diff options
Diffstat (limited to 'src/strife/p_enemy.c')
-rw-r--r-- | src/strife/p_enemy.c | 491 |
1 files changed, 482 insertions, 9 deletions
diff --git a/src/strife/p_enemy.c b/src/strife/p_enemy.c index cea20b23..4fc5732e 100644 --- a/src/strife/p_enemy.c +++ b/src/strife/p_enemy.c @@ -1138,8 +1138,9 @@ boolean PIT_VileCheck (mobj_t* thing) if (thing->tics != -1) return true; // not lying still yet - if (thing->info->raisestate == S_NULL) - return true; // monster doesn't have a raise state + // villsa [STRIFE] unused + //if (thing->info->raisestate == S_NULL) + //return true; // monster doesn't have a raise state maxdist = thing->info->radius + mobjinfo[MT_VILE].radius; @@ -1165,9 +1166,10 @@ boolean PIT_VileCheck (mobj_t* thing) // A_VileChase // Check for ressurecting a body // +// villsa [STRIFE] TODO depcricate this later void A_VileChase (mobj_t* actor) { - int xl; +/* int xl; int xh; int yl; int yh; @@ -1224,7 +1226,7 @@ void A_VileChase (mobj_t* actor) } // Return to normal attack. - A_Chase (actor); + A_Chase (actor);*/ } @@ -1855,9 +1857,10 @@ void A_BrainPain (mobj_t* mo) } +// villsa [STRIFE] TODO - depcricate this later void A_BrainScream (mobj_t* mo) { - int x; +/* int x; int y; int z; mobj_t* th; @@ -1876,14 +1879,14 @@ void A_BrainScream (mobj_t* mo) th->tics = 1; } - S_StartSound (NULL,sfx_swish); // villsa [STRIFE] TODO - fix sounds + S_StartSound (NULL,sfx_swish); // villsa [STRIFE] TODO - fix sounds*/ } - +// villsa [STRIFE] TODO - depcricate this later void A_BrainExplode (mobj_t* mo) { - int x; +/* int x; int y; int z; mobj_t* th; @@ -1898,7 +1901,7 @@ void A_BrainExplode (mobj_t* mo) th->tics -= P_Random()&7; if (th->tics < 1) - th->tics = 1; + th->tics = 1;*/ } @@ -2015,3 +2018,473 @@ void A_PlayerScream (mobj_t* mo) S_StartSound (mo, sound); } + +void A_RandomWalk(mobj_t* actor) +{ + +} + +void A_FriendLook(mobj_t* actor) +{ + +} + +void A_Listen(mobj_t* actor) +{ + +} + +void A_PeasantPunch(mobj_t* actor) +{ + +} + +void A_ReavShoot(mobj_t* actor) +{ + +} + +void A_BulletAttack(mobj_t* actor) +{ + +} + +void A_CheckTargetVisible(mobj_t* actor) +{ + +} + +void A_SentinelAttack(mobj_t* actor) +{ + +} + +void A_StalkerThink(mobj_t* actor) +{ + +} + +void A_StalkerSetLook(mobj_t* actor) +{ + +} + +void A_StalkerDrop(mobj_t* actor) +{ + +} + +void A_StalkerScratch(mobj_t* actor) +{ + +} + +void A_FloatWeave(mobj_t* actor) +{ + +} + +void A_ReavAttack(mobj_t* actor) +{ + +} + +void A_TemplarMauler(mobj_t* actor) +{ + +} + +void A_CrusaderAttack(mobj_t* actor) +{ + +} + +void A_CrusaderLeft(mobj_t* actor) +{ + +} + +void A_CrusaderRight(mobj_t* actor) +{ + +} + +void A_CheckTargetVisible2(mobj_t* actor) +{ + +} + +void A_InqFlyCheck(mobj_t* actor) +{ + +} + +void A_InqGrenade(mobj_t* actor) +{ + +} + +void A_InqTakeOff(mobj_t* actor) +{ + +} + +void A_InqFly(mobj_t* actor) +{ + +} + +void A_FireSigilWeapon(mobj_t* actor) +{ + +} + +void A_ProgrammerAttack(mobj_t* actor) +{ + +} + +void A_Sigil_A_Action(mobj_t* actor) +{ + +} + +void A_SpectreEAttack(mobj_t* actor) +{ + +} + +void A_SpectreCAttack(mobj_t* actor) +{ + +} + +void A_AlertSpectreC(mobj_t* actor) +{ + +} + +void A_Sigil_E_Action(mobj_t* actor) +{ + +} + +void A_SigilTrail(mobj_t* actor) +{ + +} + +void A_SpectreDAttack(mobj_t* actor) +{ + +} + +void A_FireSigilEOffshoot(mobj_t* actor) +{ + +} + +void A_ShadowOff(mobj_t* actor) +{ + +} + +void A_ModifyVisibility(mobj_t* actor) +{ + +} + +void A_ShadowOn(mobj_t* actor) +{ + +} + +void A_SetTLOptions(mobj_t* actor) +{ + +} + +void A_BossMeleeAtk(mobj_t* actor) +{ + +} + +void A_BishopAttack(mobj_t* actor) +{ + +} + +void A_FireHookShot(mobj_t* actor) +{ + +} + +void A_FireChainShot(mobj_t* actor) +{ + +} + +void A_MissileSmoke(mobj_t* actor) +{ + +} + +void A_SpawnSparkPuff(mobj_t* actor) +{ + +} + +void A_ProgrammerMelee(mobj_t* actor) +{ + +} + +void A_PeasantCrash(mobj_t* actor) +{ + +} + +void A_HideZombie(mobj_t* actor) +{ + +} + +void A_MerchantPain(mobj_t* actor) +{ + +} + +void A_ProgrammerDie(mobj_t* actor) +{ + +} + +void A_InqTossArm(mobj_t* actor) +{ + +} + +void A_SpawnSpectreB(mobj_t* actor) +{ + +} + +void A_SpawnSpectreD(mobj_t* actor) +{ + +} + +void A_SpawnSpectreE(mobj_t* actor) +{ + +} + +void A_SpawnEntity(mobj_t* actor) +{ + +} + +void A_EntityDeath(mobj_t* actor) +{ + +} + +void A_SpawnZombie(mobj_t* actor) +{ + +} + +void A_ZombieInSpecialSector(mobj_t* actor) +{ + +} + +void A_CrystalExplode(mobj_t* actor) +{ + +} + +void A_DeathMsg(mobj_t* actor) +{ + +} + +void A_ExtraLightOff(mobj_t* actor) +{ + +} + +void A_DeathExplode4(mobj_t* actor) +{ + +} + +void A_DeathExplode5(mobj_t* actor) +{ + +} + +void A_DeathExplode1(mobj_t* actor) +{ + +} + +void A_DeathExplode2(mobj_t* actor) +{ + +} + +void A_DeathExplode3(mobj_t* actor) +{ + +} + +void A_RaiseAlarm(mobj_t* actor) +{ + +} + +void A_MissileTick(mobj_t* actor) +{ + +} + +void A_SpawnGrenadeFire(mobj_t* actor) +{ + +} + +void A_NodeChunk(mobj_t* actor) +{ + +} + +void A_HeadChunk(mobj_t* actor) +{ + +} + +void A_BurnSpread(mobj_t* actor) +{ + +} + +void A_AcolyteSpecial(mobj_t* actor) +{ + +} + +void A_InqChase(mobj_t* actor) +{ + +} + +void A_StalkerChase(mobj_t* actor) +{ + +} + +void A_TeleportBeacon(mobj_t* actor) +{ + +} + +void A_BodyParts(mobj_t* actor) +{ + +} + +void A_ClaxonBlare(mobj_t* actor) +{ + +} + +void A_ActiveSound(mobj_t* actor) +{ + +} + +void A_ClearSoundTarget(mobj_t* actor) +{ + +} + +void A_DropBurnFlesh(mobj_t* actor) +{ + +} + +void A_FlameDeath(mobj_t* actor) +{ + +} + +void A_ClearForceField(mobj_t* actor) +{ + +} + +void A_FireFlameThrower(mobj_t* actor) +{ + +} + +void A_FireMauler2(mobj_t* actor) +{ + +} + +void A_FireGrenade(mobj_t* actor) +{ + +} + +void A_FireElectricBolt(mobj_t* actor) +{ + +} + +void A_FirePoisonBolt(mobj_t* actor) +{ + +} + +void A_FireRifle(mobj_t* actor) +{ + +} + +void A_FireMauler1(mobj_t* actor) +{ + +} + +void A_SigilSound(mobj_t* actor) +{ + +} + +void A_FireSigil(mobj_t* actor) +{ + +} + +void A_GunFlashThinker(mobj_t* actor) +{ + +} + +void A_SigilShock(mobj_t* actor) +{ + +} + +void A_TorpedoExplode(mobj_t* actor) +{ + +} + +void A_MaulerSound(mobj_t* actor) +{ + +}
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