本文整理汇总了C++中P_DamageMobj函数的典型用法代码示例。如果您正苦于以下问题:C++ P_DamageMobj函数的具体用法?C++ P_DamageMobj怎么用?C++ P_DamageMobj使用的例子?那么恭喜您, 这里精选的函数代码示例或许可以为您提供帮助。
在下文中一共展示了P_DamageMobj函数的20个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于我们的系统推荐出更棒的C++代码示例。
示例1: DEFINE_ACTION_FUNCTION
DEFINE_ACTION_FUNCTION(AActor, A_SargAttack)
{
PARAM_ACTION_PROLOGUE;
if (!self->target)
return 0;
A_FaceTarget (self);
if (self->CheckMeleeRange ())
{
int damage = ((pr_sargattack()%10)+1)*4;
int newdam = P_DamageMobj (self->target, self, self, damage, NAME_Melee);
P_TraceBleed (newdam > 0 ? newdam : damage, self->target, self);
}
return 0;
}
开发者ID:Edward850,项目名称:zdoom,代码行数:16,代码来源:a_demon.cpp
示例2: DEFINE_ACTION_FUNCTION
DEFINE_ACTION_FUNCTION(AActor, A_FireMauler2)
{
if (self->player != NULL)
{
AWeapon *weapon = self->player->ReadyWeapon;
if (weapon != NULL)
{
if (!weapon->DepleteAmmo (weapon->bAltFire))
return;
}
self->player->mo->PlayAttacking2 ();
}
P_SpawnPlayerMissile (self, PClass::FindClass("MaulerTorpedo"));
P_DamageMobj (self, self, NULL, 20, self->DamageType);
P_ThrustMobj (self, self->angle + ANGLE_180, 0x7D000);
}
开发者ID:loismustdie555,项目名称:GZDoom-GPL,代码行数:16,代码来源:a_strifeweapons.cpp
示例3: DEFINE_ACTION_FUNCTION
DEFINE_ACTION_FUNCTION(AActor, A_ChicAttack)
{
PARAM_ACTION_PROLOGUE;
if (!self->target)
{
return 0;
}
if (self->CheckMeleeRange())
{
int damage = 1 + (pr_chicattack() & 1);
int newdam = P_DamageMobj (self->target, self, self, damage, NAME_Melee);
P_TraceBleed (newdam > 0 ? newdam : damage, self->target, self);
}
return 0;
}
开发者ID:FlameNeon,项目名称:gzdoom,代码行数:16,代码来源:a_chicken.cpp
示例4: A_PigAttack
void A_PigAttack (AActor *actor)
{
if (P_UpdateMorphedMonster (actor, 18))
{
return;
}
if (!actor->target)
{
return;
}
if (actor->CheckMeleeRange ())
{
P_DamageMobj(actor->target, actor, actor, 2+(pr_pigattack()&1), MOD_HIT);
S_Sound(actor, CHAN_WEAPON, "PigAttack", 1, ATTN_NORM);
}
}
开发者ID:doomtech,项目名称:zdoom-old,代码行数:16,代码来源:a_pig.cpp
示例5: ACS_funcThingDamage
//
// ACS_funcThingDamage
//
static void ACS_funcThingDamage(ACS_FUNCARG)
{
int32_t tid = args[0];
int32_t damage = args[1];
int mod = E_DamageTypeNumForName(ACSVM::GetString(args[2]));
Mobj *mo = NULL;
int32_t count = 0;
while((mo = P_FindMobjFromTID(tid, mo, thread->trigger)))
{
P_DamageMobj(mo, NULL, NULL, damage, mod);
++count;
}
*retn++ = count;
}
开发者ID:Blastfrog,项目名称:eternity,代码行数:19,代码来源:acs_func.cpp
示例6: DEFINE_ACTION_FUNCTION
DEFINE_ACTION_FUNCTION(AActor, A_BishopAttack)
{
if (!self->target)
{
return;
}
S_Sound (self, CHAN_BODY, self->AttackSound, 1, ATTN_NORM);
if (self->CheckMeleeRange())
{
int damage = pr_atk.HitDice (4);
int newdam = P_DamageMobj (self->target, self, self, damage, NAME_Melee);
P_TraceBleed (newdam > 0 ? newdam : damage, self->target, self);
return;
}
self->special1 = (pr_atk() & 3) + 5;
}
开发者ID:BenJamesbabala,项目名称:ViZDoom,代码行数:16,代码来源:a_bishop.cpp
示例7: A_SkelFist
//
// A_SkelFist
//
// Revenant punch attack.
//
void A_SkelFist(actionargs_t *actionargs)
{
Mobj *actor = actionargs->actor;
if(!actor->target)
return;
A_FaceTarget(actionargs);
if(P_CheckMeleeRange(actor))
{
int damage = ((P_Random(pr_skelfist) % 10) + 1) * 6;
S_StartSound(actor, sfx_skepch);
P_DamageMobj(actor->target, actor, actor, damage, MOD_HIT);
}
}
开发者ID:twinaphex,项目名称:eternity,代码行数:21,代码来源:a_doom.cpp
示例8: Destroy
void DEarthquake::Tick ()
{
int i;
if (m_Spot == NULL)
{
Destroy ();
return;
}
if (!S_IsActorPlayingSomething (m_Spot, CHAN_BODY, m_QuakeSFX))
{
S_Sound (m_Spot, CHAN_BODY | CHAN_LOOP, m_QuakeSFX, 1, ATTN_NORM);
}
if (m_DamageRadius > 0)
{
for (i = 0; i < MAXPLAYERS; i++)
{
if (playeringame[i] && !(players[i].cheats & CF_NOCLIP))
{
AActor *victim = players[i].mo;
fixed_t dist;
dist = P_AproxDistance (victim->x - m_Spot->x, victim->y - m_Spot->y);
// Check if in damage radius
if (dist < m_DamageRadius && victim->z <= victim->floorz)
{
if (pr_quake() < 50)
{
P_DamageMobj (victim, NULL, NULL, pr_quake.HitDice (1), NAME_None);
}
// Thrust player around
angle_t an = victim->angle + ANGLE_1*pr_quake();
P_ThrustMobj (victim, an, m_Intensity << (FRACBITS-1));
}
}
}
}
if (--m_Countdown == 0)
{
if (S_IsActorPlayingSomething(m_Spot, CHAN_BODY, m_QuakeSFX))
{
S_StopSound(m_Spot, CHAN_BODY);
}
Destroy();
}
}
开发者ID:WChrisK,项目名称:Zandronum,代码行数:47,代码来源:a_quake.cpp
示例9: P_MinotaurSlam
void P_MinotaurSlam (AActor *source, AActor *target)
{
DAngle angle;
double thrust;
int damage;
angle = source->AngleTo(target);
thrust = 16 + pr_minotaurslam() / 64.;
target->VelFromAngle(angle, thrust);
damage = pr_minotaurslam.HitDice (static_cast<AMinotaur *>(source) ? 4 : 6);
int newdam = P_DamageMobj (target, NULL, NULL, damage, NAME_Melee);
P_TraceBleed (newdam > 0 ? newdam : damage, target, angle, 0.);
if (target->player)
{
target->reactiontime = 14+(pr_minotaurslam()&7);
}
}
开发者ID:nano-bot,项目名称:zdoom,代码行数:17,代码来源:a_minotaur.cpp
示例10: A_Srcr1Attack
void A_Srcr1Attack (AActor *actor)
{
AActor *mo;
fixed_t momz;
angle_t angle;
if (!actor->target)
{
return;
}
S_SoundID (actor, CHAN_BODY, actor->AttackSound, 1, ATTN_NORM);
if (actor->CheckMeleeRange ())
{
int damage = pr_scrc1atk.HitDice (8);
P_DamageMobj (actor->target, actor, actor, damage, NAME_Melee);
P_TraceBleed (damage, actor->target, actor);
return;
}
if (actor->health > (actor->GetDefault()->health/3)*2)
{ // Spit one fireball
P_SpawnMissileZ (actor, actor->z + 48*FRACUNIT, actor->target, RUNTIME_CLASS(ASorcererFX1));
}
else
{ // Spit three fireballs
mo = P_SpawnMissileZ (actor, actor->z + 48*FRACUNIT, actor->target, RUNTIME_CLASS(ASorcererFX1));
if (mo != NULL)
{
momz = mo->momz;
angle = mo->angle;
P_SpawnMissileAngleZ (actor, actor->z + 48*FRACUNIT, RUNTIME_CLASS(ASorcererFX1), angle-ANGLE_1*3, momz);
P_SpawnMissileAngleZ (actor, actor->z + 48*FRACUNIT, RUNTIME_CLASS(ASorcererFX1), angle+ANGLE_1*3, momz);
}
if (actor->health < actor->GetDefault()->health/3)
{ // Maybe attack again
if (actor->special1)
{ // Just attacked, so don't attack again
actor->special1 = 0;
}
else
{ // Set state to attack again
actor->special1 = 1;
actor->SetState (&ASorcerer1::States[S_SRCR1_ATK+3]);
}
}
}
}
开发者ID:ddraigcymraeg,项目名称:gzscoredoom,代码行数:46,代码来源:a_dsparil.cpp
示例11: DEFINE_ACTION_FUNCTION
DEFINE_ACTION_FUNCTION(AActor, A_ProgrammerMelee)
{
int damage;
if (self->target == NULL)
return;
A_FaceTarget (self);
if (!self->CheckMeleeRange ())
return;
S_Sound (self, CHAN_WEAPON, "programmer/clank", 1, ATTN_NORM);
damage = ((pr_prog() % 10) + 1) * 6;
int newdam = P_DamageMobj (self->target, self, self, damage, NAME_Melee);
P_TraceBleed (newdam > 0 ? newdam : damage, self->target, self);
}
开发者ID:loismustdie555,项目名称:GZDoom-GPL,代码行数:18,代码来源:a_programmer.cpp
示例12: DEFINE_ACTION_FUNCTION
DEFINE_ACTION_FUNCTION(AActor, A_HeadAttack)
{
if (!self->target)
return;
A_FaceTarget (self);
if (self->CheckMeleeRange ())
{
int damage = (pr_headattack()%6+1)*10;
S_Sound (self, CHAN_WEAPON, self->AttackSound, 1, ATTN_NORM);
int newdam = P_DamageMobj (self->target, self, self, damage, NAME_Melee);
P_TraceBleed (newdam > 0 ? newdam : damage, self->target, self);
return;
}
// launch a missile
P_SpawnMissile (self, self->target, PClass::FindClass("CacodemonBall"));
}
开发者ID:DaZombieKiller,项目名称:lxDoom,代码行数:18,代码来源:a_cacodemon.cpp
示例13: DEFINE_ACTION_FUNCTION
DEFINE_ACTION_FUNCTION(AActor, A_SerpentMeleeAttack)
{
if (!self->target)
{
return;
}
if (self->CheckMeleeRange ())
{
int damage = pr_serpentmeattack.HitDice (5);
int newdam = P_DamageMobj (self->target, self, self, damage, NAME_Melee);
P_TraceBleed (newdam > 0 ? newdam : damage, self->target, self);
S_Sound (self, CHAN_BODY, "SerpentMeleeHit", 1, ATTN_NORM);
}
if (pr_serpentmeattack() < 96)
{
CALL_ACTION(A_SerpentCheckForAttack, self);
}
}
开发者ID:loismustdie555,项目名称:GZDoom-GPL,代码行数:18,代码来源:a_serpent.cpp
示例14: DEFINE_ACTION_FUNCTION
DEFINE_ACTION_FUNCTION(AActor, A_StalkerAttack)
{
if (self->flags & MF_NOGRAVITY)
{
self->SetState (self->FindState("Drop"));
}
else if (self->target != NULL)
{
A_FaceTarget (self);
if (self->CheckMeleeRange ())
{
int damage = (pr_stalker() & 7) * 2 + 2;
int newdam = P_DamageMobj (self->target, self, self, damage, NAME_Melee);
P_TraceBleed (newdam > 0 ? newdam : damage, self->target, self);
}
}
}
开发者ID:Krazygamr,项目名称:D-Touch,代码行数:18,代码来源:a_stalker.cpp
示例15: DEFINE_ACTION_FUNCTION
//
// A_TroopAttack
//
DEFINE_ACTION_FUNCTION(AActor, A_TroopAttack)
{
if (!self->target)
return;
A_FaceTarget (self);
if (self->CheckMeleeRange ())
{
int damage = (pr_troopattack()%8+1)*3;
S_Sound (self, CHAN_WEAPON, "imp/melee", 1, ATTN_NORM);
int newdam = P_DamageMobj (self->target, self, self, damage, NAME_Melee);
P_TraceBleed (newdam > 0 ? newdam : damage, self->target, self);
return;
}
// launch a missile
P_SpawnMissile (self, self->target, PClass::FindClass("DoomImpBall"));
}
开发者ID:Jarvizx,项目名称:gz3doom,代码行数:21,代码来源:a_doomimp.cpp
示例16: DEFINE_ACTION_FUNCTION
DEFINE_ACTION_FUNCTION(AActor, A_FireMauler2)
{
PARAM_ACTION_PROLOGUE;
if (self->player != NULL)
{
AWeapon *weapon = self->player->ReadyWeapon;
if (weapon != NULL)
{
if (!weapon->DepleteAmmo (weapon->bAltFire))
return 0;
}
self->player->mo->PlayAttacking2 ();
}
P_SpawnPlayerMissile (self, PClass::FindActor("MaulerTorpedo"));
P_DamageMobj (self, self, NULL, 20, self->DamageType);
self->Thrust(self->Angles.Yaw+180., 7.8125);
return 0;
}
开发者ID:Jayman2000,项目名称:zdoom-pull,代码行数:19,代码来源:a_strifeweapons.cpp
示例17: P_PlayerOnSpecialFlat
void P_PlayerOnSpecialFlat(player_t *player, int floorType)
{
if(player->plr->mo->z /*!= player->plr->mo->floorz */
> player->plr->mo->subsector->sector->floorheight)
{ // Player is not touching the floor
return;
}
switch (floorType)
{
case FLOOR_LAVA:
if(!(leveltime & 31))
{
P_DamageMobj(player->plr->mo, &LavaInflictor, NULL, 10);
S_StartSound(SFX_LAVA_SIZZLE, player->plr->mo);
}
break;
default:
break;
}
}
开发者ID:amitahire,项目名称:development,代码行数:20,代码来源:P_spec.c
示例18: P_DamageMobj
int ALightning::SpecialMissileHit (AActor *thing)
{
if (thing->flags&MF_SHOOTABLE && thing != target)
{
if (thing->Mass != INT_MAX)
{
thing->Vel.X += Vel.X / 16;
thing->Vel.Y += Vel.Y / 16;
}
if ((!thing->player && !(thing->flags2&MF2_BOSS))
|| !(level.time&1))
{
P_DamageMobj(thing, this, target, 3, NAME_Electric);
if (!(S_IsActorPlayingSomething (this, CHAN_WEAPON, -1)))
{
S_Sound (this, CHAN_WEAPON, this->AttackSound, 1, ATTN_NORM);
}
if (thing->flags3&MF3_ISMONSTER && pr_hit() < 64)
{
thing->Howl ();
}
}
health--;
if (health <= 0 || thing->health <= 0)
{
return 0;
}
if (flags3 & MF3_FLOORHUGGER)
{
if (lastenemy && ! lastenemy->tracer)
{
lastenemy->tracer = thing;
}
}
else if (!tracer)
{
tracer = thing;
}
}
return 1; // lightning zaps through all sprites
}
开发者ID:Jayman2000,项目名称:zdoom-pull,代码行数:41,代码来源:a_magelightning.cpp
示例19: DEFINE_ACTION_FUNCTION
DEFINE_ACTION_FUNCTION(AActor, A_MinotaurAtk2)
{
PARAM_ACTION_PROLOGUE;
AActor *mo;
DAngle angle;
double vz;
double z;
bool friendly = !!(self->flags5 & MF5_SUMMONEDMONSTER);
if (self->target == NULL)
{
return 0;
}
S_Sound (self, CHAN_WEAPON, "minotaur/attack2", 1, ATTN_NORM);
if (self->CheckMeleeRange())
{
int damage;
damage = pr_atk.HitDice (friendly ? 3 : 5);
int newdam = P_DamageMobj (self->target, self, self, damage, NAME_Melee);
P_TraceBleed (newdam > 0 ? newdam : damage, self->target, self);
return 0;
}
z = self->Z() + 40;
PClassActor *fx = PClass::FindActor("MinotaurFX1");
if (fx)
{
mo = P_SpawnMissileZ (self, z, self->target, fx);
if (mo != NULL)
{
// S_Sound (mo, CHAN_WEAPON, "minotaur/attack2", 1, ATTN_NORM);
vz = mo->Vel.Z;
angle = mo->Angles.Yaw;
P_SpawnMissileAngleZ (self, z, fx, angle-(45./8), vz);
P_SpawnMissileAngleZ (self, z, fx, angle+(45./8), vz);
P_SpawnMissileAngleZ (self, z, fx, angle-(45./16), vz);
P_SpawnMissileAngleZ (self, z, fx, angle+(45./16), vz);
}
}
return 0;
}
开发者ID:nano-bot,项目名称:zdoom,代码行数:41,代码来源:a_minotaur.cpp
示例20: A_BruisAttack
//
// A_BruisAttack
//
// Baron of Hell attack.
//
void A_BruisAttack(actionargs_t *actionargs)
{
Mobj *actor = actionargs->actor;
if(!actor->target)
return;
if(P_CheckMeleeRange(actor))
{
int damage;
S_StartSound(actor, sfx_claw);
damage = (P_Random(pr_bruisattack)%8+1)*10;
P_DamageMobj(actor->target, actor, actor, damage, MOD_HIT);
}
else
{
// launch a missile
P_SpawnMissile(actor, actor->target, E_SafeThingType(MT_BRUISERSHOT),
actor->z + DEFAULTMISSILEZ);
}
}
开发者ID:twinaphex,项目名称:eternity,代码行数:26,代码来源:a_doom.cpp
注:本文中的P_DamageMobj函数示例由纯净天空整理自Github/MSDocs等源码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。 |
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