- converted the rest of Heretic's actors.

- fixed: Boolean constants were not properly handled.
This commit is contained in:
Christoph Oelckers 2016-10-17 12:58:23 +02:00
parent c13916ea18
commit 552f094ec1
13 changed files with 928 additions and 850 deletions

View File

@ -2385,6 +2385,10 @@ FxExpression *ZCCCompiler::ConvertNode(ZCC_TreeNode *ast)
{
return new FxConstant(cnst->IntVal, *ast);
}
else if (cnst->Type->IsA(RUNTIME_CLASS(PBool)))
{
return new FxConstant(!!cnst->IntVal, *ast);
}
else if (cnst->Type->IsA(RUNTIME_CLASS(PFloat)))
{
return new FxConstant(cnst->DoubleVal, *ast);
@ -2396,7 +2400,7 @@ FxExpression *ZCCCompiler::ConvertNode(ZCC_TreeNode *ast)
else
{
// can there be other types?
Error(cnst, "Unknown constant type");
Error(cnst, "Unknown constant type %s", cnst->Type->DescriptiveName());
return new FxConstant(0, *ast);
}
}

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@ -1,181 +0,0 @@
// Beak puff ----------------------------------------------------------------
ACTOR BeakPuff : StaffPuff
{
Mass 5
Renderstyle Translucent
Alpha 0.4
AttackSound "chicken/attack"
VSpeed 1
}
// Beak ---------------------------------------------------------------------
ACTOR Beak : Weapon
{
Weapon.SelectionOrder 10000
+WEAPON.DONTBOB
+WEAPON.MELEEWEAPON
Weapon.YAdjust 15
Weapon.SisterWeapon "BeakPowered"
action native A_BeakRaise ();
action native A_BeakAttackPL1();
States
{
Ready:
BEAK A 1 A_WeaponReady
Loop
Deselect:
BEAK A 1 A_Lower
Loop
Select:
BEAK A 1 A_BeakRaise
Loop
Fire:
BEAK A 18 A_BeakAttackPL1
Goto Ready
}
}
ACTOR BeakPowered : Beak
{
+WEAPON.POWERED_UP
Weapon.SisterWeapon "Beak"
action native A_BeakAttackPL2();
States
{
Fire:
BEAK A 12 A_BeakAttackPL2
Goto Ready
}
}
// Chicken player -----------------------------------------------------------
ACTOR ChickenPlayer : PlayerPawn native
{
Health 30
ReactionTime 0
PainChance 255
Radius 16
Height 24
Speed 1
Gravity 0.125
+NOSKIN
+CANSUPERMORPH
PainSound "chicken/pain"
DeathSound "chicken/death"
Player.JumpZ 1
Player.Viewheight 21
Player.ForwardMove 1.22, 1.22
Player.SideMove 1.22, 1.22
Player.SpawnClass "Chicken"
Player.SoundClass "Chicken"
Player.DisplayName "Chicken"
Player.MorphWeapon "Beak"
-PICKUP
States
{
Spawn:
CHKN A -1
Stop
See:
CHKN ABAB 3
Loop
Melee:
Missile:
CHKN C 12
Goto Spawn
Pain:
CHKN D 4 A_Feathers
CHKN C 4 A_Pain
Goto Spawn
Death:
CHKN E 6 A_Scream
CHKN F 6 A_Feathers
CHKN G 6
CHKN H 6 A_NoBlocking
CHKN IJK 6
CHKN L -1
Stop
}
}
// Chicken (non-player) -----------------------------------------------------
ACTOR Chicken : MorphedMonster
{
Health 10
Radius 9
Height 22
Mass 40
Speed 4
Painchance 200
Monster
-COUNTKILL
+WINDTHRUST
+DONTMORPH
+FLOORCLIP
SeeSound "chicken/pain"
AttackSound "chicken/attack"
PainSound "chicken/pain"
DeathSound "chicken/death"
ActiveSound "chicken/active"
Obituary "$OB_CHICKEN"
States
{
Spawn:
CHKN AB 10 A_Look
Loop
See:
CHKN AB 3 A_Chase
Loop
Pain:
CHKN D 5 A_Feathers
CHKN C 5 A_Pain
Goto See
Melee:
CHKN A 8 A_FaceTarget
CHKN C 10 A_CustomMeleeAttack(random[ChicAttack](1,2))
Goto See
Death:
CHKN E 6 A_Scream
CHKN F 6 A_Feathers
CHKN G 6
CHKN H 6 A_NoBlocking
CHKN IJK 6
CHKN L -1
Stop
}
}
// Feather ------------------------------------------------------------------
ACTOR Feather
{
Radius 2
Height 4
+MISSILE +DROPOFF
+NOTELEPORT +CANNOTPUSH
+WINDTHRUST +DONTSPLASH
Gravity 0.125
States
{
Spawn:
CHKN MNOPQPON 3
Loop
Death:
CHKN N 6
Stop
}
}

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@ -1,270 +0,0 @@
// Boss spot ----------------------------------------------------------------
ACTOR BossSpot : SpecialSpot
{
+INVISIBLE
}
// Sorcerer (D'Sparil on his serpent) ---------------------------------------
ACTOR Sorcerer1
{
Health 2000
Radius 28
Height 100
Mass 800
Speed 16
PainChance 56
Monster
+BOSS
+DONTMORPH
+NORADIUSDMG
+NOTARGET
+NOICEDEATH
+FLOORCLIP
+DONTGIB
SeeSound "dsparilserpent/sight"
AttackSound "dsparilserpent/attack"
PainSound "dsparilserpent/pain"
DeathSound "dsparilserpent/death"
ActiveSound "dsparilserpent/active"
Obituary "$OB_DSPARIL1"
HitObituary "$OB_DSPARIL1HIT"
action native A_Sor1Pain ();
action native A_Sor1Chase ();
action native A_Srcr1Attack ();
action native A_SorcererRise ();
States
{
Spawn:
SRCR AB 10 A_Look
Loop
See:
SRCR ABCD 5 A_Sor1Chase
Loop
Pain:
SRCR Q 6 A_Sor1Pain
Goto See
Missile:
SRCR Q 7 A_FaceTarget
SRCR R 6 A_FaceTarget
SRCR S 10 A_Srcr1Attack
Goto See
Missile2:
SRCR S 10 A_FaceTarget
SRCR Q 7 A_FaceTarget
SRCR R 6 A_FaceTarget
SRCR S 10 A_Srcr1Attack
Goto See
Death:
SRCR E 7
SRCR F 7 A_Scream
SRCR G 7
SRCR HIJK 6
SRCR L 25 A_PlaySound("dsparil/zap", CHAN_BODY, 1, false, ATTN_NONE)
SRCR MN 5
SRCR O 4
SRCR L 20 A_PlaySound("dsparil/zap", CHAN_BODY, 1, false, ATTN_NONE)
SRCR MN 5
SRCR O 4
SRCR L 12
SRCR P -1 A_SorcererRise
}
}
// Sorcerer FX 1 ------------------------------------------------------------
ACTOR SorcererFX1
{
Radius 10
Height 10
Speed 20
FastSpeed 28
Damage 10
DamageType Fire
Projectile
-ACTIVATEIMPACT
-ACTIVATEPCROSS
RenderStyle Add
States
{
Spawn:
FX14 ABC 6 BRIGHT
Loop
Death:
FX14 DEFGH 5 BRIGHT
Stop
}
}
// Sorcerer 2 (D'Sparil without his serpent) --------------------------------
ACTOR Sorcerer2
{
Health 3500
Radius 16
Height 70
Mass 300
Speed 14
Painchance 32
Monster
+DROPOFF
+BOSS
+DONTMORPH
+FULLVOLACTIVE
+NORADIUSDMG
+NOTARGET
+NOICEDEATH
+FLOORCLIP
+BOSSDEATH
SeeSound "dsparil/sight"
AttackSound "dsparil/attack"
PainSound "dsparil/pain"
ActiveSound "dsparil/active"
Obituary "$OB_DSPARIL2"
HitObituary "$OB_DSPARIL2HIT"
action native A_Srcr2Decide ();
action native A_Srcr2Attack ();
action native A_Sor2DthInit ();
action native A_Sor2DthLoop ();
States
{
Spawn:
SOR2 MN 10 A_Look
Loop
See:
SOR2 MNOP 4 A_Chase
Loop
Rise:
SOR2 AB 4
SOR2 C 4 A_PlaySound("dsparil/rise", CHAN_BODY, 1, false, ATTN_NONE)
SOR2 DEF 4
SOR2 G 12 A_PlaySound("dsparil/sight", CHAN_BODY, 1, false, ATTN_NONE)
Goto See
Pain:
SOR2 Q 3
SOR2 Q 6 A_Pain
Goto See
Missile:
SOR2 R 9 A_Srcr2Decide
SOR2 S 9 A_FaceTarget
SOR2 T 20 A_Srcr2Attack
Goto See
Teleport:
SOR2 LKJIHG 6
Goto See
Death:
SDTH A 8 A_Sor2DthInit
SDTH B 8
SDTH C 8 A_PlaySound("dsparil/scream", CHAN_BODY, 1, false, ATTN_NONE)
DeathLoop:
SDTH DE 7
SDTH F 7 A_Sor2DthLoop
SDTH G 6 A_PlaySound("dsparil/explode", CHAN_BODY, 1, false, ATTN_NONE)
SDTH H 6
SDTH I 18
SDTH J 6 A_NoBlocking
SDTH K 6 A_PlaySound("dsparil/bones", CHAN_BODY, 1, false, ATTN_NONE)
SDTH LMN 6
SDTH O -1 A_BossDeath
Stop
}
}
// Sorcerer 2 FX 1 ----------------------------------------------------------
ACTOR Sorcerer2FX1
{
Radius 10
Height 6
Speed 20
FastSpeed 28
Damage 1
Projectile
-ACTIVATEIMPACT
-ACTIVATEPCROSS
RenderStyle Add
action native A_BlueSpark ();
States
{
Spawn:
FX16 ABC 3 BRIGHT A_BlueSpark
Loop
Death:
FX16 G 5 BRIGHT A_Explode(random[S2FX1](80,111))
FX16 HIJKL 5 BRIGHT
Stop
}
}
// Sorcerer 2 FX Spark ------------------------------------------------------
ACTOR Sorcerer2FXSpark
{
Radius 20
Height 16
+NOBLOCKMAP
+NOGRAVITY
+NOTELEPORT
+CANNOTPUSH
RenderStyle Add
States
{
Spawn:
FX16 DEF 12 BRIGHT
Stop
}
}
// Sorcerer 2 FX 2 ----------------------------------------------------------
ACTOR Sorcerer2FX2
{
Radius 10
Height 6
Speed 6
Damage 10
Projectile
-ACTIVATEIMPACT
-ACTIVATEPCROSS
RenderStyle Add
action native A_GenWizard ();
States
{
Spawn:
FX11 A 35 BRIGHT
FX11 A 5 BRIGHT A_GenWizard
FX11 B 5 BRIGHT
Goto Spawn+1
Death:
FX11 CDEFG 5 BRIGHT
Stop
}
}
// Sorcerer 2 Telefade ------------------------------------------------------
ACTOR Sorcerer2Telefade
{
+NOBLOCKMAP
States
{
Spawn:
SOR2 GHIJKL 6
Stop
}
}

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@ -1,175 +0,0 @@
// Ironlich -----------------------------------------------------------------
ACTOR Ironlich
{
Health 700
Radius 40
Height 72
Mass 325
Speed 6
Painchance 32
Monster
+NOBLOOD
+DONTMORPH
+DONTSQUASH
+BOSSDEATH
SeeSound "ironlich/sight"
AttackSound "ironlich/attack"
PainSound "ironlich/pain"
DeathSound "ironlich/death"
ActiveSound "ironlich/active"
Obituary "$OB_IRONLICH"
HitObituary "$OB_IRONLICHHIT"
DropItem "BlasterAmmo", 84, 10
DropItem "ArtiEgg", 51, 0
action native A_LichAttack ();
States
{
Spawn:
LICH A 10 A_Look
Loop
See:
LICH A 4 A_Chase
Loop
Missile:
LICH A 5 A_FaceTarget
LICH B 20 A_LichAttack
Goto See
Pain:
LICH A 4
LICH A 4 A_Pain
Goto See
Death:
LICH C 7
LICH D 7 A_Scream
LICH EF 7
LICH G 7 A_NoBlocking
LICH H 7
LICH I -1 A_BossDeath
Stop
}
}
// Head FX 1 ----------------------------------------------------------------
ACTOR HeadFX1
{
Radius 12
Height 6
Speed 13
FastSpeed 20
Damage 1
Projectile
-ACTIVATEIMPACT
-ACTIVATEPCROSS
+THRUGHOST
RenderStyle Add
action native A_LichIceImpact();
States
{
Spawn:
FX05 ABC 6 BRIGHT
Loop
Death:
FX05 D 5 BRIGHT A_LichIceImpact
FX05 EFG 5 BRIGHT
Stop
}
}
// Head FX 2 ----------------------------------------------------------------
ACTOR HeadFX2
{
Radius 12
Height 6
Speed 8
Damage 3
Projectile
-ACTIVATEIMPACT
-ACTIVATEPCROSS
RenderStyle Add
States
{
Spawn:
FX05 HIJ 6 BRIGHT
Loop
Death:
FX05 DEFG 5 BRIGHT
Stop
}
}
// Head FX 3 ----------------------------------------------------------------
ACTOR HeadFX3
{
Radius 14
Height 12
Speed 10
FastSpeed 18
Damage 5
Projectile
+WINDTHRUST
-ACTIVATEIMPACT
-ACTIVATEPCROSS
-NOBLOCKMAP
RenderStyle Add
action native A_LichFireGrow ();
States
{
Spawn:
FX06 ABC 4 BRIGHT A_LichFireGrow
Loop
NoGrow:
FX06 ABC 5 BRIGHT
Loop
Death:
FX06 DEFG 5 BRIGHT
Stop
}
}
// Whirlwind ----------------------------------------------------------------
ACTOR Whirlwind native
{
Radius 16
Height 74
Speed 10
Damage 1
Projectile
-ACTIVATEIMPACT
-ACTIVATEMCROSS
+SEEKERMISSILE
+EXPLOCOUNT
+StepMissile
RenderStyle Translucent
DefThreshold 60
Threshold 50
Alpha 0.4
action native A_WhirlwindSeek();
States
{
Spawn:
FX07 DEFG 3
FX07 ABC 3 A_WhirlwindSeek
Goto Spawn+4
Death:
FX07 GFED 4
Stop
}
}

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@ -1,118 +0,0 @@
// Knight -------------------------------------------------------------------
ACTOR Knight
{
Health 200
Radius 24
Height 78
Mass 150
Speed 12
Painchance 100
Monster
+FLOORCLIP
SeeSound "hknight/sight"
AttackSound "hknight/attack"
PainSound "hknight/pain"
DeathSound "hknight/death"
ActiveSound "hknight/active"
Obituary "$OB_BONEKNIGHT"
HitObituary "$OB_BONEKNIGHTHIT"
DropItem "CrossbowAmmo", 84, 5
action native A_KnightAttack ();
States
{
Spawn:
KNIG AB 10 A_Look
Loop
See:
KNIG ABCD 4 A_Chase
Loop
Melee:
Missile:
KNIG E 10 A_FaceTarget
KNIG F 8 A_FaceTarget
KNIG G 8 A_KnightAttack
KNIG E 10 A_FaceTarget
KNIG F 8 A_FaceTarget
KNIG G 8 A_KnightAttack
Goto See
Pain:
KNIG H 3
KNIG H 3 A_Pain
Goto See
Death:
KNIG I 6
KNIG J 6 A_Scream
KNIG K 6
KNIG L 6 A_NoBlocking
KNIG MN 6
KNIG O -1
Stop
}
}
// Knight ghost -------------------------------------------------------------
ACTOR KnightGhost : Knight
{
+SHADOW
+GHOST
RenderStyle Translucent
Alpha 0.4
}
// Knight axe ---------------------------------------------------------------
ACTOR KnightAxe
{
Radius 10
Height 8
Speed 9
FastSpeed 18
Damage 2
Projectile
-NOBLOCKMAP
-ACTIVATEIMPACT
-ACTIVATEPCROSS
+WINDTHRUST
+THRUGHOST
DeathSound "hknight/hit"
States
{
Spawn:
SPAX A 3 BRIGHT A_PlaySound("hknight/axewhoosh")
SPAX BC 3 BRIGHT
Loop
Death:
SPAX DEF 6 BRIGHT
Stop
}
}
// Red axe ------------------------------------------------------------------
ACTOR RedAxe : KnightAxe
{
+NOBLOCKMAP
-WINDTHRUST
Damage 7
action native A_DripBlood ();
States
{
Spawn:
RAXE AB 5 BRIGHT A_DripBlood
Loop
Death:
RAXE CDE 6 BRIGHT
Stop
}
}

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@ -1,96 +0,0 @@
// Wizard --------------------------------------------------------
ACTOR Wizard
{
Health 180
Radius 16
Height 68
Mass 100
Speed 12
Painchance 64
Monster
+FLOAT
+NOGRAVITY
+DONTOVERLAP
SeeSound "wizard/sight"
AttackSound "wizard/attack"
PainSound "wizard/pain"
DeathSound "wizard/death"
ActiveSound "wizard/active"
Obituary "$OB_WIZARD"
HitObituary "$OB_WIZARDHIT"
DropItem "BlasterAmmo", 84, 10
DropItem "ArtiTomeOfPower", 4, 0
action native A_GhostOff ();
action native A_WizAtk1 ();
action native A_WizAtk2 ();
action native A_WizAtk3 ();
States
{
Spawn:
WZRD AB 10 A_Look
Loop
See:
WZRD A 3 A_Chase
WZRD A 4 A_Chase
WZRD A 3 A_Chase
WZRD A 4 A_Chase
WZRD B 3 A_Chase
WZRD B 4 A_Chase
WZRD B 3 A_Chase
WZRD B 4 A_Chase
Loop
Missile:
WZRD C 4 A_WizAtk1
WZRD C 4 A_WizAtk2
WZRD C 4 A_WizAtk1
WZRD C 4 A_WizAtk2
WZRD C 4 A_WizAtk1
WZRD C 4 A_WizAtk2
WZRD C 4 A_WizAtk1
WZRD C 4 A_WizAtk2
WZRD D 12 A_WizAtk3
Goto See
Pain:
WZRD E 3 A_GhostOff
WZRD E 3 A_Pain
Goto See
Death:
WZRD F 6 A_GhostOff
WZRD G 6 A_Scream
WZRD HI 6
WZRD J 6 A_NoBlocking
WZRD KL 6
WZRD M -1 A_SetFloorClip
Stop
}
}
// Projectile --------------------------------------------------------
ACTOR WizardFX1
{
Radius 10
Height 6
Speed 18
FastSpeed 24
Damage 3
Projectile
-ACTIVATEIMPACT
-ACTIVATEPCROSS
RenderStyle Add
States
{
Spawn:
FX11 AB 6 BRIGHT
Loop
Death:
FX11 CDEFG 5 BRIGHT
Stop
}
}

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@ -1,9 +1,3 @@
#include "actors/heretic/knight.txt"
#include "actors/heretic/wizard.txt"
#include "actors/heretic/ironlich.txt"
#include "actors/heretic/dsparil.txt"
#include "actors/heretic/chicken.txt"
#include "actors/hexen/baseweapons.txt"
#include "actors/hexen/korax.txt"
#include "actors/hexen/fighterplayer.txt"

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@ -79,11 +79,8 @@ zscript/heretic/clink.txt
zscript/heretic/beast.txt
zscript/heretic/snake.txt
zscript/heretic/hereticimp.txt
/*
zscript/heretic/knight.txt
zscript/heretic/wizard.txt
zscript/heretic/ironlich.txt
zscript/heretic/dsparil.txt
zscript/heretic/chicken.txt
*/

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@ -0,0 +1,201 @@
// Beak puff ----------------------------------------------------------------
class BeakPuff : StaffPuff
{
Default
{
Mass 5;
Renderstyle "Translucent";
Alpha 0.4;
AttackSound "chicken/attack";
VSpeed 1;
}
}
// Beak ---------------------------------------------------------------------
class Beak : Weapon
{
Default
{
Weapon.SelectionOrder 10000;
+WEAPON.DONTBOB
+WEAPON.MELEEWEAPON
Weapon.YAdjust 15;
Weapon.SisterWeapon "BeakPowered";
}
action native void A_BeakRaise ();
action native void A_BeakAttackPL1();
States
{
Ready:
BEAK A 1 A_WeaponReady;
Loop;
Deselect:
BEAK A 1 A_Lower;
Loop;
Select:
BEAK A 1 A_BeakRaise;
Loop;
Fire:
BEAK A 18 A_BeakAttackPL1;
Goto Ready;
}
}
class BeakPowered : Beak
{
Default
{
+WEAPON.POWERED_UP
Weapon.SisterWeapon "Beak";
}
action native void A_BeakAttackPL2();
States
{
Fire:
BEAK A 12 A_BeakAttackPL2;
Goto Ready;
}
}
// Chicken player -----------------------------------------------------------
class ChickenPlayer : PlayerPawn native
{
Default
{
Health 30;
ReactionTime 0;
PainChance 255;
Radius 16;
Height 24;
Speed 1;
Gravity 0.125;
+NOSKIN
+PLAYERPAWN.CANSUPERMORPH
PainSound "chicken/pain";
DeathSound "chicken/death";
Player.JumpZ 1;
Player.Viewheight 21;
Player.ForwardMove 1.22, 1.22;
Player.SideMove 1.22, 1.22;
Player.SpawnClass "Chicken";
Player.SoundClass "Chicken";
Player.DisplayName "Chicken";
Player.MorphWeapon "Beak";
-PICKUP
}
States
{
Spawn:
CHKN A -1;
Stop;
See:
CHKN ABAB 3;
Loop;
Melee:
Missile:
CHKN C 12;
Goto Spawn;
Pain:
CHKN D 4 A_Feathers;
CHKN C 4 A_Pain;
Goto Spawn;
Death:
CHKN E 6 A_Scream;
CHKN F 6 A_Feathers;
CHKN G 6;
CHKN H 6 A_NoBlocking;
CHKN IJK 6;
CHKN L -1;
Stop;
}
}
// Chicken (non-player) -----------------------------------------------------
class Chicken : MorphedMonster
{
Default
{
Health 10;
Radius 9;
Height 22;
Mass 40;
Speed 4;
Painchance 200;
Monster;
-COUNTKILL
+WINDTHRUST
+DONTMORPH
+FLOORCLIP
SeeSound "chicken/pain";
AttackSound "chicken/attack";
PainSound "chicken/pain";
DeathSound "chicken/death";
ActiveSound "chicken/active";
Obituary "$OB_CHICKEN";
}
States
{
Spawn:
CHKN AB 10 A_Look;
Loop;
See:
CHKN AB 3 A_Chase;
Loop;
Pain:
CHKN D 5 A_Feathers;
CHKN C 5 A_Pain;
Goto See;
Melee:
CHKN A 8 A_FaceTarget;
CHKN C 10 A_CustomMeleeAttack(random[ChicAttack](1,2));
Goto See;
Death:
CHKN E 6 A_Scream;
CHKN F 6 A_Feathers;
CHKN G 6;
CHKN H 6 A_NoBlocking;
CHKN IJK 6;
CHKN L -1;
Stop;
}
}
// Feather ------------------------------------------------------------------
class Feather : Actor
{
Default
{
Radius 2;
Height 4;
+MISSILE +DROPOFF
+NOTELEPORT +CANNOTPUSH
+WINDTHRUST +DONTSPLASH
Gravity 0.125;
}
States
{
Spawn:
CHKN MNOPQPON 3;
Loop;
Death:
CHKN N 6;
Stop;
}
}

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@ -0,0 +1,297 @@
// Boss spot ----------------------------------------------------------------
class BossSpot : SpecialSpot
{
Default
{
+INVISIBLE
}
}
// Sorcerer (D'Sparil on his serpent) ---------------------------------------
class Sorcerer1 : Actor
{
Default
{
Health 2000;
Radius 28;
Height 100;
Mass 800;
Speed 16;
PainChance 56;
Monster;
+BOSS
+DONTMORPH
+NORADIUSDMG
+NOTARGET
+NOICEDEATH
+FLOORCLIP
+DONTGIB
SeeSound "dsparilserpent/sight";
AttackSound "dsparilserpent/attack";
PainSound "dsparilserpent/pain";
DeathSound "dsparilserpent/death";
ActiveSound "dsparilserpent/active";
Obituary "$OB_DSPARIL1";
HitObituary "$OB_DSPARIL1HIT";
}
action native void A_Sor1Pain ();
action native void A_Sor1Chase ();
action native void A_Srcr1Attack ();
action native void A_SorcererRise ();
States
{
Spawn:
SRCR AB 10 A_Look;
Loop;
See:
SRCR ABCD 5 A_Sor1Chase;
Loop;
Pain:
SRCR Q 6 A_Sor1Pain;
Goto See;
Missile:
SRCR Q 7 A_FaceTarget;
SRCR R 6 A_FaceTarget;
SRCR S 10 A_Srcr1Attack;
Goto See;
Missile2:
SRCR S 10 A_FaceTarget;
SRCR Q 7 A_FaceTarget;
SRCR R 6 A_FaceTarget;
SRCR S 10 A_Srcr1Attack;
Goto See;
Death:
SRCR E 7;
SRCR F 7 A_Scream;
SRCR G 7;
SRCR HIJK 6;
SRCR L 25 A_PlaySound("dsparil/zap", CHAN_BODY, 1, false, ATTN_NONE);
SRCR MN 5;
SRCR O 4;
SRCR L 20 A_PlaySound("dsparil/zap", CHAN_BODY, 1, false, ATTN_NONE);
SRCR MN 5;
SRCR O 4;
SRCR L 12;
SRCR P -1 A_SorcererRise;
}
}
// Sorcerer FX 1 ------------------------------------------------------------
class SorcererFX1 : Actor
{
Default
{
Radius 10;
Height 10;
Speed 20;
FastSpeed 28;
Damage 10;
DamageType "Fire";
Projectile;
-ACTIVATEIMPACT
-ACTIVATEPCROSS
RenderStyle "Add";
}
States
{
Spawn:
FX14 ABC 6 BRIGHT;
Loop;
Death:
FX14 DEFGH 5 BRIGHT;
Stop;
}
}
// Sorcerer 2 (D'Sparil without his serpent) --------------------------------
class Sorcerer2 : Actor
{
Default
{
Health 3500;
Radius 16;
Height 70;
Mass 300;
Speed 14;
Painchance 32;
Monster;
+DROPOFF
+BOSS
+DONTMORPH
+FULLVOLACTIVE
+NORADIUSDMG
+NOTARGET
+NOICEDEATH
+FLOORCLIP
+BOSSDEATH
SeeSound "dsparil/sight";
AttackSound "dsparil/attack";
PainSound "dsparil/pain";
ActiveSound "dsparil/active";
Obituary "$OB_DSPARIL2";
HitObituary "$OB_DSPARIL2HIT";
}
action native void A_Srcr2Decide ();
action native void A_Srcr2Attack ();
action native void A_Sor2DthInit ();
action native void A_Sor2DthLoop ();
States
{
Spawn:
SOR2 MN 10 A_Look;
Loop;
See:
SOR2 MNOP 4 A_Chase;
Loop;
Rise:
SOR2 AB 4;
SOR2 C 4 A_PlaySound("dsparil/rise", CHAN_BODY, 1, false, ATTN_NONE);
SOR2 DEF 4;
SOR2 G 12 A_PlaySound("dsparil/sight", CHAN_BODY, 1, false, ATTN_NONE);
Goto See;
Pain:
SOR2 Q 3;
SOR2 Q 6 A_Pain;
Goto See;
Missile:
SOR2 R 9 A_Srcr2Decide;
SOR2 S 9 A_FaceTarget;
SOR2 T 20 A_Srcr2Attack;
Goto See;
Teleport:
SOR2 LKJIHG 6;
Goto See;
Death:
SDTH A 8 A_Sor2DthInit;
SDTH B 8;
SDTH C 8 A_PlaySound("dsparil/scream", CHAN_BODY, 1, false, ATTN_NONE);
DeathLoop:
SDTH DE 7;
SDTH F 7 A_Sor2DthLoop;
SDTH G 6 A_PlaySound("dsparil/explode", CHAN_BODY, 1, false, ATTN_NONE);
SDTH H 6;
SDTH I 18;
SDTH J 6 A_NoBlocking;
SDTH K 6 A_PlaySound("dsparil/bones", CHAN_BODY, 1, false, ATTN_NONE);
SDTH LMN 6;
SDTH O -1 A_BossDeath;
Stop;
}
}
// Sorcerer 2 FX 1 ----------------------------------------------------------
class Sorcerer2FX1 : Actor
{
Default
{
Radius 10;
Height 6;
Speed 20;
FastSpeed 28;
Damage 1;
Projectile;
-ACTIVATEIMPACT
-ACTIVATEPCROSS
RenderStyle "Add";
}
action native void A_BlueSpark ();
States
{
Spawn:
FX16 ABC 3 BRIGHT A_BlueSpark;
Loop;
Death:
FX16 G 5 BRIGHT A_Explode(random[S2FX1](80,111));
FX16 HIJKL 5 BRIGHT;
Stop;
}
}
// Sorcerer 2 FX Spark ------------------------------------------------------
class Sorcerer2FXSpark : Actor
{
Default
{
Radius 20;
Height 16;
+NOBLOCKMAP
+NOGRAVITY
+NOTELEPORT
+CANNOTPUSH
RenderStyle "Add";
}
States
{
Spawn:
FX16 DEF 12 BRIGHT;
Stop;
}
}
// Sorcerer 2 FX 2 ----------------------------------------------------------
class Sorcerer2FX2 : Actor
{
Default
{
Radius 10;
Height 6;
Speed 6;
Damage 10;
Projectile;
-ACTIVATEIMPACT
-ACTIVATEPCROSS
RenderStyle "Add";
}
action native void A_GenWizard ();
States
{
Spawn:
FX11 A 35 BRIGHT;
FX11 A 5 BRIGHT A_GenWizard;
FX11 B 5 BRIGHT;
Goto Spawn+1;
Death:
FX11 CDEFG 5 BRIGHT;
Stop;
}
}
// Sorcerer 2 Telefade ------------------------------------------------------
class Sorcerer2Telefade : Actor
{
Default
{
+NOBLOCKMAP
}
States
{
Spawn:
SOR2 GHIJKL 6;
Stop;
}
}

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// Ironlich -----------------------------------------------------------------
class Ironlich : Actor
{
Default
{
Health 700;
Radius 40;
Height 72;
Mass 325;
Speed 6;
Painchance 32;
Monster;
+NOBLOOD
+DONTMORPH
+DONTSQUASH
+BOSSDEATH
SeeSound "ironlich/sight";
AttackSound "ironlich/attack";
PainSound "ironlich/pain";
DeathSound "ironlich/death";
ActiveSound "ironlich/active";
Obituary "$OB_IRONLICH";
HitObituary "$OB_IRONLICHHIT";
DropItem "BlasterAmmo", 84, 10;
DropItem "ArtiEgg", 51, 0;
}
action native void A_LichAttack ();
States
{
Spawn:
LICH A 10 A_Look;
Loop;
See:
LICH A 4 A_Chase;
Loop;
Missile:
LICH A 5 A_FaceTarget;
LICH B 20 A_LichAttack;
Goto See;
Pain:
LICH A 4;
LICH A 4 A_Pain;
Goto See;
Death:
LICH C 7;
LICH D 7 A_Scream;
LICH EF 7;
LICH G 7 A_NoBlocking;
LICH H 7;
LICH I -1 A_BossDeath;
Stop;
}
}
// Head FX 1 ----------------------------------------------------------------
class HeadFX1 : Actor
{
Default
{
Radius 12;
Height 6;
Speed 13;
FastSpeed 20;
Damage 1;
Projectile;
-ACTIVATEIMPACT
-ACTIVATEPCROSS
+THRUGHOST
RenderStyle "Add";
}
action native void A_LichIceImpact();
States
{
Spawn:
FX05 ABC 6 BRIGHT;
Loop;
Death:
FX05 D 5 BRIGHT A_LichIceImpact;
FX05 EFG 5 BRIGHT;
Stop;
}
}
// Head FX 2 ----------------------------------------------------------------
class HeadFX2 : Actor
{
Default
{
Radius 12;
Height 6;
Speed 8;
Damage 3;
Projectile;
-ACTIVATEIMPACT
-ACTIVATEPCROSS
RenderStyle "Add";
}
States
{
Spawn:
FX05 HIJ 6 BRIGHT;
Loop;
Death:
FX05 DEFG 5 BRIGHT;
Stop;
}
}
// Head FX 3 ----------------------------------------------------------------
class HeadFX3 : Actor
{
Default
{
Radius 14;
Height 12;
Speed 10;
FastSpeed 18;
Damage 5;
Projectile;
+WINDTHRUST
-ACTIVATEIMPACT
-ACTIVATEPCROSS
-NOBLOCKMAP
RenderStyle "Add";
}
action native void A_LichFireGrow ();
States
{
Spawn:
FX06 ABC 4 BRIGHT A_LichFireGrow;
Loop;
NoGrow:
FX06 ABC 5 BRIGHT;
Loop;
Death:
FX06 DEFG 5 BRIGHT;
Stop;
}
}
// Whirlwind ----------------------------------------------------------------
class Whirlwind : Actor native
{
Default
{
Radius 16;
Height 74;
Speed 10;
Damage 1;
Projectile;
-ACTIVATEIMPACT
-ACTIVATEMCROSS
+SEEKERMISSILE
+EXPLOCOUNT
+StepMissile
RenderStyle "Translucent";
DefThreshold 60;
Threshold 50;
Alpha 0.4;
}
action native void A_WhirlwindSeek();
States
{
Spawn:
FX07 DEFG 3;
FX07 ABC 3 A_WhirlwindSeek;
Goto Spawn+4;
Death:
FX07 GFED 4;
Stop;
}
}

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// Knight -------------------------------------------------------------------
class Knight : Actor
{
Default
{
Health 200;
Radius 24;
Height 78;
Mass 150;
Speed 12;
Painchance 100;
Monster;
+FLOORCLIP
SeeSound "hknight/sight";
AttackSound "hknight/attack";
PainSound "hknight/pain";
DeathSound "hknight/death";
ActiveSound "hknight/active";
Obituary "$OB_BONEKNIGHT";
HitObituary "$OB_BONEKNIGHTHIT";
DropItem "CrossbowAmmo", 84, 5;
}
action native void A_KnightAttack ();
States
{
Spawn:
KNIG AB 10 A_Look;
Loop;
See:
KNIG ABCD 4 A_Chase;
Loop;
Melee:
Missile:
KNIG E 10 A_FaceTarget;
KNIG F 8 A_FaceTarget;
KNIG G 8 A_KnightAttack;
KNIG E 10 A_FaceTarget;
KNIG F 8 A_FaceTarget;
KNIG G 8 A_KnightAttack;
Goto See;
Pain:
KNIG H 3;
KNIG H 3 A_Pain;
Goto See;
Death:
KNIG I 6;
KNIG J 6 A_Scream;
KNIG K 6;
KNIG L 6 A_NoBlocking;
KNIG MN 6;
KNIG O -1;
Stop;
}
}
// Knight ghost -------------------------------------------------------------
class KnightGhost : Knight
{
Default
{
+SHADOW
+GHOST
RenderStyle "Translucent";
Alpha 0.4;
}
}
// Knight axe ---------------------------------------------------------------
class KnightAxe : Actor
{
Default
{
Radius 10;
Height 8;
Speed 9;
FastSpeed 18;
Damage 2;
Projectile;
-NOBLOCKMAP
-ACTIVATEIMPACT
-ACTIVATEPCROSS
+WINDTHRUST
+THRUGHOST
DeathSound "hknight/hit";
}
States
{
Spawn:
SPAX A 3 BRIGHT A_PlaySound("hknight/axewhoosh");
SPAX BC 3 BRIGHT;
Loop;
Death:
SPAX DEF 6 BRIGHT;
Stop;
}
}
// Red axe ------------------------------------------------------------------
class RedAxe : KnightAxe
{
Default
{
+NOBLOCKMAP
-WINDTHRUST
Damage 7;
}
action native void A_DripBlood ();
States
{
Spawn:
RAXE AB 5 BRIGHT A_DripBlood;
Loop;
Death:
RAXE CDE 6 BRIGHT;
Stop;
}
}

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// Wizard --------------------------------------------------------
class Wizard : Actor
{
Default
{
Health 180;
Radius 16;
Height 68;
Mass 100;
Speed 12;
Painchance 64;
Monster;
+FLOAT
+NOGRAVITY
+DONTOVERLAP
SeeSound "wizard/sight";
AttackSound "wizard/attack";
PainSound "wizard/pain";
DeathSound "wizard/death";
ActiveSound "wizard/active";
Obituary "$OB_WIZARD";
HitObituary "$OB_WIZARDHIT";
DropItem "BlasterAmmo", 84, 10;
DropItem "ArtiTomeOfPower", 4, 0;
}
action native void A_GhostOff ();
action native void A_WizAtk1 ();
action native void A_WizAtk2 ();
action native void A_WizAtk3 ();
States
{
Spawn:
WZRD AB 10 A_Look;
Loop;
See:
WZRD A 3 A_Chase;
WZRD A 4 A_Chase;
WZRD A 3 A_Chase;
WZRD A 4 A_Chase;
WZRD B 3 A_Chase;
WZRD B 4 A_Chase;
WZRD B 3 A_Chase;
WZRD B 4 A_Chase;
Loop;
Missile:
WZRD C 4 A_WizAtk1;
WZRD C 4 A_WizAtk2;
WZRD C 4 A_WizAtk1;
WZRD C 4 A_WizAtk2;
WZRD C 4 A_WizAtk1;
WZRD C 4 A_WizAtk2;
WZRD C 4 A_WizAtk1;
WZRD C 4 A_WizAtk2;
WZRD D 12 A_WizAtk3;
Goto See;
Pain:
WZRD E 3 A_GhostOff;
WZRD E 3 A_Pain;
Goto See;
Death:
WZRD F 6 A_GhostOff;
WZRD G 6 A_Scream;
WZRD HI 6;
WZRD J 6 A_NoBlocking;
WZRD KL 6;
WZRD M -1 A_SetFloorClip;
Stop;
}
}
// Projectile --------------------------------------------------------
class WizardFX1 : Actor
{
Default
{
Radius 10;
Height 6;
Speed 18;
FastSpeed 24;
Damage 3;
Projectile;
-ACTIVATEIMPACT
-ACTIVATEPCROSS
RenderStyle "Add";
}
States
{
Spawn:
FX11 AB 6 BRIGHT;
Loop;
Death:
FX11 CDEFG 5 BRIGHT;
Stop;
}
}