* Modified A_RandomState. If var2 is supplied, it picks between var1, var2 and nextstate - otherwise, it picks between var1 and nextstate.
* Changed a caption.
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@ -1201,7 +1201,7 @@ state_t states[NUMSTATES] =
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{SPR_BRAK, 4, 8, {A_BrakChase}, 3, 0, S_CYBRAKDEMON_WALK5}, // S_CYBRAKDEMON_WALK4
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{SPR_BRAK, 4, 8, {A_BrakChase}, 3, 0, S_CYBRAKDEMON_WALK5}, // S_CYBRAKDEMON_WALK4
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{SPR_BRAK, 5, 8, {A_BrakChase}, 3, 0, S_CYBRAKDEMON_WALK6}, // S_CYBRAKDEMON_WALK5
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{SPR_BRAK, 5, 8, {A_BrakChase}, 3, 0, S_CYBRAKDEMON_WALK6}, // S_CYBRAKDEMON_WALK5
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{SPR_BRAK, 6, 8, {A_BrakChase}, 3, sfx_bestp2, S_CYBRAKDEMON_WALK1}, // S_CYBRAKDEMON_WALK6
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{SPR_BRAK, 6, 8, {A_BrakChase}, 3, sfx_bestp2, S_CYBRAKDEMON_WALK1}, // S_CYBRAKDEMON_WALK6
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{SPR_BRAK, 7, 6, {A_RandomState}, S_CYBRAKDEMON_MISSILE_ATTACK1, S_CYBRAKDEMON_FLAME_ATTACK1, S_CYBRAKDEMON_MISSILE_ATTACK1}, // S_CYBRAKDEMON_CHOOSE_ATTACK1
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{SPR_BRAK, 7, 6, {A_RandomState}, S_CYBRAKDEMON_MISSILE_ATTACK1, 0, S_CYBRAKDEMON_FLAME_ATTACK1}, // S_CYBRAKDEMON_CHOOSE_ATTACK1
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{SPR_BRAK, 7, 6, {A_FaceTarget}, 0, 0, S_CYBRAKDEMON_MISSILE_ATTACK2}, // S_CYBRAKDEMON_MISSILE_ATTACK1 // Aim
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{SPR_BRAK, 7, 6, {A_FaceTarget}, 0, 0, S_CYBRAKDEMON_MISSILE_ATTACK2}, // S_CYBRAKDEMON_MISSILE_ATTACK1 // Aim
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{SPR_BRAK, 26 + FF_FULLBRIGHT, 12, {A_BrakFireShot}, MT_CYBRAKDEMON_MISSILE, 128, S_CYBRAKDEMON_MISSILE_ATTACK3}, // S_CYBRAKDEMON_MISSILE_ATTACK2 // Fire
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{SPR_BRAK, 26 + FF_FULLBRIGHT, 12, {A_BrakFireShot}, MT_CYBRAKDEMON_MISSILE, 128, S_CYBRAKDEMON_MISSILE_ATTACK3}, // S_CYBRAKDEMON_MISSILE_ATTACK2 // Fire
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{SPR_BRAK, 7, 12, {A_FaceTarget}, 0, 0, S_CYBRAKDEMON_MISSILE_ATTACK4}, // S_CYBRAKDEMON_MISSILE_ATTACK3 // Aim
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{SPR_BRAK, 7, 12, {A_FaceTarget}, 0, 0, S_CYBRAKDEMON_MISSILE_ATTACK4}, // S_CYBRAKDEMON_MISSILE_ATTACK3 // Aim
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@ -1212,7 +1212,7 @@ state_t states[NUMSTATES] =
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{SPR_BRAK, 7, 6, {A_FaceTarget}, 0, 0, S_CYBRAKDEMON_FLAME_ATTACK3}, // S_CYBRAKDEMON_FLAME_ATTACK2 // Aim
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{SPR_BRAK, 7, 6, {A_FaceTarget}, 0, 0, S_CYBRAKDEMON_FLAME_ATTACK3}, // S_CYBRAKDEMON_FLAME_ATTACK2 // Aim
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{SPR_BRAK, 26 + FF_FULLBRIGHT, 2, {A_BrakFireShot}, MT_CYBRAKDEMON_FLAMESHOT, 128, S_CYBRAKDEMON_FLAME_ATTACK4}, // S_CYBRAKDEMON_FLAME_ATTACK3 // Fire
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{SPR_BRAK, 26 + FF_FULLBRIGHT, 2, {A_BrakFireShot}, MT_CYBRAKDEMON_FLAMESHOT, 128, S_CYBRAKDEMON_FLAME_ATTACK4}, // S_CYBRAKDEMON_FLAME_ATTACK3 // Fire
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{SPR_BRAK, 7, 1, {A_Repeat}, 30, S_CYBRAKDEMON_FLAME_ATTACK3, S_CYBRAKDEMON_FINISH_ATTACK1}, // S_CYBRAKDEMON_FLAME_ATTACK4 // Loop
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{SPR_BRAK, 7, 1, {A_Repeat}, 30, S_CYBRAKDEMON_FLAME_ATTACK3, S_CYBRAKDEMON_FINISH_ATTACK1}, // S_CYBRAKDEMON_FLAME_ATTACK4 // Loop
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{SPR_BRAK, 0, 6, {A_RandomState}, S_CYBRAKDEMON_VILE_ATTACK1, S_CYBRAKDEMON_NAPALM_ATTACK1, S_CYBRAKDEMON_MISSILE_ATTACK1}, // S_CYBRAKDEMON_CHOOSE_ATTACK2
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{SPR_BRAK, 0, 6, {A_RandomState}, S_CYBRAKDEMON_VILE_ATTACK1, 0, S_CYBRAKDEMON_NAPALM_ATTACK1}, // S_CYBRAKDEMON_CHOOSE_ATTACK2
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{SPR_BRAK, 20, 0, {A_LinedefExecute}, LE_BRAKVILEATACK, 0, S_CYBRAKDEMON_VILE_ATTACK2}, // S_CYBRAKDEMON_VILE_ATTACK1
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{SPR_BRAK, 20, 0, {A_LinedefExecute}, LE_BRAKVILEATACK, 0, S_CYBRAKDEMON_VILE_ATTACK2}, // S_CYBRAKDEMON_VILE_ATTACK1
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{SPR_BRAK, 20, 24, {A_VileTarget}, MT_CYBRAKDEMON_TARGET_RETICULE, 1, S_CYBRAKDEMON_VILE_ATTACK3}, // S_CYBRAKDEMON_VILE_ATTACK2
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{SPR_BRAK, 20, 24, {A_VileTarget}, MT_CYBRAKDEMON_TARGET_RETICULE, 1, S_CYBRAKDEMON_VILE_ATTACK3}, // S_CYBRAKDEMON_VILE_ATTACK2
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{SPR_BRAK, 19, 8, {A_FaceTarget}, 0, 0, S_CYBRAKDEMON_VILE_ATTACK4}, // S_CYBRAKDEMON_VILE_ATTACK3
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{SPR_BRAK, 19, 8, {A_FaceTarget}, 0, 0, S_CYBRAKDEMON_VILE_ATTACK4}, // S_CYBRAKDEMON_VILE_ATTACK3
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@ -8035,21 +8035,35 @@ void A_BossJetFume(mobj_t *actor)
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// Function: A_RandomState
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// Function: A_RandomState
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//
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//
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// Description: Chooses one of the two state numbers supplied randomly.
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// Description: Chooses one of either two or three state numbers supplied randomly.
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//
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//
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// nextstate = state number 0
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// var1 = state number 1
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// var1 = state number 1
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// var2 = state number 2
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// var2 = state number 2 (can be ommitted for binary chance)
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//
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//
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void A_RandomState(mobj_t *actor)
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void A_RandomState(mobj_t *actor)
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{
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{
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INT32 locvar1 = var1;
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INT32 locvar1 = var1;
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INT32 locvar2 = var2;
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INT32 locvar2 = var2;
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UINT8 rand;
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#ifdef HAVE_BLUA
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#ifdef HAVE_BLUA
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if (LUA_CallAction("A_RandomState", actor))
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if (LUA_CallAction("A_RandomState", actor))
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return;
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return;
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#endif
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#endif
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P_SetMobjState(actor, P_RandomChance(FRACUNIT/2) ? locvar1 : locvar2);
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rand = (var2 ? P_RandomKey(3) : P_RandomKey(2));
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switch (rand)
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{
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case 0:
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P_SetMobjState(actor, actor->state->nextstate);
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return;
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case 1:
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P_SetMobjState(actor, locvar1);
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return;
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case 2:
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P_SetMobjState(actor, locvar2);
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return;
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}
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}
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}
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// Function: A_RandomStateRange
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// Function: A_RandomStateRange
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@ -316,7 +316,7 @@ sfxinfo_t S_sfx[NUMSFX] =
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{"s3k5a", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Aiming"},
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{"s3k5a", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Aiming"},
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{"s3k5b", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Menu beep"},
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{"s3k5b", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Menu beep"},
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{"s3k5c", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Electric spark"},
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{"s3k5c", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Electric spark"},
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{"s3k5d", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Bouncing missile"},
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{"s3k5d", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Heavy hit"},
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{"s3k5e", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Firing laser"},
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{"s3k5e", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Firing laser"},
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{"s3k5f", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Crusher stomp"},
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{"s3k5f", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Crusher stomp"},
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{"s3k60", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Flying away"},
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{"s3k60", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Flying away"},
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