetSpawnType(numparam > NAP ? &param[NAP] : NULL);
	A_Unblock(self, true);
	A_PainShootSkull (self, self->angle + ANG90, spawntype);
	A_PainShootSkull (self, self->angle + ANG180, spawntype);
	A_PainShootSkull (self, self->angle + ANG270, spawntype);
	return 0;
}
/*
==============
idSpawner::SpawnEnt
==============
*/
bool idSpawner::SpawnEnt( void ){
	idDict		args;
	idEntity*	spawnPoint;
	idEntity*	spawnedEnt;
	const char* temp;

	// Find a spawn point to spawn the entity
	spawnPoint = GetSpawnPoint();

	if ( spawnPoint == NULL ){
		return false;
	}

	// No valid spawn types for this point
	temp = GetSpawnType( spawnPoint );
	if ( !temp || !*temp ) {
		gameLocal.Warning ( "Spawner '%s' could not find any valid spawn types for spawn point '%s'", GetName(), spawnPoint->GetName() );
		return false;
	}

	// Build the spawn parameters for the entity about to be spawned
	args.Set( "origin", spawnPoint->GetPhysics()->GetOrigin().ToString() );
	if ( spawnArgs.GetBool( "face_enemy", "0" ) ) {
		idVec3 dir = gameLocal.GetLocalPlayer()->GetPhysics()->GetOrigin() - spawnPoint->GetPhysics()->GetOrigin();
		dir.Normalize();
		args.SetFloat( "angle", dir.ToYaw() );
	} else {
		args.SetFloat( "angle", spawnPoint->GetPhysics()->GetAxis().ToAngles()[ YAW ] );
	}
	args.Set( "classname", temp );	
	args.SetBool( "forceEnemy", spawnArgs.GetBool( "auto_target", "0" ) );
	args.SetInt( "teleport", spawnArgs.GetInt( "teleport", "0" ) );

	// Copy all keywords prefixed with "spawn_" to the entity being spawned.
	CopyPrefixedSpawnArgs( this, "spawn_", args );
	if ( spawnPoint != this ) {
		CopyPrefixedSpawnArgs( spawnPoint, "spawn_", args );
	}

	// Spawn the entity
	if ( !gameLocal.SpawnEntityDef( args, &spawnedEnt ) ) {
		return false;
	}

	// Activate the spawned entity
	spawnedEnt->ProcessEvent( &EV_Activate, this );

	// script function for spawning guys
	//if ( spawnArgs.GetString( "call", "", &temp ) && *temp ) {
	//	gameLocal.CallFrameCommand( this, temp );
	//}

	// script function for the guy being spawned
	//if ( spawnArgs.GetString( "call_spawned", "", &temp ) && *temp ) {
	//	gameLocal.CallFrameCommand( spawnedEnt, temp );
	//}

	// Call all of our callbacks
	//int c;
	//for ( c = callbacks.Num() - 1; c >= 0; c-- ) {
	//	if ( callbacks[ c ].ent ) {
	//		callbacks[ c ].ent->ProcessEvent( idEventDef::FindEvent( callbacks[ c ].event ), this, spawnedEnt );
	//	}
	//}

	// Activate the spawn point entity when an enemy is spawned there and all of its targets
	if ( spawnPoint != this ) {
		spawnPoint->ProcessEvent( &EV_Activate, spawnPoint );
		spawnPoint->ActivateTargets( spawnedEnt );
		
		// One time use on this target?
		if ( spawnPoint->spawnArgs.GetBool( "remove" ) ) {
			spawnPoint->PostEventMS( &EV_Remove, 0 );
		}
	}

	// Increment the total number spawned
	numSpawned++;

	return true;
}