A_CrusaderRefire
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This page describes a function made for one of the natively supported games. These functions are made with very specific purpose and provide no flexibility, so using them in custom projects is not recommended. Authors are encouraged to use one of the more generalized functions in custom projects. For example: A_MonsterRefire.

void A_CrusaderRefire()
Usage
Used by Crusader and is only avaiable to this class (not to other actors). Lets the monster refire if the target is alive and still in sight; otherwise returns to the monster's "See" state sequence.
Examples
From Crusader's code:
Missile:
ROB2 E 3 Slow A_FaceTarget;
ROB2 F 2 Slow Bright A_CrusaderChoose;
ROB2 E 2 Slow Bright A_CrusaderSweepLeft;
ROB2 F 3 Slow Bright A_CrusaderSweepLeft;
ROB2 EF 2 Slow Bright A_CrusaderSweepLeft;
ROB2 EFE 2 Slow Bright A_CrusaderSweepRight;
ROB2 F 2 Slow A_CrusaderRefire;
Loop;
ZScript definition
Note: The ZScript definition below is for reference and may be different in the current version of GZDoom.The most up-to-date version of this code can be found on GZDoom GitHub. |
void A_CrusaderRefire ()
{
if (target == null ||
target.health <= 0 ||
!CheckSight (target))
{
SetState (SeeState);
}
}