As selected by Nev3r, implement option 2: Proximity Bastard for the Sea Egg to resolve #303.

This commit is contained in:
toaster 2019-11-19 15:59:24 +00:00
parent fe1bb6f716
commit 2bba25c1e1
1 changed files with 16 additions and 13 deletions

View File

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