Hardcoded A_Boss5MakeItRain

This commit is contained in:
Monster Iestyn 2019-05-03 20:52:56 +01:00
parent b03bfbabe4
commit 0d7cd34882
3 changed files with 39 additions and 0 deletions

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@ -2233,6 +2233,7 @@ static actionpointer_t actionpointers[] =
{{A_Boss5CheckOnGround}, "A_BOSS5CHECKONGROUND"},
{{A_Boss5CheckFalling}, "A_BOSS5CHECKFALLING"},
{{A_Boss5PinchShot}, "A_BOSS5PINCHSHOT"},
{{A_Boss5MakeItRain}, "A_BOSS5MAKEITRAIN"},
{{A_LookForBetter}, "A_LOOKFORBETTER"},
{{NULL}, "NONE"},

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@ -247,6 +247,7 @@ void A_Boss5Calm();
void A_Boss5CheckOnGround();
void A_Boss5CheckFalling();
void A_Boss5PinchShot();
void A_Boss5MakeItRain();
void A_LookForBetter();
// ratio of states to sprites to mobj types is roughly 6 : 1 : 1

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@ -274,6 +274,7 @@ void A_Boss5Calm(mobj_t *actor);
void A_Boss5CheckOnGround(mobj_t *actor);
void A_Boss5CheckFalling(mobj_t *actor);
void A_Boss5PinchShot(mobj_t *actor);
void A_Boss5MakeItRain(mobj_t *actor);
void A_LookForBetter(mobj_t *actor);
//for p_enemy.c
@ -12141,6 +12142,42 @@ void A_Boss5PinchShot(mobj_t *actor)
missile->momz = P_MobjFlip(actor)*missile->info->speed/2;
}
// Function: A_Boss5MakeItRain
//
// Description: Pinch crisis.
//
// var1 = object # to shoot
// var2 = height offset (from default of +48 FU)
//
void A_Boss5MakeItRain(mobj_t *actor)
{
INT32 locvar1 = var1;
INT32 locvar2 = var2;
INT32 offset = (48 + locvar2)<<16; // upper 16 bits, not fixed_t!
INT32 i;
#ifdef HAVE_BLUA
if (LUA_CallAction("A_Boss5MakeItRain", actor))
return;
#endif
actor->flags2 |= MF2_STRONGBOX;
var1 = locvar1;
var2 = offset + 90;
A_TrapShot(actor);
for (i = 0; i < 8; i++)
{
actor->angle += ANGLE_45;
var1 = locvar1;
var2 = offset + (i & 1) ? 55 : 70;
A_TrapShot(actor);
}
actor->extravalue2 = 0;
}
// Function: A_LookForBetter
//
// Description: A_Look, except it finds a better target in multiplayer, and doesn't lose the target in singleplayer.