gzdoom-gles/wadsrc/static/actors/heretic/mummy.txt

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// Mummy --------------------------------------------------------------------
ACTOR Mummy
{
Health 80
Radius 22
Height 62
Mass 75
Speed 12
Painchance 128
Monster
+FLOORCLIP
SeeSound "mummy/sight"
AttackSound "mummy/attack1"
PainSound "mummy/pain"
DeathSound "mummy/death"
ActiveSound "mummy/active"
HitObituary "$OB_MUMMY"
DropItem "GoldWandAmmo", 84, 3
States
{
Spawn:
MUMM AB 10 A_Look
Loop
See:
MUMM ABCD 4 A_Chase
Loop
Melee:
MUMM E 6 A_FaceTarget
MUMM F 6 A_CustomMeleeAttack(random[MummyAttack](1,8)*2, "mummy/attack2", "mummy/attack")
MUMM G 6
Goto See
Pain:
MUMM H 4
MUMM H 4 A_Pain
Goto See
Death:
MUMM I 5
MUMM J 5 A_Scream
MUMM K 5 A_SpawnItemEx("MummySoul", 0,0,10, 0,0,1)
MUMM L 5
MUMM M 5 A_NoBlocking
MUMM NO 5
MUMM P -1
Stop
}
}
// Mummy leader -------------------------------------------------------------
ACTOR MummyLeader : Mummy
{
Species "MummyLeader"
Health 100
Painchance 64
Obituary "$OB_MUMMYLEADER"
States
{
Missile:
MUMM X 5 A_FaceTarget
MUMM Y 5 Bright A_FaceTarget
MUMM X 5 A_FaceTarget
MUMM Y 5 Bright A_FaceTarget
MUMM X 5 A_FaceTarget
MUMM Y 5 Bright A_CustomComboAttack("MummyFX1", 32, random[MummyAttack2](1,8)*2, "mummy/attack2")
Goto See
}
}
// Mummy ghost --------------------------------------------------------------
ACTOR MummyGhost : Mummy
{
+SHADOW
+GHOST
RenderStyle Translucent
Alpha 0.4
}
// Mummy leader ghost -------------------------------------------------------
ACTOR MummyLeaderGhost : MummyLeader
{
Species "MummyLeaderGhost"
+SHADOW
+GHOST
RenderStyle Translucent
Alpha 0.4
}
// Mummy soul ---------------------------------------------------------------
ACTOR MummySoul
{
+NOBLOCKMAP
+NOGRAVITY
States
{
Spawn:
MUMM QRS 5
MUMM TUVW 9
Stop
}
}
// Mummy FX 1 (flying head) -------------------------------------------------
ACTOR MummyFX1
{
Radius 8
Height 14
Speed 9
FastSpeed 18
Damage 4
RenderStyle Add
Projectile
-ACTIVATEPCROSS
-ACTIVATEIMPACT
+SEEKERMISSILE
States
{
Spawn:
FX15 A 5 Bright A_PlaySound("mummy/head")
FX15 B 5 Bright A_SeekerMissile(10,20)
FX15 C 5 Bright
FX15 B 5 Bright A_SeekerMissile(10,20)
Loop
Death:
FX15 DEFG 5 Bright
Stop
}
}