From 25314c9979b17efbeb18f88cae70dd65d884a6d6 Mon Sep 17 00:00:00 2001 From: James Haley Date: Mon, 6 Sep 2010 21:50:32 +0000 Subject: Minor reformatting, added some comments, and fixed P_SpawnFacingMissile to return th. Subversion-branch: /branches/strife-branch Subversion-revision: 2022 --- src/strife/p_enemy.c | 57 ++++++++++++++++++++++++++++++++++------------------ 1 file changed, 37 insertions(+), 20 deletions(-) (limited to 'src/strife/p_enemy.c') 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; -- cgit v1.2.3