gzdoom-gles/wadsrc/static/actors/strife/programmer.txt

111 lines
2 KiB
Text
Raw Normal View History

// Programmer ---------------------------------------------------------------
ACTOR Programmer 71
{
Game Strife
ConversationID 95, -1, -1
Health 1100
PainChance 50
Speed 26
FloatSpeed 5
Radius 45
Height 60
Mass 800
Damage 4
Monster
+NOGRAVITY
+FLOAT
+NOBLOOD
+NOTDMATCH
+DONTMORPH
+NOBLOCKMONST
+LOOKALLAROUND
+FIRERESIST
+NOICEDEATH
+NOTARGETSWITCH
MinMissileChance 150
AttackSound "programmer/attack"
PainSound "programmer/pain"
DeathSound "programmer/death"
ActiveSound "programmer/active"
Obituary "$OB_PROGRAMMER"
DropItem "Sigil1"
action native A_ProgrammerMelee ();
action native A_SpawnProgrammerBase ();
action native A_ProgrammerDeath ();
action native A_SpotLightning();
States
{
Spawn:
PRGR A 5 A_Look
PRGR A 1 A_SentinelBob
Loop
See:
PRGR A 160 A_SentinelBob
PRGR BCD 5 A_SentinelBob
PRGR EF 2 A_SentinelBob
PRGR EF 3 A_Chase
Goto See+4
Melee:
PRGR E 2 A_SentinelBob
PRGR F 3 A_SentinelBob
PRGR E 3 A_FaceTarget
PRGR F 4 A_ProgrammerMelee
Goto See+4
Missile:
PRGR G 5 A_FaceTarget
PRGR H 5 A_SentinelBob
PRGR I 5 Bright A_FaceTarget
PRGR J 5 Bright A_SpotLightning
Goto See+4
Pain:
PRGR K 5 A_Pain
PRGR L 5 A_SentinelBob
Goto See+4
Death:
PRGR L 7 Bright A_TossGib
PRGR M 7 Bright A_Scream
PRGR N 7 Bright A_TossGib
PRGR O 7 Bright A_NoBlocking
PRGR P 7 Bright A_TossGib
PRGR Q 7 Bright A_SpawnProgrammerBase
PRGR R 7 Bright
PRGR S 6 Bright
PRGR TUVW 5 Bright
PRGR X 32 Bright
PRGR Y -1 Bright A_ProgrammerDeath
Stop
}
}
// The Programmer's base for when he dies -----------------------------------
ACTOR ProgrammerBase
{
ConversationID 96,-1,-1
+NOBLOCKMAP
+NOCLIP
+NOBLOOD
states
{
Spawn:
BASE A 5 Bright A_Explode(32,32,1,1)
BASE BCD 5 Bright
BASE EFG 5
BASE H -1
Stop
}
}
// The Programmer level ending thing ----------------------------------------
ACTOR ProgLevelEnder : Inventory native
{
+INVENTORY.UNDROPPABLE
}