DEFINE_ACTION_FUNCTION(AActor, A_WhirlwindSeek) { self->health -= 3; if (self->health < 0) { self->velx = self->vely = self->velz = 0; self->SetState (self->FindState(NAME_Death)); self->flags &= ~MF_MISSILE; return; } if ((self->special2 -= 3) < 0) { self->special2 = 58 + (pr_seek() & 31); S_Sound (self, CHAN_BODY, "ironlich/attack3", 1, ATTN_NORM); } if (self->tracer && self->tracer->flags&MF_SHADOW) { return; } P_SeekerMissile (self, ANGLE_1*10, ANGLE_1*30); }
void A_BishopMissileSeek (AActor *actor) { P_SeekerMissile (actor, ANGLE_1*2, ANGLE_1*3); }