Kzer-Za wrote:Another thing I wanted to ask about is BD_BaronOfHell. It has separate Missile and Melee states and these states have a different period between the last moment when he calls A_FaceTarget and the attack.
It's a small discrepancy, but still. Is it intentional?
Finally got to look at this. In vanilla, the delay before performing an attack is 16 tics, both for melee and ranged (see
here). This is the same in my code:
Code: Select all
Melee:
#### a 4 A_FaceTarget; // 4 tics
#### bcde 3; // 12 tics
// 16 tics in total
#### f 8 A_BruisAttack;
Goto See;
Missile:
#### A 0 A_FaceTarget;
#### AABB 2; // 8 tics
#### A 0 A_FaceTarget;
#### CCDD 2; // 8 tics
// 16 tics in total
#### A 0 A_BruisAttack;
#### EEFF 2;
Goto See;
The only oversight on my part was that after the first 4 tics in Melee, it doesn't call A_FaceTarget in the next 12 tics. I'll fix that but it doesn't really let the player dodge the attack at all, since it'll switch to missile if they even manage to circle around during those tics.