diff --git a/src/p_mobj.c b/src/p_mobj.c index cbd6c3c7f..f2dd1a734 100644 --- a/src/p_mobj.c +++ b/src/p_mobj.c @@ -4538,23 +4538,29 @@ static void P_Boss3Thinker(mobj_t *mobj) } else if (mobj->movecount) // Firing mode { - // look for a new target - P_BossTargetPlayer(mobj, false); - - if (!mobj->target || !mobj->target->player) - return; - - // Always face your target. - A_FaceTarget(mobj); - // Check if the attack animation is running. If not, play it. if (mobj->state < &states[mobj->info->missilestate] || mobj->state > &states[mobj->info->raisestate]) { + // look for a new target + P_BossTargetPlayer(mobj, true); + + if (!mobj->target || !mobj->target->player) + return; + if (mobj->health <= mobj->info->damage) // pinch phase mobj->movecount--; // limited number of shots before diving again if (mobj->movecount) P_SetMobjState(mobj, mobj->info->missilestate+1); } + else if (mobj->target && mobj->target->player) + { + angle_t diff = R_PointToAngle2(mobj->x, mobj->y, mobj->target->x, mobj->target->y) - mobj->angle; + if (diff > ANGLE_180) + diff = InvAngle(InvAngle(diff)/4); + else + diff /= 4; + mobj->angle += diff; + } } else if (mobj->threshold >= 0) // Traveling mode { @@ -4669,13 +4675,10 @@ static void P_Boss3Thinker(mobj_t *mobj) S_StartSound(mobj, shock->info->seesound); // look for a new target - P_BossTargetPlayer(mobj, false); + P_BossTargetPlayer(mobj, true); if (mobj->target && mobj->target->player) - { - A_FaceTarget(mobj); P_SetMobjState(mobj, mobj->info->missilestate); - } } else if (mobj->flags2 & (MF2_STRONGBOX|MF2_CLASSICPUSH)) // just hit the bottom of your tube {