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author | James Haley | 2010-09-06 21:50:32 +0000 |
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committer | James Haley | 2010-09-06 21:50:32 +0000 |
commit | 25314c9979b17efbeb18f88cae70dd65d884a6d6 (patch) | |
tree | 23bc23fc3e9183586117e5f0f4cb084d9749d649 /src/strife | |
parent | 7cf7985d5a706680aa1fbec7af5d670a1ad711e8 (diff) | |
download | chocolate-doom-25314c9979b17efbeb18f88cae70dd65d884a6d6.tar.gz chocolate-doom-25314c9979b17efbeb18f88cae70dd65d884a6d6.tar.bz2 chocolate-doom-25314c9979b17efbeb18f88cae70dd65d884a6d6.zip |
Minor reformatting, added some comments, and fixed P_SpawnFacingMissile
to return th.
Subversion-branch: /branches/strife-branch
Subversion-revision: 2022
Diffstat (limited to 'src/strife')
-rw-r--r-- | src/strife/p_enemy.c | 57 | ||||
-rw-r--r-- | src/strife/p_mobj.c | 40 |
2 files changed, 58 insertions, 39 deletions
diff --git a/src/strife/p_enemy.c b/src/strife/p_enemy.c index 7390843c..2d47d6af 100644 --- a/src/strife/p_enemy.c +++ b/src/strife/p_enemy.c @@ -1489,9 +1489,12 @@ void A_TemplarMauler(mobj_t* actor) // // A_CrusaderAttack +// // villsa [STRIFE] new codepointer +// 09/06/10: Action function for the Crusader's Flamethrower. +// Very similar to the player's flamethrower, seeing how it was ripped +// off a Crusader by the Rat People ;) // - void A_CrusaderAttack(mobj_t* actor) { if(!actor->target) @@ -1530,9 +1533,9 @@ void A_CrusaderAttack(mobj_t* actor) // // A_CrusaderLeft +// // villsa [STRIFE] new codepointer // - void A_CrusaderLeft(mobj_t* actor) { mobj_t* mo; @@ -1546,9 +1549,9 @@ void A_CrusaderLeft(mobj_t* actor) // // A_CrusaderRight +// // villsa [STRIFE] new codepointer // - void A_CrusaderRight(mobj_t* actor) { mobj_t* mo; @@ -1603,9 +1606,10 @@ void A_InqFlyCheck(mobj_t* actor) // // A_InqGrenade +// // villsa [STRIFE] new codepointer +// 09/06/10: Inquisitor grenade attack action routine. // - void A_InqGrenade(mobj_t* actor) { mobj_t* mo; @@ -1805,9 +1809,11 @@ void A_SpectreEAttack(mobj_t* actor) // // A_SpectreCAttack +// // villsa [STRIFE] new codepointer +// 09/06/10: Action routine for the Oracle's Spectre. Equivalent to the player's +// third Sigil attack. // - void A_SpectreCAttack(mobj_t* actor) { mobj_t* mo; @@ -1862,9 +1868,11 @@ void A_AlertSpectreC(mobj_t* actor) // // A_Sigil_E_Action +// // villsa [STRIFE] new codepointer +// 09/06/10: Action routine for Sigil "E" shots. Spawns the room-filling +// lightning bolts that seem to often do almost nothing. // - void A_Sigil_E_Action(mobj_t* actor) { actor->angle += ANG90; @@ -1880,16 +1888,16 @@ void A_Sigil_E_Action(mobj_t* actor) // // A_SigilTrail +// // villsa [STRIFE] new codepointer // - void A_SigilTrail(mobj_t* actor) { mobj_t* mo; mo = P_SpawnMobj(actor->x - actor->momx, - actor->y - actor->momy, - actor->z, MT_SIGIL_TRAIL); + actor->y - actor->momy, + actor->z, MT_SIGIL_TRAIL); mo->angle = actor->angle; mo->health = actor->health; @@ -1935,9 +1943,10 @@ void A_FireSigilEOffshoot(mobj_t* actor) // // A_ShadowOff +// // villsa [STRIFE] new codepointer +// 09/06/10: Disables SHADOW and MVIS flags. // - void A_ShadowOff(mobj_t* actor) { actor->flags &= ~(MF_SHADOW|MF_MVIS); @@ -1945,10 +1954,10 @@ void A_ShadowOff(mobj_t* actor) // // A_ModifyVisibility +// // villsa [STRIFE] new codepointer +// 09/06/10: Turns on SHADOW, and turns off MVIS. // - - void A_ModifyVisibility(mobj_t* actor) { actor->flags |= MF_SHADOW; @@ -1957,9 +1966,10 @@ void A_ModifyVisibility(mobj_t* actor) // // A_ShadowOn +// // villsa [STRIFE] new codepointer +// 09/06/10: Turns on SHADOW and MVIS. // - void A_ShadowOn(mobj_t* actor) { actor->flags |= (MF_SHADOW|MF_MVIS); @@ -1967,9 +1977,10 @@ void A_ShadowOn(mobj_t* actor) // // A_SetTLOptions +// // villsa [STRIFE] new codepointer +// 09/06/10: Sets SHADOW and/or MVIS based on the thing's spawnpoint options. // - void A_SetTLOptions(mobj_t* actor) { if(actor->spawnpoint.options & MTF_TRANSLUCENT) @@ -1981,9 +1992,12 @@ void A_SetTLOptions(mobj_t* actor) // // A_BossMeleeAtk +// // villsa [STRIFE] new codepointer +// 09/06/10: Gratuitous melee attack used by multiple boss characters, +// just for the sake of having one. It's not like anybody in their right +// mind would get close to any of the maniacs that use this ;) // - void A_BossMeleeAtk(mobj_t* actor) { int r; @@ -1997,9 +2011,10 @@ void A_BossMeleeAtk(mobj_t* actor) // // A_BishopAttack +// // villsa [STRIFE] new codepointer +// 09/06/10: Bishop's homing missile attack. // - void A_BishopAttack(mobj_t* actor) { mobj_t* mo; @@ -2017,9 +2032,10 @@ void A_BishopAttack(mobj_t* actor) // // A_FireHookShot +// // villsa [STRIFE] new codepointer +// 09/06/10: Action function for the Loremaster's hookshot attack. // - void A_FireHookShot(mobj_t* actor) { if(!actor->target) @@ -2030,9 +2046,10 @@ void A_FireHookShot(mobj_t* actor) // // A_FireChainShot +// // villsa [STRIFE] new codepointer +// 09/06/10: Action function for the hookshot. // - void A_FireChainShot(mobj_t* actor) { S_StartSound(actor, sfx_tend); @@ -2051,9 +2068,9 @@ void A_FireChainShot(mobj_t* actor) // // A_MissileSmoke +// // villsa [STRIFE] new codepointer // - void A_MissileSmoke(mobj_t* actor) { mobj_t* mo; @@ -2070,9 +2087,9 @@ void A_MissileSmoke(mobj_t* actor) // // A_SpawnSparkPuff +// // villsa [STRIFE] new codepointer // - void A_SpawnSparkPuff(mobj_t* actor) { int r; diff --git a/src/strife/p_mobj.c b/src/strife/p_mobj.c index d2c2e5de..a40e2e63 100644 --- a/src/strife/p_mobj.c +++ b/src/strife/p_mobj.c @@ -1118,10 +1118,10 @@ P_SpawnMissile // // P_SpawnFacingMissile +// // villsa [STRIFE] new function // Spawn a missile based on source's angle // - mobj_t* P_SpawnFacingMissile(mobj_t* source, mobj_t* target, mobjtype_t type) { mobj_t* th; @@ -1156,11 +1156,13 @@ mobj_t* P_SpawnFacingMissile(mobj_t* source, mobj_t* target, mobjtype_t type) th->momz = (target->z - source->z) / dist; P_CheckMissileSpawn (th); -} + return th; +} // // P_SpawnPlayerMissile +// // Tries to aim at a nearby monster // villsa [STRIFE] now returns a mobj // @@ -1180,26 +1182,26 @@ mobj_t* P_SpawnPlayerMissile(mobj_t* source, mobjtype_t type) if (!linetarget) { - an += 1<<26; - slope = P_AimLineAttack (source, an, 16*64*FRACUNIT); + an += 1<<26; + slope = P_AimLineAttack (source, an, 16*64*FRACUNIT); - if (!linetarget) - { - an -= 2<<26; - slope = P_AimLineAttack (source, an, 16*64*FRACUNIT); - } + if (!linetarget) + { + an -= 2<<26; + slope = P_AimLineAttack (source, an, 16*64*FRACUNIT); + } - if (!linetarget) - { - an = source->angle; - slope = 0; - } + if (!linetarget) + { + an = source->angle; + slope = 0; + } } // villsa [STRIFE] if(linetarget) source->target = linetarget; - + x = source->x; y = source->y; @@ -1208,18 +1210,18 @@ mobj_t* P_SpawnPlayerMissile(mobj_t* source, mobjtype_t type) z = source->z + 32*FRACUNIT; else z = source->z + 22*FRACUNIT; - + th = P_SpawnMobj (x,y,z, type); if (th->info->seesound) - S_StartSound (th, th->info->seesound); + S_StartSound (th, th->info->seesound); th->target = source; th->angle = an; th->momx = FixedMul( th->info->speed, - finecosine[an>>ANGLETOFINESHIFT]); + finecosine[an>>ANGLETOFINESHIFT]); th->momy = FixedMul( th->info->speed, - finesine[an>>ANGLETOFINESHIFT]); + finesine[an>>ANGLETOFINESHIFT]); th->momz = FixedMul( th->info->speed, slope); P_CheckMissileSpawn (th); |