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UpdateWormPosition(); |
bool OnGround = (CheckSolidFooting() & CSF_FLOORMASK); |
double WormLastZ = RecordedPos[0].Z; |
if (Vel.XY != (0, 0)) |
{ |
Vector2 bounce = GetWallBounceDir(); |
if (bounce != (0, 0)) |
{ |
Vel.XY = bounce * Speed * 2.0; |
Angle = VectorAngle(Vel.X, Vel.Y); |
} |
} |
double MoveZ = Vel.Z; |
if (OnGround == true) |
{ |
MoveZ = Pos.Z - WormLastZ; |
} |
Pitch = -VectorAngle(Vel.XY.Length(), MoveZ); |
UpdateWormPosition(); |
// Handle segment movement |
Actor MoveToward = self; |
for (uint i = 0; i < NUMWORMSEGS; i++) |
{ |
let Seg = SnapActor(SegList[i]); |
if (Seg == null || Seg.Health <= 0) |
{ |
continue; |
} |
SegTick(Seg, MoveToward, i); |
MoveToward = Seg; |
} |
// Handle firing |
if (AtkTimer <= 0) |
{ |
if (AtkSeg >= 0 && AtkSeg < NUMWORMSEGS) |
{ |
let Seg = SnapMonster(SegList[AtkSeg]); |
if (Seg != null && Seg.Health > 0) |
{ |
Seg.target = self.target; |
Seg.SetState(Seg.MissileState); |
Seg.A_SnapMonsterProjectile( |
"WormMissile", |
(0, 0, 8), |
Seg.Angle + 90.0, 0.0, |
SMP_DONTAIM|SMP_ABSOLUTEANGLE |
); |
Seg.A_SnapMonsterProjectile( |
"WormMissile", |
(0, 0, 8), |
Seg.Angle - 90.0, 0.0, |
SMP_DONTAIM|SMP_ABSOLUTEANGLE |
); |
} |
} |
if (AtkSeg <= 0) |
{ |
AtkSeg = NUMWORMSEGS-1; |
AtkTimer = WORMFIREWAIT; |
} |
else |
{ |
AtkSeg = max(0, AtkSeg-1); |
AtkTimer = WORMFIREFREQ; |
} |
} |
// Handle jumping |
if (JumpTimer <= 0 && bVeryRude == true) |
{ |
if (ShortHop == true) |
{ |
Vel.Z = WORMJUMPSHORTSPEED; |
} |
else |
{ |
Vel.Z = WORMJUMPSPEED; |
} |
ShortHop = !ShortHop; |
JumpTimer = WORMJUMPFREQ; |
} |
uint SegCount = 0; |
for (int i = NUMWORMSEGS-1; i >= -1; i--) |
{ |