DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Fire) { ACTION_PARAM_START(1); ACTION_PARAM_FIXED(height,0); A_Fire(self, height); }
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; }
// // 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; }
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); }