A_TurretLook
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A_TurretLook
(no parameters)
Note: This function has been superseded by A_LookEx, which duplicates and extends its functionality. Use of the newer function is advised in order to maintain maximum flexibility in your code. |
Looks for players or other attackable actors in the game. This function is similar to A_Look but it only reacts to sound. Just seeing the player will not wake up a monster using this. This function must be used in the idle states of a monster.
The major difference between A_Look2 and A_TurretLook is that A_TurretLook does not do any random state jumps.
Examples
This is a blind imp, you can walk right in front of it and it will not see you, though shooting will awaken it, since its spawn state uses A_TurretLook, making it react to sound. Since it is blind, it never directly aims at you unless you trigger its melee state.
ACTOR BlindImp : DoomImp { States { Spawn: TROO AB 10 A_TurretLook Loop See: TROO AABB 3 A_Chase TROO CCDD 3 A_Wander Loop Melee: TROO EF 8 A_FaceTarget TROO G 6 A_CustomComboAttack("DoomImpBall", 32, 3 * random(1, 8), "imp/melee") Goto See Missile: TROO EF 8 TROO G 6 A_CustomMissile("DoomImpBall", 20, 0, 0, 2) Goto See } }