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?? p_enemy.c

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	// Initialize queue	corpseQueueSlot=0;	memset(corpseQueue, 0, sizeof(mobj_t *)*CORPSEQUEUESIZE);	if (!corpseScan) return;	// Search mobj list for corpses and place them in this queue	for(think = thinkercap.next; think != &thinkercap; think = think->next)	{		if(think->function != P_MobjThinker) continue;		mo = (mobj_t *)think;		if (!(mo->flags&MF_CORPSE)) continue;	// Must be a corpse		if (mo->flags&MF_ICECORPSE) continue;	// Not ice corpses		// Only corpses that call A_QueueCorpse from death routine		switch(mo->type)		{			case MT_CENTAUR:			case MT_CENTAURLEADER:			case MT_DEMON:			case MT_DEMON2:			case MT_WRAITH:			case MT_WRAITHB:			case MT_BISHOP:			case MT_ETTIN:			case MT_PIG:			case MT_CENTAUR_SHIELD:			case MT_CENTAUR_SWORD:			case MT_DEMONCHUNK1:			case MT_DEMONCHUNK2:			case MT_DEMONCHUNK3:			case MT_DEMONCHUNK4:			case MT_DEMONCHUNK5:			case MT_DEMON2CHUNK1:			case MT_DEMON2CHUNK2:			case MT_DEMON2CHUNK3:			case MT_DEMON2CHUNK4:			case MT_DEMON2CHUNK5:			case MT_FIREDEMON_SPLOTCH1:			case MT_FIREDEMON_SPLOTCH2:				A_QueueCorpse(mo);		// Add corpse to queue				break;			default:				break;		}	}}//----------------------------------------------------------------------------//// PROC A_AddPlayerCorpse////----------------------------------------------------------------------------#define BODYQUESIZE 32mobj_t *bodyque[BODYQUESIZE];int bodyqueslot;void A_AddPlayerCorpse(mobj_t *actor){	if(bodyqueslot >= BODYQUESIZE)	{ // Too many player corpses - remove an old one		P_RemoveMobj(bodyque[bodyqueslot%BODYQUESIZE]);	}	bodyque[bodyqueslot%BODYQUESIZE] = actor;	bodyqueslot++;}//============================================================================//// A_SerpentUnHide////============================================================================void A_SerpentUnHide(mobj_t *actor){	actor->flags2 &= ~MF2_DONTDRAW;	actor->floorclip = 24*FRACUNIT;}//============================================================================//// A_SerpentHide////============================================================================void A_SerpentHide(mobj_t *actor){	actor->flags2 |= MF2_DONTDRAW;	actor->floorclip = 0;}//============================================================================//// A_SerpentChase////============================================================================void A_SerpentChase(mobj_t *actor){	int delta;	int oldX, oldY, oldFloor;	if(actor->reactiontime)	{		actor->reactiontime--;	}	// Modify target threshold	if(actor->threshold)	{		actor->threshold--;	}	if(gameskill == sk_nightmare)	{ // Monsters move faster in nightmare mode		actor->tics -= actor->tics/2;		if(actor->tics < 3)		{			actor->tics = 3;		}	}//// turn towards movement direction if not there yet//	if(actor->movedir < 8)	{		actor->angle &= (7<<29);		delta = actor->angle-(actor->movedir << 29);		if(delta > 0)		{			actor->angle -= ANG90/2;		}		else if(delta < 0)		{			actor->angle += ANG90/2;		}	}	if(!actor->target || !(actor->target->flags&MF_SHOOTABLE))	{ // look for a new target		if(P_LookForPlayers(actor, true))		{ // got a new target			return;		}		P_SetMobjState(actor, actor->info->spawnstate);		return;	}//// don't attack twice in a row//	if(actor->flags & MF_JUSTATTACKED)	{		actor->flags &= ~MF_JUSTATTACKED;		if (gameskill != sk_nightmare)			P_NewChaseDir (actor);		return;	}//// check for melee attack//	if (actor->info->meleestate && P_CheckMeleeRange (actor))	{		if(actor->info->attacksound)		{			S_StartSound (actor, actor->info->attacksound);		}		P_SetMobjState (actor, actor->info->meleestate);		return;	}//// possibly choose another target//	if (netgame && !actor->threshold && !P_CheckSight (actor, actor->target) )	{		if (P_LookForPlayers(actor,true))			return;         // got a new target	}//// chase towards player//	oldX = actor->x;	oldY = actor->y;	oldFloor = actor->subsector->sector->floorpic;	if (--actor->movecount<0 || !P_Move (actor))	{		P_NewChaseDir (actor);	}	if(actor->subsector->sector->floorpic != oldFloor)	{		P_TryMove(actor, oldX, oldY);		P_NewChaseDir (actor);	}//// make active sound//	if(actor->info->activesound && P_Random() < 3)	{		S_StartSound(actor, actor->info->activesound);	}}//============================================================================//// A_SerpentRaiseHump// // Raises the hump above the surface by raising the floorclip level//============================================================================void A_SerpentRaiseHump(mobj_t *actor){	actor->floorclip -= 4*FRACUNIT;}//============================================================================//// A_SerpentLowerHump// //============================================================================void A_SerpentLowerHump(mobj_t *actor){	actor->floorclip += 4*FRACUNIT;}//============================================================================//// A_SerpentHumpDecide////		Decided whether to hump up, or if the mobj is a serpent leader, //			to missile attack//============================================================================void A_SerpentHumpDecide(mobj_t *actor){	if(actor->type == MT_SERPENTLEADER)	{		if(P_Random() > 30)		{			return;		}		else if(P_Random() < 40)		{ // Missile attack			P_SetMobjState(actor, S_SERPENT_SURFACE1);			return;		}	}	else if(P_Random() > 3)	{		return;	}	if(!P_CheckMeleeRange(actor))	{ // The hump shouldn't occur when within melee range		if(actor->type == MT_SERPENTLEADER && P_Random() < 128)		{			P_SetMobjState(actor, S_SERPENT_SURFACE1);		}		else		{				P_SetMobjState(actor, S_SERPENT_HUMP1);			S_StartSound(actor, SFX_SERPENT_ACTIVE);		}	}}//============================================================================//// A_SerpentBirthScream////============================================================================void A_SerpentBirthScream(mobj_t *actor){	S_StartSound(actor, SFX_SERPENT_BIRTH);}//============================================================================//// A_SerpentDiveSound////============================================================================void A_SerpentDiveSound(mobj_t *actor){	S_StartSound(actor, SFX_SERPENT_ACTIVE);}//============================================================================//// A_SerpentWalk//// Similar to A_Chase, only has a hardcoded entering of meleestate//============================================================================void A_SerpentWalk(mobj_t *actor){	int delta;	if(actor->reactiontime)	{		actor->reactiontime--;	}	// Modify target threshold	if(actor->threshold)	{		actor->threshold--;	}	if(gameskill == sk_nightmare)	{ // Monsters move faster in nightmare mode		actor->tics -= actor->tics/2;		if(actor->tics < 3)		{			actor->tics = 3;		}	}//// turn towards movement direction if not there yet//	if(actor->movedir < 8)	{		actor->angle &= (7<<29);		delta = actor->angle-(actor->movedir << 29);		if(delta > 0)		{			actor->angle -= ANG90/2;		}		else if(delta < 0)		{			actor->angle += ANG90/2;		}	}	if(!actor->target || !(actor->target->flags&MF_SHOOTABLE))	{ // look for a new target		if(P_LookForPlayers(actor, true))		{ // got a new target			return;		}		P_SetMobjState(actor, actor->info->spawnstate);		return;	}//// don't attack twice in a row//	if(actor->flags & MF_JUSTATTACKED)	{		actor->flags &= ~MF_JUSTATTACKED;		if (gameskill != sk_nightmare)			P_NewChaseDir (actor);		return;	}//// check for melee attack//	if (actor->info->meleestate && P_CheckMeleeRange (actor))	{		if (actor->info->attacksound)		{			S_StartSound (actor, actor->info->attacksound);		}		P_SetMobjState(actor, S_SERPENT_ATK1);		return;	}//// possibly choose another target//	if (netgame && !actor->threshold && !P_CheckSight (actor, actor->target) )	{		if (P_LookForPlayers(actor,true))			return;         // got a new target	}//// chase towards player//	if (--actor->movecount<0 || !P_Move (actor))	{		P_NewChaseDir (actor);	}}//============================================================================//// A_SerpentCheckForAttack////============================================================================void A_SerpentCheckForAttack(mobj_t *actor){	if(!actor->target)	{		return;	}	if(actor->type == MT_SERPENTLEADER)	{		if(!P_CheckMeleeRange(actor))		{			P_SetMobjState(actor, S_SERPENT_ATK1);			return;		}	}	if(P_CheckMeleeRange2(actor))	{		P_SetMobjState(actor, S_SERPENT_WALK1);	}	else if(P_CheckMeleeRange(actor))	{		if(P_Random() < 32)		{			P_SetMobjState(actor, S_SERPENT_WALK1);		}		else		{			P_SetMobjState(actor, S_SERPENT_ATK1);		}	}}//============================================================================//// A_SerpentChooseAttack////============================================================================void A_SerpentChooseAttack(mobj_t *actor){	if(!actor->target || P_CheckMeleeRange(actor))	{		return;	}	if(actor->type == MT_SERPENTLEADER)	{		P_SetMobjState(actor, S_SERPENT_MISSILE1);	}}	//============================================================================//// A_SerpentMeleeAttack////============================================================================void A_SerpentMeleeAttack(mobj_t *actor){	if(!actor->target)	{		return;	}	if(P_CheckMeleeRange(actor))	{		P_DamageMobj(actor->target, actor, actor, HITDICE(5));		S_StartSound(actor, SFX_SERPENT_MELEEHIT);	}	if(P_Random() < 96)	{		A_SerpentCheckForAttack(actor);	}}//============================================================================//// A_SerpentMissileAttack////============================================================================	void A_SerpentMissileAttack(mobj_t *actor){	mobj_t *mo;	if(!actor->target)	{		return;	}	mo = P_SpawnMissile(actor, actor->target, MT_SERPENTFX);}//============================================================================//// A_SerpentHeadPop////============================================================================void A_SerpentHeadPop(mobj_t *actor){	P_SpawnMobj(actor->x, actor->y, actor->z+45*FRACUNIT, MT_SERPENT_HEAD);}//============================================================================//// A_SerpentSpawnGibs////============================================================================void A_SerpentSpawnGibs(mobj_t *actor){	mobj_t *mo;	mo = P_SpawnMobj(actor->x+((P_Random()-128)<<12), 		actor->y+((P_Random()-128)<<12), actor->floorz+FRACUNIT,		MT_SERPENT_GIB1);		if(mo)	{		mo->momx = (P_Random()-128)<<6;		mo->momy = (P_Random()-128)<<6;		mo->floorclip = 6*FRACUNIT;	}	mo = P_SpawnMobj(actor->x+((P_Random()-128)<<12), 		actor->y+((P_Random()-128)<<12), actor->floorz+FRACUNIT,		MT_SERPENT_GIB2);		if(mo)	{		mo->momx = (P_Random()-128)<<6;		mo->momy = (P_Random()-128)<<6;		mo->floorclip = 6*FRACUNIT;	}	mo = P_SpawnMobj(actor->x+((P_Random()-128)<<12), 		actor->y+((P_Random()-128)<<12), actor->floorz+FRACUNIT,		MT_SERPENT_GIB3);		if(mo)	{		mo->momx = (P_Random()-128)<<6;		mo->momy = (P_Random()-128)<<6;		mo->floorclip = 6*FRACUNIT;	}}//============================================================================//// A_FloatGib////============================================================================void A_FloatGib(mobj_t *actor){	actor->floorclip -= FRACUNIT;}//============================================================================//// A_SinkGib////============================================================================void A_SinkGib(mobj_t *actor){	actor->floorclip += FRACUNIT;}//============================================================================//// A_DelayGib////============================================================================void A_DelayGib(mobj_t *actor){	actor->tics -= P_Random()>>2;}//============================================================================//// A_SerpentHeadCheck////============================================================================void A_SerpentHeadCheck(mobj_t *actor){	if(actor->z <= actor->floorz)	{		if(P_GetThingFloorType(actor) >= FLOOR_LIQUID)		{			P_HitFloor(actor);			P_SetMobjState(actor, S_NULL);		}		else		{			P_SetMobjState(actor, S_SERPENT_HEAD_X1);		}	}}//============================================================================//// A_CentaurAttack////============================================================================void A_CentaurAttack(mobj_t *actor){	if(!actor->target)	{		return;	}	if(P_CheckMeleeRange(actor))	{		P_DamageMobj(actor->target, actor, actor, P_Random()%7+3);	}}//============================================================================//// A_CentaurAttack2////============================================================================

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