Hardcoded A_Boss5PinchShot

This commit is contained in:
Monster Iestyn 2019-05-03 19:46:41 +01:00
parent 6cd2b73273
commit b4d8c2fa29
3 changed files with 39 additions and 0 deletions

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@ -2231,6 +2231,7 @@ static actionpointer_t actionpointers[] =
{{A_Boss5Calm}, "A_BOSS5CALM"},
{{A_Boss5CheckOnGround}, "A_BOSS5CHECKONGROUND"},
{{A_Boss5CheckFalling}, "A_BOSS5CHECKFALLING"},
{{A_Boss5PinchShot}, "A_BOSS5PINCHSHOT"},
{{A_LookForBetter}, "A_LOOKFORBETTER"},
{{NULL}, "NONE"},

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@ -245,6 +245,7 @@ void A_Boss5ExtraRepeat();
void A_Boss5Calm();
void A_Boss5CheckOnGround();
void A_Boss5CheckFalling();
void A_Boss5PinchShot();
void A_LookForBetter();
// ratio of states to sprites to mobj types is roughly 6 : 1 : 1

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@ -272,6 +272,7 @@ void A_Boss5ExtraRepeat(mobj_t *actor);
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_LookForBetter(mobj_t *actor);
//for p_enemy.c
@ -12052,6 +12053,42 @@ void A_Boss5CheckFalling(mobj_t *actor)
P_SetMobjState(actor, locvar2);
}
// Function: A_Boss5PinchShot
//
// Description: Fires a missile directly upwards if in pinch.
//
// var1 = object # to shoot
// var2 = height offset (from default of +48 FU)
//
void A_Boss5PinchShot(mobj_t *actor)
{
INT32 locvar1 = var1;
INT32 locvar2 = var2;
fixed_t zoffset;
mobj_t *missile;
#ifdef HAVE_BLUA
if (LUA_CallAction("A_Boss5PinchShot", actor))
return;
#endif
if (actor->health > actor->info->damage)
return;
if (actor->eflags & MFE_VERTICALFLIP)
zoffset = actor->z + actor->height - FixedMul((48 + locvar2)*FRACUNIT, actor->scale);
else
zoffset = actor->z + FixedMul((48 + locvar2)*FRACUNIT, actor->scale);
missile = P_SpawnPointMissile(actor, actor->x, actor->y, zoffset, locvar1,
actor->x, actor->y, zoffset);
if (!missile)
return;
missile->momx = missile->momy = 0;
missile->momz = P_MobjFlip(actor)*missile->info->speed/2;
}
// Function: A_LookForBetter
//
// Description: A_Look, except it finds a better target in multiplayer, and doesn't lose the target in singleplayer.