示例#1
0
DEFINE_ACTION_FUNCTION(AActor, A_Srcr2Attack)
{
	int chance;

	if (!self->target)
	{
		return;
	}
	S_Sound (self, CHAN_BODY, self->AttackSound, 1, ATTN_NONE);
	if (self->CheckMeleeRange())
	{
		int damage = pr_s2a.HitDice (20);
		int newdam = P_DamageMobj (self->target, self, self, damage, NAME_Melee);
		P_TraceBleed (newdam > 0 ? newdam : damage, self->target, self);
		return;
	}
	chance = self->health < self->SpawnHealth()/2 ? 96 : 48;
	if (pr_s2a() < chance)
	{ // Wizard spawners

		const PClass *fx = PClass::FindClass("Sorcerer2FX2");
		if (fx)
		{
			P_SpawnMissileAngle (self, fx, self->angle-ANG45, FRACUNIT/2);
			P_SpawnMissileAngle (self, fx, self->angle+ANG45, FRACUNIT/2);
		}
	}
	else
	{ // Blue bolt
		P_SpawnMissile (self, self->target, PClass::FindClass("Sorcerer2FX1"));
	}
}
示例#2
0
void A_Srcr2Attack (AActor *actor)
{
	int chance;

	if (!actor->target)
	{
		return;
	}
	S_SoundID (actor, CHAN_BODY, actor->AttackSound, 1, ATTN_NONE);
	if (actor->CheckMeleeRange())
	{
		int damage = pr_s2a.HitDice (20);
		P_DamageMobj (actor->target, actor, actor, damage, NAME_Melee);
		P_TraceBleed (damage, actor->target, actor);
		return;
	}
	chance = actor->health < actor->GetDefault()->health/2 ? 96 : 48;
	if (pr_s2a() < chance)
	{ // Wizard spawners
		P_SpawnMissileAngle (actor, RUNTIME_CLASS(ASorcerer2FX2),
			actor->angle-ANG45, FRACUNIT/2);
		P_SpawnMissileAngle (actor, RUNTIME_CLASS(ASorcerer2FX2),
			actor->angle+ANG45, FRACUNIT/2);
	}
	else
	{ // Blue bolt
		P_SpawnMissile (actor, actor->target, RUNTIME_CLASS(ASorcerer2FX1));
	}
}
示例#3
0
DEFINE_ACTION_FUNCTION(AActor, A_WizAtk3)
{
	AActor *mo;

	CALL_ACTION(A_GhostOff, self);

	// [BB] This is server-side, the client only needs to run A_GhostOff.
	if (( NETWORK_GetState( ) == NETSTATE_CLIENT ) ||
		( CLIENTDEMO_IsPlaying( )))
	{
		return;
	}

	if (!self->target)
	{
		return;
	}
	S_Sound (self, CHAN_WEAPON, self->AttackSound, 1, ATTN_NORM);

	// [BB] If we're the server, tell the clients to play the sound.
	if ( NETWORK_GetState( ) == NETSTATE_SERVER )
		SERVERCOMMANDS_SoundActor( self, CHAN_WEAPON, S_GetName( self->AttackSound ), 1, ATTN_NORM );

	if (self->CheckMeleeRange())
	{
		int damage = pr_wizatk3.HitDice (4);
		P_DamageMobj (self->target, self, self, damage, NAME_Melee);
		P_TraceBleed (damage, self->target, self);
		return;
	}
	const PClass *fx = PClass::FindClass("WizardFX1");
	mo = P_SpawnMissile (self, self->target, fx);
	if (mo != NULL)
	{
		AActor *missile1 = P_SpawnMissileAngle(self, fx, mo->angle-(ANG45/8), mo->velz);
		AActor *missile2 = P_SpawnMissileAngle(self, fx, mo->angle+(ANG45/8), mo->velz);

		// [BB] If we're the server, tell the clients to spawn the missiles.
		if ( NETWORK_GetState( ) == NETSTATE_SERVER )
		{
			SERVERCOMMANDS_SpawnMissile( mo );
			if ( missile1 )
				SERVERCOMMANDS_SpawnMissile( missile1 );
			if ( missile2 )
				SERVERCOMMANDS_SpawnMissile( missile2 );
		}

	}
}
示例#4
0
void A_WizAtk3 (AActor *actor)
{
	AActor *mo;

	A_GhostOff (actor);
	if (!actor->target)
	{
		return;
	}
	S_SoundID (actor, CHAN_WEAPON, actor->AttackSound, 1, ATTN_NORM);
	if (actor->CheckMeleeRange())
	{
		int damage = pr_wizatk3.HitDice (4);
		P_DamageMobj (actor->target, actor, actor, damage, NAME_Melee);
		P_TraceBleed (damage, actor->target, actor);
		return;
	}
	mo = P_SpawnMissile (actor, actor->target, RUNTIME_CLASS(AWizardFX1));
	if (mo != NULL)
	{
		P_SpawnMissileAngle(actor, RUNTIME_CLASS(AWizardFX1), mo->angle-(ANG45/8), mo->momz);
		P_SpawnMissileAngle(actor, RUNTIME_CLASS(AWizardFX1), mo->angle+(ANG45/8), mo->momz);
	}
}