A_MonsterRefire
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native State A_MonsterRefire (int chance, statelabel label)
Usage
Calls A_FaceTarget and then checks whether the monster should abort its attack sequence and go to a different state. If the target is out of sight or dead, has a chance/255 chance to not jump to the label state sequence. Also aborts the attack if it hit the monster's ally.
Monster-specific functions such as A_CPosRefire, A_CrusaderRefire, A_SpidRefire and A_SentinelRefire, are variations of this function with predetermined chances (they also all jump to the "See" state sequence if the attack is to be aborted).
Parameters
- int chance
- Chance in the 0-255 range that the actor will continue attacking even if its target is dead or out of sight.
- StateLabel label
- Name of the state sequence to go to if the actor aborts its attack, for example "See".
Example
Class SuperZombie : ZombieMan { States { Missile: POSS E 10 A_FaceTarget; MissileLoop: // Intentional fall-through POSS FE 2 Bright A_PosAttack; POSS F 1 A_MonsterRefire(128, "See"); // 50% chance to jump to "See" if target is out of sight. loop; // If the jump doesn't happen, loops back to the start of MissileLoop } }