// // A_CentaurAttack // void A_CentaurAttack(Mobj *actor) { if(!actor->target) return; if(P_CheckMeleeRange(actor)) { P_DamageMobj(actor->target, actor, actor, P_Random(pr_centauratk) % 7 + 3, MOD_HIT); } }
// // A_SargAttack // // Demon attack. // void A_SargAttack(actionargs_t *actionargs) { Mobj *actor = actionargs->actor; if(!actor->target) return; A_FaceTarget(actionargs); if(P_CheckMeleeRange(actor)) { int damage = ((P_Random(pr_sargattack)%10)+1)*4; P_DamageMobj(actor->target, actor, actor, damage, MOD_HIT); } }
// // A_SkelFist // // Revenant punch attack. // void A_SkelFist(actionargs_t *actionargs) { Mobj *actor = actionargs->actor; if(!actor->target) return; A_FaceTarget(actionargs); if(P_CheckMeleeRange(actor)) { int damage = ((P_Random(pr_skelfist) % 10) + 1) * 6; S_StartSound(actor, sfx_skepch); P_DamageMobj(actor->target, actor, actor, damage, MOD_HIT); } }
// // A_BruisAttack // // Baron of Hell attack. // void A_BruisAttack(actionargs_t *actionargs) { Mobj *actor = actionargs->actor; if(!actor->target) return; if(P_CheckMeleeRange(actor)) { int damage; S_StartSound(actor, sfx_claw); damage = (P_Random(pr_bruisattack)%8+1)*10; P_DamageMobj(actor->target, actor, actor, damage, MOD_HIT); } else { // launch a missile P_SpawnMissile(actor, actor->target, E_SafeThingType(MT_BRUISERSHOT), actor->z + DEFAULTMISSILEZ); } }
// // A_HeadAttack // // Cacodemon attack. // void A_HeadAttack(actionargs_t *actionargs) { Mobj *actor = actionargs->actor; if(!actor->target) return; A_FaceTarget(actionargs); if(P_CheckMeleeRange(actor)) { int damage = (P_Random(pr_headattack)%6+1)*10; P_DamageMobj(actor->target, actor, actor, damage, MOD_HIT); } else { // launch a missile P_SpawnMissile(actor, actor->target, E_SafeThingType(MT_HEADSHOT), actor->z + DEFAULTMISSILEZ); } }
// // A_TroopAttack // // Imp attack. // void A_TroopAttack(actionargs_t *actionargs) { Mobj *actor = actionargs->actor; if(!actor->target) return; A_FaceTarget(actionargs); if(P_CheckMeleeRange(actor)) { int damage; S_StartSound(actor, sfx_claw); damage = (P_Random(pr_troopattack)%8+1)*3; P_DamageMobj(actor->target, actor, actor, damage, MOD_HIT); } else { // launch a missile P_SpawnMissile(actor, actor->target, E_SafeThingType(MT_TROOPSHOT), actor->z + DEFAULTMISSILEZ); } }