index cc4926a3135a2a5a97cfa4a3e06e71907eea6008..27846f4421f4d34f484698a0a2771fb67fbf5ca4 100644 (file)
--- a/src/game/g_monsters.pas
+++ b/src/game/g_monsters.pas
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*)
-{$MODE DELPHI}
+{$INCLUDE g_amodes.inc}
unit g_monsters;
interface
FShellTimer: Integer;
FShellType: Byte;
FFirePainTime: Integer;
+ FFireAttacker: Word;
vilefire: TAnimation;
FDieTriggers: Array of Integer;
function Live(): Boolean;
procedure SetHealth(aH: Integer);
procedure Push(vx, vy: Integer);
- function Damage(Damage: Word; VelX, VelY: Integer; SpawnerUID: Word; t: Byte): Boolean;
+ function Damage(aDamage: Word; VelX, VelY: Integer; SpawnerUID: Word; t: Byte): Boolean;
function Heal(Value: Word): Boolean;
procedure BFGHit();
procedure Update();
function AnimIsReverse: Boolean;
function shoot(o: PObj; immediately: Boolean): Boolean;
function kick(o: PObj): Boolean;
- procedure CatchFire();
+ procedure CatchFire(Attacker: Word);
procedure OnFireFlame(Times: DWORD = 1);
property MonsterType: Byte read FMonsterType;
FBehaviour := BH_NORMAL;
FFireTime := 0;
FFirePainTime := 0;
+ FFireAttacker := 0;
if FMonsterType in [MONSTER_ROBO, MONSTER_BARREL] then
FBloodKind := BLOOD_SPARKS
vilefire := nil;
end;
-function TMonster.Damage(Damage: Word; VelX, VelY: Integer; SpawnerUID: Word; t: Byte): Boolean;
+function TMonster.Damage(aDamage: Word; VelX, VelY: Integer; SpawnerUID: Word; t: Byte): Boolean;
var
c, it: Integer;
p: TPlayer;
// Ðîáîòó óðîíà íåò:
if FMonsterType = MONSTER_ROBO then
- Damage := 0;
+ aDamage := 0;
// Íàíîñèì óðîí:
- if g_Game_IsServer then Dec(FHealth, Damage);
+ if g_Game_IsServer then Dec(FHealth, aDamage);
// Óñèëèâàåì áîëü ìîíñòðà îò óðîíà:
if FPain = 0 then
FPain := 3;
- FPain := FPain+Damage;
+ FPain := FPain+aDamage;
// Åñëè áîëü ñóùåñòâåííàÿ, òî ìåíÿåì ñîñòîÿíèå íà áîëåâîå:
if FState <> STATE_PAIN then
// Åñëè ðàçðåøåíà êðîâü - ñîçäàåì áðûçãè êðîâè:
if (gBloodCount > 0) then
begin
- c := Min(Damage, 200);
- c := c*gBloodCount - (Damage div 4) + Random(c div 2);
+ c := Min(aDamage, 200);
+ c := c*gBloodCount - (aDamage div 4) + Random(c div 2);
if (VelX = 0) and (VelY = 0) then
MakeBloodSimple(c)
if (FState <> STATE_DIE) and (FState <> STATE_DEAD) then
if FFirePainTime = 0 then
begin
- Damage(5, 0, 0, 0, HIT_FLAME);
+ Damage(5, FFireAttacker, 0, 0, HIT_FLAME);
FFirePainTime := 18;
end
else
SetLength(FDieTriggers, 0);
end;
-procedure TMonster.CatchFire();
+procedure TMonster.CatchFire(Attacker: Word);
begin
- FFireTime := 360;
+ FFireTime := 100;
+ FFireAttacker := Attacker;
if g_Game_IsNet and g_Game_IsServer then
MH_SEND_MonsterState(FUID);
end;