Exemplo n.º 1
0
DEFINE_ACTION_FUNCTION(AActor, A_M_FireMissile)
{
	// [BC]
	AActor	*pMissile;

	// [BC] Don't do this in client mode.
	if (( NETWORK_GetState( ) == NETSTATE_CLIENT ) ||
		( CLIENTDEMO_IsPlaying( )))
	{
		return;
	}

	if (self->target == NULL)
		return;

	if (self->CheckMeleeRange ())
	{ // If too close, punch it
		MarinePunch(self, 1);
	}
	else
	{
		A_FaceTarget (self);
		pMissile = P_SpawnMissile (self, self->target, PClass::FindClass("Rocket"));

		// [BC] If we're the server, tell clients to spawn this missile.
		if (( pMissile ) && ( NETWORK_GetState( ) == NETSTATE_SERVER ))
			SERVERCOMMANDS_SpawnMissile( pMissile );
	}
}
Exemplo n.º 2
0
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_M_Punch)
{
	ACTION_PARAM_START(1);
	ACTION_PARAM_INT(mult, 0);

	MarinePunch(self, mult);
}
Exemplo n.º 3
0
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_M_Punch)
{
	PARAM_ACTION_PROLOGUE;
	PARAM_INT(mult);

	MarinePunch(self, mult);
	return 0;
}
Exemplo n.º 4
0
DEFINE_ACTION_FUNCTION(AActor, A_M_FireMissile)
{
	PARAM_ACTION_PROLOGUE;

	if (self->target == NULL)
		return 0;

	if (self->CheckMeleeRange ())
	{ // If too close, punch it
		MarinePunch(self, 1);
	}
	else
	{
		A_FaceTarget (self);
		P_SpawnMissile (self, self->target, PClass::FindActor("Rocket"));
	}
	return 0;
}