示例#1
0
void P_DSparilTeleport (AActor *actor)
{
	fixed_t prevX;
	fixed_t prevY;
	fixed_t prevZ;
	AActor *mo;
	AActor *spot;

	DSpotState *state = DSpotState::GetSpotState();
	if (state == NULL) return;

	spot = state->GetSpotWithMinMaxDistance(PClass::FindClass("BossSpot"), actor->X(), actor->Y(), 128*FRACUNIT, 0);
	if (spot == NULL) return;

	prevX = actor->X();
	prevY = actor->Y();
	prevZ = actor->Z();
	if (P_TeleportMove (actor, spot->Pos(), false))
	{
		mo = Spawn("Sorcerer2Telefade", prevX, prevY, prevZ, ALLOW_REPLACE);
		if (mo) mo->Translation = actor->Translation;
		S_Sound (mo, CHAN_BODY, "misc/teleport", 1, ATTN_NORM);
		actor->SetState (actor->FindState("Teleport"));
		S_Sound (actor, CHAN_BODY, "misc/teleport", 1, ATTN_NORM);
		actor->SetZ(actor->floorz, false);
		actor->angle = spot->angle;
		actor->velx = actor->vely = actor->velz = 0;
	}
}
示例#2
0
void P_DSparilTeleport (AActor *actor)
{
	DVector3 prev;
	AActor *mo;
	AActor *spot;

	DSpotState *state = DSpotState::GetSpotState();
	if (state == NULL) return;

	spot = state->GetSpotWithMinMaxDistance(PClass::FindClass("BossSpot"), actor->X(), actor->Y(), 128, 0);
	if (spot == NULL) return;

	prev = actor->Pos();
	if (P_TeleportMove (actor, spot->Pos(), false))
	{
		mo = Spawn("Sorcerer2Telefade", prev, ALLOW_REPLACE);
		if (mo) mo->Translation = actor->Translation;
		S_Sound (mo, CHAN_BODY, "misc/teleport", 1, ATTN_NORM);
		actor->SetState (actor->FindState("Teleport"));
		S_Sound (actor, CHAN_BODY, "misc/teleport", 1, ATTN_NORM);
		actor->SetZ(actor->floorz);
		actor->Angles.Yaw = spot->Angles.Yaw;
		actor->Vel.Zero();
	}
}