gzdoom-gles/wadsrc/static/actors/doom/scriptedmarine.txt

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2016-03-01 15:47:10 +00:00
// Scriptable marine -------------------------------------------------------
ACTOR ScriptedMarine native
{
Health 100
Radius 16
Height 56
Mass 100
Speed 8
Painchance 160
MONSTER
-COUNTKILL
Translation 0
Damage 100
DeathSound "*death"
PainSound "*pain50"
action native A_M_Refire (bool ignoremissile=false);
action native A_M_CheckAttack ();
action native A_MarineChase ();
action native A_MarineLook ();
action native A_MarineNoise ();
action native A_M_Punch (int force);
action native A_M_SawRefire ();
action native A_M_FirePistol (bool accurate);
action native A_M_FireShotgun ();
action native A_M_FireShotgun2 ();
action native A_M_FireCGun(bool accurate);
action native A_M_FireMissile ();
action native A_M_FirePlasma ();
action native A_M_FireRailgun ();
action native A_M_BFGsound ();
action native A_M_FireBFG ();
States
{
Spawn:
PLAY A 4 A_MarineLook
PLAY A 4 A_MarineNoise
Loop
Idle:
PLAY A 4 A_MarineLook
PLAY A 4 A_MarineNoise
PLAY A 4 A_MarineLook
PLAY B 4 A_MarineNoise
PLAY B 4 A_MarineLook
PLAY B 4 A_MarineNoise
Loop
See:
PLAY ABCD 4 A_MarineChase
Loop
Melee.Fist:
PLAY E 4 A_FaceTarget
PLAY E 4 A_M_Punch(1)
PLAY A 9
PLAY A 0 A_M_Refire(1)
Loop
PLAY A 5 A_FaceTarget
Goto See
Melee.Berserk:
PLAY E 4 A_FaceTarget
PLAY E 4 A_M_Punch(10)
PLAY A 9
PLAY A 0 A_M_Refire(1)
Loop
PLAY A 5 A_FaceTarget
Goto See
Melee.Chainsaw:
PLAY E 4 A_MarineNoise
PLAY E 4 A_M_Saw
PLAY E 0 A_M_SawRefire
goto Melee.Chainsaw+1
PLAY A 0
Goto See
Missile:
Missile.None:
PLAY E 12 A_FaceTarget
Goto Idle
PLAY F 6 BRIGHT
Loop
Missile.Pistol:
PLAY E 4 A_FaceTarget
PLAY F 6 BRIGHT A_M_FirePistol(1)
PLAY A 4 A_FaceTarget
PLAY A 0 A_M_Refire
PLAY A 5
Goto See
Fireloop.Pistol:
PLAY F 6 BRIGHT A_M_FirePistol(0)
PLAY A 4 A_FaceTarget
PLAY A 0 A_M_Refire
Goto Fireloop.Pistol
PLAY A 5
Goto See
Missile.Shotgun:
PLAY E 3 A_M_CheckAttack
PLAY F 7 BRIGHT A_M_FireShotgun
Goto See
Missile.SSG:
PLAY E 3 A_M_CheckAttack
PLAY F 7 BRIGHT A_M_FireShotgun2
Goto See
Missile.Chaingun:
PLAY E 4 A_FaceTarget
PLAY FF 4 BRIGHT A_M_FireCGun(1)
PLAY FF 4 BRIGHT A_M_FireCGun(0)
PLAY A 0 A_M_Refire
Goto Missile.Chaingun+3
PLAY A 0
Goto See
Missile.Rocket:
PLAY E 8
PLAY F 6 BRIGHT A_M_FireMissile
PLAY E 6
PLAY A 0 A_M_Refire
Loop
PLAY A 0
Goto See
Missile.Plasma:
PLAY E 2 A_FaceTarget
PLAY E 0 A_FaceTarget
PLAY F 3 BRIGHT A_M_FirePlasma
PLAY A 0 A_M_Refire
Goto Missile.Plasma+1
PLAY A 0
Goto See
Missile.Railgun:
PLAY E 4 A_M_CheckAttack
PLAY F 6 BRIGHT A_M_FireRailgun
Goto See
Missile.BFG:
PLAY E 5 A_M_BFGSound
PLAY EEEEE 5 A_FaceTarget
PLAY F 6 BRIGHT A_M_FireBFG
PLAY A 4 A_FaceTarget
PLAY A 0 A_M_Refire
Loop
PLAY A 0
Goto See
SkipAttack:
PLAY A 1
Goto See
Pain:
PLAY G 4
PLAY G 4 A_Pain
Goto Idle
Death:
PLAY H 10
PLAY I 10 A_Scream
PLAY J 10 A_NoBlocking
PLAY KLM 10
PLAY N -1
Stop
XDeath:
PLAY O 5
PLAY P 5 A_XScream
PLAY Q 5 A_NoBlocking
PLAY RSTUV 5
PLAY W -1
Stop
Raise:
PLAY MLKJIH 5
Goto See
}
}
//---------------------------------------------------------------------------
ACTOR MarineFist : ScriptedMarine
{
States
{
Melee:
Goto Super::Melee.Fist
Missile:
Stop
}
}
//---------------------------------------------------------------------------
ACTOR MarineBerserk : MarineFist
{
States
{
Melee:
Goto Super::Melee.Berserk
Missile:
Stop
}
}
//---------------------------------------------------------------------------
ACTOR MarineChainsaw : ScriptedMarine
{
States
{
Melee:
Goto Super::Melee.Chainsaw
Missile:
Stop
}
}
//---------------------------------------------------------------------------
ACTOR MarinePistol : ScriptedMarine
{
States
{
Missile:
Goto Super::Missile.Pistol
}
}
//---------------------------------------------------------------------------
ACTOR MarineShotgun : ScriptedMarine
{
States
{
Missile:
Goto Super::Missile.Shotgun
}
}
//---------------------------------------------------------------------------
ACTOR MarineSSG : ScriptedMarine
{
States
{
Missile:
Goto Super::Missile.SSG
}
}
//---------------------------------------------------------------------------
ACTOR MarineChaingun : ScriptedMarine
{
States
{
Missile:
Goto Super::Missile.Chaingun
}
}
//---------------------------------------------------------------------------
ACTOR MarineRocket : MarineFist
{
States
{
Missile:
Goto Super::Missile.Rocket
}
}
//---------------------------------------------------------------------------
ACTOR MarinePlasma : ScriptedMarine
{
States
{
Missile:
Goto Super::Missile.Plasma
}
}
//---------------------------------------------------------------------------
ACTOR MarineRailgun : ScriptedMarine
{
States
{
Missile:
Goto Super::Missile.Railgun
}
}
//---------------------------------------------------------------------------
ACTOR MarineBFG : ScriptedMarine
{
States
{
Missile:
Goto Super::Missile.BFG
}
}