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