DEFINE_ACTION_FUNCTION(AActor, A_TimeBomb) { self->z += 32*FRACUNIT; self->RenderStyle = STYLE_Add; self->alpha = FRACUNIT; P_RadiusAttack (self, self->target, 128, 128, self->DamageType, RADF_HURTSOURCE); P_CheckSplash(self, 128<<FRACBITS); }
DEFINE_ACTION_FUNCTION(AActor, A_TimeBomb) { self->AddZ(32*FRACUNIT, false); self->PrevZ = self->Z(); // no interpolation! self->RenderStyle = STYLE_Add; self->alpha = FRACUNIT; P_RadiusAttack (self, self->target, 128, 128, self->DamageType, RADF_HURTSOURCE); P_CheckSplash(self, 128<<FRACBITS); }
DEFINE_ACTION_FUNCTION(AActor, A_TimeBomb) { PARAM_ACTION_PROLOGUE; self->AddZ(32, false); self->RenderStyle = STYLE_Add; self->Alpha = 1.; P_RadiusAttack (self, self->target, 128, 128, self->DamageType, RADF_HURTSOURCE); P_CheckSplash(self, 128); return 0; }
DEFINE_ACTION_FUNCTION(AActor, A_Explode512) { P_RadiusAttack (self, self->target, 512, 512, NAME_None, true); if (self->target != NULL && self->target->player != NULL) { self->target->player->extralight = 5; } P_CheckSplash(self, 512<<FRACBITS); // Strife didn't do this next part, but it looks good self->RenderStyle = STYLE_Add; }