mirror of
https://github.com/ZDoom/gzdoom-gles.git
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- Converted Arachnotron, Archvile, Cyberdemon, Spidermastermind and
CommanderKeen to DECORATE. SVN r374 (trunk)
This commit is contained in:
parent
29195a913c
commit
5e8323b426
16 changed files with 369 additions and 481 deletions
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@ -1,4 +1,6 @@
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November 4, 2006 (Changes by Graf Zahl)
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- Converted Arachnotron, Archvile, Cyberdemon, Spidermastermind and
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CommanderKeen to DECORATE.
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- Converted ExplosiveBarrel, BulletPuff and DoomUnusedStates to DECORATE.
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- Added VSpeed DECORATE property so that an actor can be given an initial
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vertical speed.
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@ -1,135 +1,10 @@
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#include "actor.h"
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#include "info.h"
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#include "s_sound.h"
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#include "p_local.h"
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#include "p_enemy.h"
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#include "a_doomglobal.h"
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#include "gstrings.h"
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#include "a_action.h"
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void A_BspiAttack (AActor *self);
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void A_BabyMetal (AActor *self);
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void A_SpidRefire (AActor *self);
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class AArachnotron : public AActor
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{
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DECLARE_ACTOR (AArachnotron, AActor)
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};
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FState AArachnotron::States[] =
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{
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#define S_BSPI_STND 0
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S_NORMAL (BSPI, 'A', 10, A_Look , &States[S_BSPI_STND+1]),
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S_NORMAL (BSPI, 'B', 10, A_Look , &States[S_BSPI_STND]),
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#define S_BSPI_SIGHT (S_BSPI_STND+2)
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#define S_BSPI_RUN (S_BSPI_SIGHT+1)
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S_NORMAL (BSPI, 'A', 20, NULL , &States[S_BSPI_RUN+0]),
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S_NORMAL (BSPI, 'A', 3, A_BabyMetal , &States[S_BSPI_RUN+1]),
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S_NORMAL (BSPI, 'A', 3, A_Chase , &States[S_BSPI_RUN+2]),
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S_NORMAL (BSPI, 'B', 3, A_Chase , &States[S_BSPI_RUN+3]),
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S_NORMAL (BSPI, 'B', 3, A_Chase , &States[S_BSPI_RUN+4]),
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S_NORMAL (BSPI, 'C', 3, A_Chase , &States[S_BSPI_RUN+5]),
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S_NORMAL (BSPI, 'C', 3, A_Chase , &States[S_BSPI_RUN+6]),
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S_NORMAL (BSPI, 'D', 3, A_BabyMetal , &States[S_BSPI_RUN+7]),
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S_NORMAL (BSPI, 'D', 3, A_Chase , &States[S_BSPI_RUN+8]),
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S_NORMAL (BSPI, 'E', 3, A_Chase , &States[S_BSPI_RUN+9]),
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S_NORMAL (BSPI, 'E', 3, A_Chase , &States[S_BSPI_RUN+10]),
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S_NORMAL (BSPI, 'F', 3, A_Chase , &States[S_BSPI_RUN+11]),
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S_NORMAL (BSPI, 'F', 3, A_Chase , &States[S_BSPI_RUN+0]),
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#define S_BSPI_ATK (S_BSPI_RUN+12)
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S_BRIGHT (BSPI, 'A', 20, A_FaceTarget , &States[S_BSPI_ATK+1]),
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S_BRIGHT (BSPI, 'G', 4, A_BspiAttack , &States[S_BSPI_ATK+2]),
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S_BRIGHT (BSPI, 'H', 4, NULL , &States[S_BSPI_ATK+3]),
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S_BRIGHT (BSPI, 'H', 1, A_SpidRefire , &States[S_BSPI_ATK+1]),
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#define S_BSPI_PAIN (S_BSPI_ATK+4)
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S_NORMAL (BSPI, 'I', 3, NULL , &States[S_BSPI_PAIN+1]),
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S_NORMAL (BSPI, 'I', 3, A_Pain , &States[S_BSPI_RUN+0]),
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#define S_BSPI_DIE (S_BSPI_PAIN+2)
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S_NORMAL (BSPI, 'J', 20, A_Scream , &States[S_BSPI_DIE+1]),
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S_NORMAL (BSPI, 'K', 7, A_NoBlocking , &States[S_BSPI_DIE+2]),
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S_NORMAL (BSPI, 'L', 7, NULL , &States[S_BSPI_DIE+3]),
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S_NORMAL (BSPI, 'M', 7, NULL , &States[S_BSPI_DIE+4]),
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S_NORMAL (BSPI, 'N', 7, NULL , &States[S_BSPI_DIE+5]),
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S_NORMAL (BSPI, 'O', 7, NULL , &States[S_BSPI_DIE+6]),
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S_NORMAL (BSPI, 'P', -1, A_BossDeath , NULL),
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#define S_BSPI_RAISE (S_BSPI_DIE+7)
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S_NORMAL (BSPI, 'P', 5, NULL , &States[S_BSPI_RAISE+1]),
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S_NORMAL (BSPI, 'O', 5, NULL , &States[S_BSPI_RAISE+2]),
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S_NORMAL (BSPI, 'N', 5, NULL , &States[S_BSPI_RAISE+3]),
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S_NORMAL (BSPI, 'M', 5, NULL , &States[S_BSPI_RAISE+4]),
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S_NORMAL (BSPI, 'L', 5, NULL , &States[S_BSPI_RAISE+5]),
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S_NORMAL (BSPI, 'K', 5, NULL , &States[S_BSPI_RAISE+6]),
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S_NORMAL (BSPI, 'J', 5, NULL , &States[S_BSPI_RUN+0])
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};
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IMPLEMENT_ACTOR (AArachnotron, Doom, 68, 6)
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PROP_SpawnHealth (500)
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PROP_RadiusFixed (64)
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PROP_HeightFixed (64)
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PROP_Mass (600)
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PROP_SpeedFixed (12)
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PROP_PainChance (128)
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PROP_Flags (MF_SOLID|MF_SHOOTABLE|MF_COUNTKILL)
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PROP_Flags2 (MF2_MCROSS|MF2_PASSMOBJ|MF2_PUSHWALL|MF2_FLOORCLIP)
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PROP_Flags4 (MF4_BOSSDEATH)
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PROP_SpawnState (S_BSPI_STND)
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PROP_SeeState (S_BSPI_SIGHT)
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PROP_PainState (S_BSPI_PAIN)
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PROP_MissileState (S_BSPI_ATK)
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PROP_DeathState (S_BSPI_DIE)
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PROP_RaiseState (S_BSPI_RAISE)
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PROP_SeeSound ("baby/sight")
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PROP_PainSound ("baby/pain")
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PROP_DeathSound ("baby/death")
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PROP_ActiveSound ("baby/active")
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PROP_Obituary("$OB_BABY")
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END_DEFAULTS
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class AArachnotronPlasma : public APlasmaBall
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{
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DECLARE_ACTOR (AArachnotronPlasma, APlasmaBall)
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};
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FState AArachnotronPlasma::States[] =
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{
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#define S_ARACH_PLAZ 0
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S_BRIGHT (APLS, 'A', 5, NULL , &States[S_ARACH_PLAZ+1]),
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S_BRIGHT (APLS, 'B', 5, NULL , &States[S_ARACH_PLAZ]),
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#define S_ARACH_PLEX (S_ARACH_PLAZ+2)
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S_BRIGHT (APBX, 'A', 5, NULL , &States[S_ARACH_PLEX+1]),
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S_BRIGHT (APBX, 'B', 5, NULL , &States[S_ARACH_PLEX+2]),
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S_BRIGHT (APBX, 'C', 5, NULL , &States[S_ARACH_PLEX+3]),
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S_BRIGHT (APBX, 'D', 5, NULL , &States[S_ARACH_PLEX+4]),
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S_BRIGHT (APBX, 'E', 5, NULL , NULL)
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};
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IMPLEMENT_ACTOR (AArachnotronPlasma, Doom, -1, 129)
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PROP_RadiusFixed (13)
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PROP_HeightFixed (8)
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PROP_SpeedFixed (25)
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PROP_Damage (5)
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PROP_Flags (MF_NOBLOCKMAP|MF_MISSILE|MF_DROPOFF|MF_NOGRAVITY)
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PROP_Flags2 (MF2_PCROSS|MF2_IMPACT|MF2_NOTELEPORT)
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PROP_Flags4 (MF4_RANDOMIZE)
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PROP_RenderStyle (STYLE_Add)
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PROP_SpawnState (S_ARACH_PLAZ)
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PROP_DeathState (S_ARACH_PLEX)
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PROP_SeeSound ("baby/attack")
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PROP_DeathSound ("baby/shotx")
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END_DEFAULTS
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void A_BspiAttack (AActor *self)
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{
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if (!self->target)
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A_FaceTarget (self);
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// launch a missile
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P_SpawnMissile (self, self->target, RUNTIME_CLASS(AArachnotronPlasma));
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P_SpawnMissile (self, self->target, PClass::FindClass("ArachnotronPlasma"));
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}
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void A_BabyMetal (AActor *self)
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@ -7,147 +7,12 @@
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#include "gstrings.h"
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#include "a_action.h"
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void A_VileChase (AActor *);
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void A_VileStart (AActor *);
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void A_StartFire (AActor *);
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void A_FireCrackle (AActor *);
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void A_Fire (AActor *);
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void A_VileTarget (AActor *);
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void A_VileAttack (AActor *);
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FState AArchvile::States[] =
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{
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#define S_VILE_STND 0
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S_NORMAL (VILE, 'A', 10, A_Look , &States[S_VILE_STND+1]),
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S_NORMAL (VILE, 'B', 10, A_Look , &States[S_VILE_STND]),
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#define S_VILE_RUN (S_VILE_STND+2)
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S_NORMAL (VILE, 'A', 2, A_VileChase , &States[S_VILE_RUN+1]),
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S_NORMAL (VILE, 'A', 2, A_VileChase , &States[S_VILE_RUN+2]),
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S_NORMAL (VILE, 'B', 2, A_VileChase , &States[S_VILE_RUN+3]),
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S_NORMAL (VILE, 'B', 2, A_VileChase , &States[S_VILE_RUN+4]),
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S_NORMAL (VILE, 'C', 2, A_VileChase , &States[S_VILE_RUN+5]),
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S_NORMAL (VILE, 'C', 2, A_VileChase , &States[S_VILE_RUN+6]),
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S_NORMAL (VILE, 'D', 2, A_VileChase , &States[S_VILE_RUN+7]),
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S_NORMAL (VILE, 'D', 2, A_VileChase , &States[S_VILE_RUN+8]),
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S_NORMAL (VILE, 'E', 2, A_VileChase , &States[S_VILE_RUN+9]),
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S_NORMAL (VILE, 'E', 2, A_VileChase , &States[S_VILE_RUN+10]),
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S_NORMAL (VILE, 'F', 2, A_VileChase , &States[S_VILE_RUN+11]),
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S_NORMAL (VILE, 'F', 2, A_VileChase , &States[S_VILE_RUN+0]),
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#define S_VILE_ATK (S_VILE_RUN+12)
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S_BRIGHT (VILE, 'G', 0, A_VileStart , &States[S_VILE_ATK+1]),
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S_BRIGHT (VILE, 'G', 10, A_FaceTarget , &States[S_VILE_ATK+2]),
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S_BRIGHT (VILE, 'H', 8, A_VileTarget , &States[S_VILE_ATK+3]),
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S_BRIGHT (VILE, 'I', 8, A_FaceTarget , &States[S_VILE_ATK+4]),
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S_BRIGHT (VILE, 'J', 8, A_FaceTarget , &States[S_VILE_ATK+5]),
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S_BRIGHT (VILE, 'K', 8, A_FaceTarget , &States[S_VILE_ATK+6]),
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S_BRIGHT (VILE, 'L', 8, A_FaceTarget , &States[S_VILE_ATK+7]),
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S_BRIGHT (VILE, 'M', 8, A_FaceTarget , &States[S_VILE_ATK+8]),
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S_BRIGHT (VILE, 'N', 8, A_FaceTarget , &States[S_VILE_ATK+9]),
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S_BRIGHT (VILE, 'O', 8, A_VileAttack , &States[S_VILE_ATK+10]),
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S_BRIGHT (VILE, 'P', 20, NULL , &States[S_VILE_RUN+0]),
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#define S_VILE_HEAL (S_VILE_ATK+11)
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S_BRIGHT (VILE, '[', 10, NULL , &States[S_VILE_HEAL+1]),
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S_BRIGHT (VILE, '\\', 10, NULL , &States[S_VILE_HEAL+2]),
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S_BRIGHT (VILE, ']', 10, NULL , &States[S_VILE_RUN+0]),
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#define S_VILE_PAIN (S_VILE_HEAL+3)
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S_NORMAL (VILE, 'Q', 5, NULL , &States[S_VILE_PAIN+1]),
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S_NORMAL (VILE, 'Q', 5, A_Pain , &States[S_VILE_RUN+0]),
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#define S_VILE_DIE (S_VILE_PAIN+2)
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S_NORMAL (VILE, 'Q', 7, NULL , &States[S_VILE_DIE+1]),
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S_NORMAL (VILE, 'R', 7, A_Scream , &States[S_VILE_DIE+2]),
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S_NORMAL (VILE, 'S', 7, A_NoBlocking , &States[S_VILE_DIE+3]),
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S_NORMAL (VILE, 'T', 7, NULL , &States[S_VILE_DIE+4]),
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S_NORMAL (VILE, 'U', 7, NULL , &States[S_VILE_DIE+5]),
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S_NORMAL (VILE, 'V', 7, NULL , &States[S_VILE_DIE+6]),
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S_NORMAL (VILE, 'W', 7, NULL , &States[S_VILE_DIE+7]),
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S_NORMAL (VILE, 'X', 5, NULL , &States[S_VILE_DIE+8]),
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S_NORMAL (VILE, 'Y', 5, NULL , &States[S_VILE_DIE+9]),
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S_NORMAL (VILE, 'Z', -1, NULL , NULL)
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};
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IMPLEMENT_ACTOR (AArchvile, Doom, 64, 111)
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PROP_SpawnHealth (700)
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PROP_RadiusFixed (20)
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PROP_HeightFixed (56)
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PROP_Mass (500)
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PROP_SpeedFixed (15)
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PROP_PainChance (10)
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PROP_Flags (MF_SOLID|MF_SHOOTABLE|MF_COUNTKILL)
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PROP_Flags2 (MF2_MCROSS|MF2_PASSMOBJ|MF2_PUSHWALL|MF2_FLOORCLIP)
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PROP_Flags3 (MF3_NOTARGET)
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PROP_Flags4 (MF4_QUICKTORETALIATE|MF4_SHORTMISSILERANGE)
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PROP_SpawnState (S_VILE_STND)
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PROP_SeeState (S_VILE_RUN)
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PROP_PainState (S_VILE_PAIN)
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PROP_MissileState (S_VILE_ATK)
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PROP_DeathState (S_VILE_DIE)
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PROP_SeeSound ("vile/sight")
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PROP_PainSound ("vile/pain")
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PROP_DeathSound ("vile/death")
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PROP_ActiveSound ("vile/active")
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PROP_Obituary("$OB_VILE")
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END_DEFAULTS
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class AArchvileFire : public AActor
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{
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DECLARE_ACTOR (AArchvileFire, AActor)
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};
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FState AArchvileFire::States[] =
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{
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S_BRIGHT (FIRE, 'A', 2, A_StartFire , &States[1]),
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S_BRIGHT (FIRE, 'B', 2, A_Fire , &States[2]),
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S_BRIGHT (FIRE, 'A', 2, A_Fire , &States[3]),
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S_BRIGHT (FIRE, 'B', 2, A_Fire , &States[4]),
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S_BRIGHT (FIRE, 'C', 2, A_FireCrackle , &States[5]),
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S_BRIGHT (FIRE, 'B', 2, A_Fire , &States[6]),
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S_BRIGHT (FIRE, 'C', 2, A_Fire , &States[7]),
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S_BRIGHT (FIRE, 'B', 2, A_Fire , &States[8]),
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S_BRIGHT (FIRE, 'C', 2, A_Fire , &States[9]),
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S_BRIGHT (FIRE, 'D', 2, A_Fire , &States[10]),
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S_BRIGHT (FIRE, 'C', 2, A_Fire , &States[11]),
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S_BRIGHT (FIRE, 'D', 2, A_Fire , &States[12]),
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S_BRIGHT (FIRE, 'C', 2, A_Fire , &States[13]),
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S_BRIGHT (FIRE, 'D', 2, A_Fire , &States[14]),
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S_BRIGHT (FIRE, 'E', 2, A_Fire , &States[15]),
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S_BRIGHT (FIRE, 'D', 2, A_Fire , &States[16]),
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S_BRIGHT (FIRE, 'E', 2, A_Fire , &States[17]),
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S_BRIGHT (FIRE, 'D', 2, A_Fire , &States[18]),
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S_BRIGHT (FIRE, 'E', 2, A_FireCrackle , &States[19]),
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S_BRIGHT (FIRE, 'F', 2, A_Fire , &States[20]),
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S_BRIGHT (FIRE, 'E', 2, A_Fire , &States[21]),
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S_BRIGHT (FIRE, 'F', 2, A_Fire , &States[22]),
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S_BRIGHT (FIRE, 'E', 2, A_Fire , &States[23]),
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S_BRIGHT (FIRE, 'F', 2, A_Fire , &States[24]),
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S_BRIGHT (FIRE, 'G', 2, A_Fire , &States[25]),
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S_BRIGHT (FIRE, 'H', 2, A_Fire , &States[26]),
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S_BRIGHT (FIRE, 'G', 2, A_Fire , &States[27]),
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S_BRIGHT (FIRE, 'H', 2, A_Fire , &States[28]),
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S_BRIGHT (FIRE, 'G', 2, A_Fire , &States[29]),
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S_BRIGHT (FIRE, 'H', 2, A_Fire , NULL)
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};
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IMPLEMENT_ACTOR (AArchvileFire, Doom, -1, 98)
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PROP_Flags (MF_NOBLOCKMAP|MF_NOGRAVITY)
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PROP_Flags2 (MF2_MCROSS|MF2_PASSMOBJ|MF2_PUSHWALL)
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PROP_RenderStyle (STYLE_Add)
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PROP_SpawnState (0)
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END_DEFAULTS
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//
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// PIT_VileCheck
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// Detect a corpse that could be raised.
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//
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void A_Fire (AActor *self);
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static AActor *corpsehit;
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static AActor *vileobj;
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static fixed_t viletryx;
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@ -253,8 +118,7 @@ void A_VileChase (AActor *self)
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}
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self->target = temp;
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// Make the state the monster enters customizable - but leave the
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// default for Dehacked compatibility!
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// Make the state the monster enters customizable.
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FState * state = self->FindState(NAME_Heal);
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if (state != NULL)
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{
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@ -262,7 +126,13 @@ void A_VileChase (AActor *self)
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}
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else
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{
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self->SetState (&AArchvile::States[S_VILE_HEAL]);
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// For Dehacked compatibility this has to use the Arch Vile's
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// heal state as a default if the actor doesn't define one itself.
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const PClass *archvile = PClass::FindClass("Archvile");
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if (archvile != NULL)
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{
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self->SetState (archvile->ActorInfo->FindState(NAME_Heal));
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}
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}
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S_Sound (corpsehit, CHAN_BODY, "vile/raise", 1, ATTN_IDLE);
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info = corpsehit->GetDefault ();
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@ -364,7 +234,7 @@ void A_VileTarget (AActor *actor)
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A_FaceTarget (actor);
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fog = Spawn<AArchvileFire> (actor->target->x, actor->target->x,
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fog = Spawn ("ArchvileFire", actor->target->x, actor->target->x,
|
||||
actor->target->z, ALLOW_REPLACE);
|
||||
|
||||
actor->tracer = fog;
|
||||
|
|
|
@ -1,96 +1,17 @@
|
|||
#include "templates.h"
|
||||
#include "actor.h"
|
||||
#include "info.h"
|
||||
#include "m_random.h"
|
||||
#include "p_local.h"
|
||||
#include "s_sound.h"
|
||||
#include "p_enemy.h"
|
||||
#include "a_doomglobal.h"
|
||||
#include "gstrings.h"
|
||||
#include "a_action.h"
|
||||
|
||||
void A_CyberAttack (AActor *);
|
||||
void A_Hoof (AActor *);
|
||||
void A_Metal (AActor *);
|
||||
|
||||
class ACyberdemon : public AActor
|
||||
{
|
||||
DECLARE_ACTOR (ACyberdemon, AActor)
|
||||
};
|
||||
|
||||
FState ACyberdemon::States[] =
|
||||
{
|
||||
#define S_CYBER_STND 0
|
||||
S_NORMAL (CYBR, 'A', 10, A_Look , &States[S_CYBER_STND+1]),
|
||||
S_NORMAL (CYBR, 'B', 10, A_Look , &States[S_CYBER_STND]),
|
||||
|
||||
#define S_CYBER_RUN (S_CYBER_STND+2)
|
||||
S_NORMAL (CYBR, 'A', 3, A_Hoof , &States[S_CYBER_RUN+1]),
|
||||
S_NORMAL (CYBR, 'A', 3, A_Chase , &States[S_CYBER_RUN+2]),
|
||||
S_NORMAL (CYBR, 'B', 3, A_Chase , &States[S_CYBER_RUN+3]),
|
||||
S_NORMAL (CYBR, 'B', 3, A_Chase , &States[S_CYBER_RUN+4]),
|
||||
S_NORMAL (CYBR, 'C', 3, A_Chase , &States[S_CYBER_RUN+5]),
|
||||
S_NORMAL (CYBR, 'C', 3, A_Chase , &States[S_CYBER_RUN+6]),
|
||||
S_NORMAL (CYBR, 'D', 3, A_Metal , &States[S_CYBER_RUN+7]),
|
||||
S_NORMAL (CYBR, 'D', 3, A_Chase , &States[S_CYBER_RUN+0]),
|
||||
|
||||
#define S_CYBER_ATK (S_CYBER_RUN+8)
|
||||
S_NORMAL (CYBR, 'E', 6, A_FaceTarget , &States[S_CYBER_ATK+1]),
|
||||
S_NORMAL (CYBR, 'F', 12, A_CyberAttack , &States[S_CYBER_ATK+2]),
|
||||
S_NORMAL (CYBR, 'E', 12, A_FaceTarget , &States[S_CYBER_ATK+3]),
|
||||
S_NORMAL (CYBR, 'F', 12, A_CyberAttack , &States[S_CYBER_ATK+4]),
|
||||
S_NORMAL (CYBR, 'E', 12, A_FaceTarget , &States[S_CYBER_ATK+5]),
|
||||
S_NORMAL (CYBR, 'F', 12, A_CyberAttack , &States[S_CYBER_RUN+0]),
|
||||
|
||||
#define S_CYBER_PAIN (S_CYBER_ATK+6)
|
||||
S_NORMAL (CYBR, 'G', 10, A_Pain , &States[S_CYBER_RUN+0]),
|
||||
|
||||
#define S_CYBER_DIE (S_CYBER_PAIN+1)
|
||||
S_NORMAL (CYBR, 'H', 10, NULL , &States[S_CYBER_DIE+1]),
|
||||
S_NORMAL (CYBR, 'I', 10, A_Scream , &States[S_CYBER_DIE+2]),
|
||||
S_NORMAL (CYBR, 'J', 10, NULL , &States[S_CYBER_DIE+3]),
|
||||
S_NORMAL (CYBR, 'K', 10, NULL , &States[S_CYBER_DIE+4]),
|
||||
S_NORMAL (CYBR, 'L', 10, NULL , &States[S_CYBER_DIE+5]),
|
||||
S_NORMAL (CYBR, 'M', 10, A_NoBlocking , &States[S_CYBER_DIE+6]),
|
||||
S_NORMAL (CYBR, 'N', 10, NULL , &States[S_CYBER_DIE+7]),
|
||||
S_NORMAL (CYBR, 'O', 10, NULL , &States[S_CYBER_DIE+8]),
|
||||
S_NORMAL (CYBR, 'P', 30, NULL , &States[S_CYBER_DIE+9]),
|
||||
S_NORMAL (CYBR, 'P', -1, A_BossDeath , NULL)
|
||||
};
|
||||
|
||||
IMPLEMENT_ACTOR (ACyberdemon, Doom, 16, 114)
|
||||
PROP_SpawnHealth (4000)
|
||||
PROP_RadiusFixed (40)
|
||||
PROP_HeightFixed (110)
|
||||
PROP_Mass (1000)
|
||||
PROP_SpeedFixed (16)
|
||||
PROP_PainChance (20)
|
||||
PROP_Flags (MF_SOLID|MF_SHOOTABLE|MF_COUNTKILL)
|
||||
PROP_Flags2 (MF2_MCROSS|MF2_PASSMOBJ|MF2_PUSHWALL|MF2_BOSS|MF2_FLOORCLIP)
|
||||
PROP_Flags3 (MF3_NORADIUSDMG|MF3_DONTMORPH)
|
||||
PROP_Flags4 (MF4_BOSSDEATH|MF4_MISSILEMORE)
|
||||
PROP_MinMissileChance (160)
|
||||
|
||||
PROP_SpawnState (S_CYBER_STND)
|
||||
PROP_SeeState (S_CYBER_RUN)
|
||||
PROP_PainState (S_CYBER_PAIN)
|
||||
PROP_MissileState (S_CYBER_ATK)
|
||||
PROP_DeathState (S_CYBER_DIE)
|
||||
|
||||
PROP_SeeSound ("cyber/sight")
|
||||
PROP_PainSound ("cyber/pain")
|
||||
PROP_DeathSound ("cyber/death")
|
||||
PROP_ActiveSound ("cyber/active")
|
||||
PROP_Obituary("$OB_CYBORG")
|
||||
END_DEFAULTS
|
||||
|
||||
void A_CyberAttack (AActor *self)
|
||||
{
|
||||
if (!self->target)
|
||||
return;
|
||||
|
||||
A_FaceTarget (self);
|
||||
P_SpawnMissile (self, self->target, RUNTIME_CLASS(ARocket));
|
||||
P_SpawnMissile (self, self->target, PClass::FindClass("Rocket"));
|
||||
}
|
||||
|
||||
void A_Hoof (AActor *self)
|
||||
|
|
|
@ -5,54 +5,6 @@
|
|||
#include "p_enemy.h"
|
||||
#include "a_action.h"
|
||||
|
||||
void A_KeenDie (AActor *);
|
||||
|
||||
class ACommanderKeen : public AActor
|
||||
{
|
||||
DECLARE_ACTOR (ACommanderKeen, AActor)
|
||||
};
|
||||
|
||||
FState ACommanderKeen::States[] =
|
||||
{
|
||||
#define S_KEENSTND 0
|
||||
S_NORMAL (KEEN, 'A', -1, NULL , &States[S_KEENSTND]),
|
||||
|
||||
#define S_COMMKEEN (S_KEENSTND+1)
|
||||
S_NORMAL (KEEN, 'A', 6, NULL , &States[S_COMMKEEN+1]),
|
||||
S_NORMAL (KEEN, 'B', 6, NULL , &States[S_COMMKEEN+2]),
|
||||
S_NORMAL (KEEN, 'C', 6, A_Scream , &States[S_COMMKEEN+3]),
|
||||
S_NORMAL (KEEN, 'D', 6, NULL , &States[S_COMMKEEN+4]),
|
||||
S_NORMAL (KEEN, 'E', 6, NULL , &States[S_COMMKEEN+5]),
|
||||
S_NORMAL (KEEN, 'F', 6, NULL , &States[S_COMMKEEN+6]),
|
||||
S_NORMAL (KEEN, 'G', 6, NULL , &States[S_COMMKEEN+7]),
|
||||
S_NORMAL (KEEN, 'H', 6, NULL , &States[S_COMMKEEN+8]),
|
||||
S_NORMAL (KEEN, 'I', 6, NULL , &States[S_COMMKEEN+9]),
|
||||
S_NORMAL (KEEN, 'J', 6, NULL , &States[S_COMMKEEN+10]),
|
||||
S_NORMAL (KEEN, 'K', 6, A_KeenDie , &States[S_COMMKEEN+11]),
|
||||
S_NORMAL (KEEN, 'L', -1, NULL , NULL),
|
||||
|
||||
#define S_KEENPAIN (S_COMMKEEN+12)
|
||||
S_NORMAL (KEEN, 'M', 4, NULL , &States[S_KEENPAIN+1]),
|
||||
S_NORMAL (KEEN, 'M', 8, A_Pain , &States[S_KEENSTND])
|
||||
};
|
||||
|
||||
IMPLEMENT_ACTOR (ACommanderKeen, Doom, 72, 0)
|
||||
PROP_SpawnHealth (100)
|
||||
PROP_RadiusFixed (16)
|
||||
PROP_HeightFixed (72)
|
||||
PROP_MassLong (10000000)
|
||||
PROP_MaxPainChance
|
||||
PROP_Flags (MF_SOLID|MF_SPAWNCEILING|MF_NOGRAVITY|MF_SHOOTABLE|MF_COUNTKILL)
|
||||
PROP_Flags4 (MF4_NOICEDEATH)
|
||||
|
||||
PROP_SpawnState (S_KEENSTND)
|
||||
PROP_PainState (S_KEENPAIN)
|
||||
PROP_DeathState (S_COMMKEEN)
|
||||
|
||||
PROP_PainSound ("keen/pain")
|
||||
PROP_DeathSound ("keen/death")
|
||||
END_DEFAULTS
|
||||
|
||||
//
|
||||
// A_KeenDie
|
||||
// DOOM II special, map 32.
|
||||
|
|
|
@ -1,94 +1,13 @@
|
|||
#include "templates.h"
|
||||
#include "actor.h"
|
||||
#include "info.h"
|
||||
#include "m_random.h"
|
||||
#include "s_sound.h"
|
||||
#include "p_local.h"
|
||||
#include "p_enemy.h"
|
||||
#include "gstrings.h"
|
||||
#include "a_action.h"
|
||||
|
||||
static FRandom pr_spidrefire ("SpidRefire");
|
||||
|
||||
void A_SpidRefire (AActor *);
|
||||
void A_Metal (AActor *);
|
||||
void A_SPosAttackUseAtkSound (AActor *);
|
||||
|
||||
class ASpiderMastermind : public AActor
|
||||
{
|
||||
DECLARE_ACTOR (ASpiderMastermind, AActor)
|
||||
};
|
||||
|
||||
FState ASpiderMastermind::States[] =
|
||||
{
|
||||
#define S_SPID_STND 0
|
||||
S_NORMAL (SPID, 'A', 10, A_Look , &States[S_SPID_STND+1]),
|
||||
S_NORMAL (SPID, 'B', 10, A_Look , &States[S_SPID_STND]),
|
||||
|
||||
#define S_SPID_RUN (S_SPID_STND+2)
|
||||
S_NORMAL (SPID, 'A', 3, A_Metal , &States[S_SPID_RUN+1]),
|
||||
S_NORMAL (SPID, 'A', 3, A_Chase , &States[S_SPID_RUN+2]),
|
||||
S_NORMAL (SPID, 'B', 3, A_Chase , &States[S_SPID_RUN+3]),
|
||||
S_NORMAL (SPID, 'B', 3, A_Chase , &States[S_SPID_RUN+4]),
|
||||
S_NORMAL (SPID, 'C', 3, A_Metal , &States[S_SPID_RUN+5]),
|
||||
S_NORMAL (SPID, 'C', 3, A_Chase , &States[S_SPID_RUN+6]),
|
||||
S_NORMAL (SPID, 'D', 3, A_Chase , &States[S_SPID_RUN+7]),
|
||||
S_NORMAL (SPID, 'D', 3, A_Chase , &States[S_SPID_RUN+8]),
|
||||
S_NORMAL (SPID, 'E', 3, A_Metal , &States[S_SPID_RUN+9]),
|
||||
S_NORMAL (SPID, 'E', 3, A_Chase , &States[S_SPID_RUN+10]),
|
||||
S_NORMAL (SPID, 'F', 3, A_Chase , &States[S_SPID_RUN+11]),
|
||||
S_NORMAL (SPID, 'F', 3, A_Chase , &States[S_SPID_RUN+0]),
|
||||
|
||||
#define S_SPID_ATK (S_SPID_RUN+12)
|
||||
S_BRIGHT (SPID, 'A', 20, A_FaceTarget , &States[S_SPID_ATK+1]),
|
||||
S_BRIGHT (SPID, 'G', 4, A_SPosAttackUseAtkSound , &States[S_SPID_ATK+2]),
|
||||
S_BRIGHT (SPID, 'H', 4, A_SPosAttackUseAtkSound , &States[S_SPID_ATK+3]),
|
||||
S_BRIGHT (SPID, 'H', 1, A_SpidRefire , &States[S_SPID_ATK+1]),
|
||||
|
||||
#define S_SPID_PAIN (S_SPID_ATK+4)
|
||||
S_NORMAL (SPID, 'I', 3, NULL , &States[S_SPID_PAIN+1]),
|
||||
S_NORMAL (SPID, 'I', 3, A_Pain , &States[S_SPID_RUN+0]),
|
||||
|
||||
#define S_SPID_DIE (S_SPID_PAIN+2)
|
||||
S_NORMAL (SPID, 'J', 20, A_Scream , &States[S_SPID_DIE+1]),
|
||||
S_NORMAL (SPID, 'K', 10, A_NoBlocking , &States[S_SPID_DIE+2]),
|
||||
S_NORMAL (SPID, 'L', 10, NULL , &States[S_SPID_DIE+3]),
|
||||
S_NORMAL (SPID, 'M', 10, NULL , &States[S_SPID_DIE+4]),
|
||||
S_NORMAL (SPID, 'N', 10, NULL , &States[S_SPID_DIE+5]),
|
||||
S_NORMAL (SPID, 'O', 10, NULL , &States[S_SPID_DIE+6]),
|
||||
S_NORMAL (SPID, 'P', 10, NULL , &States[S_SPID_DIE+7]),
|
||||
S_NORMAL (SPID, 'Q', 10, NULL , &States[S_SPID_DIE+8]),
|
||||
S_NORMAL (SPID, 'R', 10, NULL , &States[S_SPID_DIE+9]),
|
||||
S_NORMAL (SPID, 'S', 30, NULL , &States[S_SPID_DIE+10]),
|
||||
S_NORMAL (SPID, 'S', -1, A_BossDeath , NULL)
|
||||
};
|
||||
|
||||
IMPLEMENT_ACTOR (ASpiderMastermind, Doom, 7, 7)
|
||||
PROP_SpawnHealth (3000)
|
||||
PROP_RadiusFixed (128)
|
||||
PROP_HeightFixed (100)
|
||||
PROP_Mass (1000)
|
||||
PROP_SpeedFixed (12)
|
||||
PROP_PainChance (40)
|
||||
PROP_Flags (MF_SOLID|MF_SHOOTABLE|MF_COUNTKILL)
|
||||
PROP_Flags2 (MF2_MCROSS|MF2_PASSMOBJ|MF2_PUSHWALL|MF2_BOSS|MF2_FLOORCLIP)
|
||||
PROP_Flags3 (MF3_NORADIUSDMG|MF3_DONTMORPH)
|
||||
PROP_Flags4 (MF4_BOSSDEATH|MF4_MISSILEMORE)
|
||||
|
||||
PROP_SpawnState (S_SPID_STND)
|
||||
PROP_SeeState (S_SPID_RUN)
|
||||
PROP_PainState (S_SPID_PAIN)
|
||||
PROP_MissileState (S_SPID_ATK)
|
||||
PROP_DeathState (S_SPID_DIE)
|
||||
|
||||
PROP_SeeSound ("spider/sight")
|
||||
PROP_AttackSound ("spider/attack")
|
||||
PROP_PainSound ("spider/pain")
|
||||
PROP_DeathSound ("spider/death")
|
||||
PROP_ActiveSound ("spider/active")
|
||||
PROP_Obituary("$OB_SPIDER")
|
||||
END_DEFAULTS
|
||||
|
||||
void A_SpidRefire (AActor *self)
|
||||
{
|
||||
// keep firing unless target got out of sight
|
||||
|
|
|
@ -210,6 +210,7 @@ static flagdef ActorFlags[]=
|
|||
DEFINE_FLAG(MF4, FRIGHTENED, AActor, flags4),
|
||||
DEFINE_FLAG(MF4, NOBOUNCESOUND, AActor, flags4),
|
||||
DEFINE_FLAG(MF4, NOSKIN, AActor, flags4),
|
||||
DEFINE_FLAG(MF4, BOSSDEATH, AActor, flags4),
|
||||
|
||||
DEFINE_FLAG(MF5, FASTER, AActor, flags5),
|
||||
DEFINE_FLAG(MF5, FASTMELEE, AActor, flags5),
|
||||
|
|
|
@ -8,6 +8,11 @@
|
|||
#include "actors/doom/lostsoul.txt"
|
||||
#include "actors/doom/cacodemon.txt"
|
||||
#include "actors/doom/bruiser.txt"
|
||||
#include "actors/doom/arachnotron.txt"
|
||||
#include "actors/doom/archvile.txt"
|
||||
#include "actors/doom/cyberdemon.txt"
|
||||
#include "actors/doom/spidermaster.txt"
|
||||
#include "actors/doom/keen.txt"
|
||||
|
||||
#include "actors/doom/deadthings.txt"
|
||||
#include "actors/doom/doomammo.txt"
|
||||
|
|
87
wadsrc/decorate/doom/arachnotron.txt
Normal file
87
wadsrc/decorate/doom/arachnotron.txt
Normal file
|
@ -0,0 +1,87 @@
|
|||
//===========================================================================
|
||||
//
|
||||
// Arachnotron
|
||||
//
|
||||
//===========================================================================
|
||||
ACTOR Arachnotron 68
|
||||
{
|
||||
Game Doom
|
||||
SpawnID 6
|
||||
Health 500
|
||||
Radius 64
|
||||
Height 64
|
||||
Mass 600
|
||||
Speed 12
|
||||
PainChance 128
|
||||
Monster
|
||||
+FLOORCLIP
|
||||
+BOSSDEATH
|
||||
SeeSound "baby/sight"
|
||||
PainSound "baby/pain"
|
||||
DeathSound "baby/death"
|
||||
ActiveSound "baby/active"
|
||||
Obituary "$OB_BABY"
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
BSPI AB 10 A_Look
|
||||
Loop
|
||||
See:
|
||||
BSPI A 20
|
||||
BSPI A 3 A_BabyMetal
|
||||
BSPI ABBCC 3 A_Chase
|
||||
BSPI D 3 A_BabyMetal
|
||||
BSPI DEEFF 3 A_Chase
|
||||
Goto See+1
|
||||
Missile:
|
||||
BSPI A 20 BRIGHT A_FaceTarget
|
||||
BSPI G 4 BRIGHT A_BspiAttack
|
||||
BSPI H 4 BRIGHT
|
||||
BSPI H 1 BRIGHT A_SpidRefire
|
||||
Goto Missile+1
|
||||
Pain:
|
||||
BSPI I 3
|
||||
BSPI I 3 A_Pain
|
||||
Goto See+1
|
||||
Death:
|
||||
BSPI J 20 A_Scream
|
||||
BSPI K 7 A_Fall
|
||||
BSPI LMNO 7
|
||||
BSPI P -1 A_BossDeath
|
||||
Stop
|
||||
Raise:
|
||||
BSPI P 5
|
||||
BSPI ONMLKJ 5
|
||||
Goto See+1
|
||||
}
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
// Arachnotron plasma
|
||||
//
|
||||
//===========================================================================
|
||||
ACTOR ArachnotronPlasma
|
||||
{
|
||||
Radius 13
|
||||
Height 8
|
||||
Speed 25
|
||||
Damage 5
|
||||
Projectile
|
||||
+RANDOMIZE
|
||||
RenderStyle Add
|
||||
Alpha 0.75
|
||||
SeeSound "baby/attack"
|
||||
DeathSound "baby/shotx"
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
APLS AB 5 BRIGHT
|
||||
Loop
|
||||
Death:
|
||||
APBX ABCDE 5 BRIGHT
|
||||
Stop
|
||||
}
|
||||
}
|
||||
|
||||
|
85
wadsrc/decorate/doom/archvile.txt
Normal file
85
wadsrc/decorate/doom/archvile.txt
Normal file
|
@ -0,0 +1,85 @@
|
|||
//===========================================================================
|
||||
//
|
||||
// Arch Vile
|
||||
//
|
||||
//===========================================================================
|
||||
|
||||
ACTOR Archvile 64
|
||||
{
|
||||
Game Doom
|
||||
SpawnID 111
|
||||
Health 700
|
||||
Radius 20
|
||||
Height 56
|
||||
Mass 500
|
||||
Speed 15
|
||||
PainChance 10
|
||||
Monster
|
||||
+QUICKTORETALIATE
|
||||
+SHORTMISSILERANGE
|
||||
+FLOORCLIP
|
||||
+NOTARGET
|
||||
SeeSound "vile/sight"
|
||||
PainSound "vile/pain"
|
||||
DeathSound "vile/death"
|
||||
ActiveSound "vile/active"
|
||||
MeleeSound "vile/stop"
|
||||
Obituary "$OB_VILE"
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
VILE AB 10 A_Look
|
||||
Loop
|
||||
See:
|
||||
VILE AABBCCDDEEFF 2 A_VileChase
|
||||
Loop
|
||||
Missile:
|
||||
VILE G 1 BRIGHT A_VileStart
|
||||
VILE G 9 BRIGHT A_FaceTarget
|
||||
VILE H 8 BRIGHT A_VileTarget
|
||||
VILE IJKLMN 8 BRIGHT A_FaceTarget
|
||||
VILE O 8 BRIGHT A_VileAttack
|
||||
VILE P 20 BRIGHT
|
||||
Goto See
|
||||
Heal:
|
||||
VILE "[\]" 10 BRIGHT
|
||||
Goto See
|
||||
Pain:
|
||||
VILE Q 5
|
||||
VILE Q 5 A_Pain
|
||||
Goto See
|
||||
Death:
|
||||
VILE Q 7
|
||||
VILE R 7 A_Scream
|
||||
VILE S 7 A_Fall
|
||||
VILE TUVWXY 7
|
||||
VILE Z -1
|
||||
Stop
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
// Arch Vile Fire
|
||||
//
|
||||
//===========================================================================
|
||||
|
||||
ACTOR ArchvileFire
|
||||
{
|
||||
+NOBLOCKMAP +NOGRAVITY
|
||||
RenderStyle Add
|
||||
Alpha 1
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
FIRE A 2 BRIGHT A_StartFire
|
||||
FIRE BAB 2 BRIGHT A_Fire
|
||||
FIRE C 0 BRIGHT A_FireCrackle
|
||||
FIRE CBCBCDCDCDEDED 2 BRIGHT A_Fire
|
||||
FIRE E 0 BRIGHT A_FireCrackle
|
||||
FIRE EFEFEFGHGHGH 2 BRIGHT A_Fire
|
||||
Stop
|
||||
}
|
||||
}
|
||||
|
|
@ -33,7 +33,7 @@ ACTOR Cacodemon 3005
|
|||
Missile:
|
||||
HEAD B 5 A_FaceTarget
|
||||
HEAD C 5 A_FaceTarget
|
||||
HEAD D 5 A_HeadAttack
|
||||
HEAD D 5 BRIGHT A_HeadAttack
|
||||
Goto See
|
||||
Pain:
|
||||
HEAD E 3
|
||||
|
|
63
wadsrc/decorate/doom/cyberdemon.txt
Normal file
63
wadsrc/decorate/doom/cyberdemon.txt
Normal file
|
@ -0,0 +1,63 @@
|
|||
|
||||
//===========================================================================
|
||||
//
|
||||
// Cyberdemon
|
||||
//
|
||||
//===========================================================================
|
||||
ACTOR Cyberdemon 16
|
||||
{
|
||||
Game Doom
|
||||
SpawnID 114
|
||||
Health 4000
|
||||
Radius 40
|
||||
Height 110
|
||||
Mass 1000
|
||||
Speed 16
|
||||
PainChance 20
|
||||
Monster
|
||||
MinMissileChance 160
|
||||
+BOSS
|
||||
+MISSILEMORE
|
||||
+FLOORCLIP
|
||||
+NORADIUSDMG
|
||||
+DONTMORPH
|
||||
+BOSSDEATH
|
||||
SeeSound "cyber/sight"
|
||||
PainSound "cyber/pain"
|
||||
DeathSound "cyber/death"
|
||||
ActiveSound "cyber/active"
|
||||
Obituary "$OB_CYBORG"
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
CYBR AB 10 A_Look
|
||||
Loop
|
||||
See:
|
||||
CYBR A 3 A_Hoof
|
||||
CYBR ABBCC 3 A_Chase
|
||||
CYBR D 3 A_Metal
|
||||
CYBR D 3 A_Chase
|
||||
Loop
|
||||
Missile:
|
||||
CYBR E 6 A_FaceTarget
|
||||
CYBR F 12 A_CyberAttack
|
||||
CYBR E 12 A_FaceTarget
|
||||
CYBR F 12 A_CyberAttack
|
||||
CYBR E 12 A_FaceTarget
|
||||
CYBR F 12 A_CyberAttack
|
||||
Goto See
|
||||
Pain:
|
||||
CYBR G 10 A_Pain
|
||||
Goto See
|
||||
Death:
|
||||
CYBR H 10
|
||||
CYBR I 10 A_Scream
|
||||
CYBR JKL 10
|
||||
CYBR M 10 A_Fall
|
||||
CYBR NO 10
|
||||
CYBR P 30
|
||||
CYBR P -1 A_BossDeath
|
||||
Stop
|
||||
}
|
||||
}
|
||||
|
42
wadsrc/decorate/doom/keen.txt
Normal file
42
wadsrc/decorate/doom/keen.txt
Normal file
|
@ -0,0 +1,42 @@
|
|||
//===========================================================================
|
||||
//
|
||||
// Commander Keen
|
||||
//
|
||||
//===========================================================================
|
||||
ACTOR CommanderKeen 72
|
||||
{
|
||||
Game Doom
|
||||
Health 100
|
||||
Radius 16
|
||||
Height 72
|
||||
Mass 10000000
|
||||
PainChance 256
|
||||
+SOLID
|
||||
+SPAWNCEILING
|
||||
+NOGRAVITY
|
||||
+SHOOTABLE
|
||||
+COUNTKILL
|
||||
+NOICEDEATH
|
||||
PainSound "keen/pain"
|
||||
DeathSound "keen/death"
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
KEEN A -1
|
||||
Loop
|
||||
Death:
|
||||
KEEN AB 6
|
||||
KEEN B 6
|
||||
KEEN C 6 A_Scream
|
||||
KEEN DEFGH 6
|
||||
KEEN I 6 A_Fall
|
||||
KEEN J 6
|
||||
KEEN K 6 A_KeenDie
|
||||
KEEN L -1
|
||||
Stop
|
||||
Pain:
|
||||
KEEN M 4
|
||||
KEEN M 8 A_Pain
|
||||
Goto Spawn
|
||||
}
|
||||
}
|
|
@ -94,7 +94,7 @@ ACTOR ShotgunGuy 9
|
|||
Loop
|
||||
Missile:
|
||||
SPOS E 10 A_FaceTarget
|
||||
SPOS F 10 A_SposAttackUseAtkSound
|
||||
SPOS F 10 BRIGHT A_SposAttackUseAtkSound
|
||||
SPOS E 10
|
||||
Goto See
|
||||
Pain:
|
||||
|
@ -156,7 +156,7 @@ ACTOR ChaingunGuy 65
|
|||
Loop
|
||||
Missile:
|
||||
CPOS E 10 A_FaceTarget
|
||||
CPOS FE 4 A_CPosAttack
|
||||
CPOS FE 4 BRIGHT A_CPosAttack
|
||||
CPOS F 1 A_CPosRefire
|
||||
Goto Missile+1
|
||||
Pain:
|
||||
|
@ -217,9 +217,9 @@ ACTOR WolfensteinSS 84
|
|||
Missile:
|
||||
SSWV E 10 A_FaceTarget
|
||||
SSWV F 10 A_FaceTarget
|
||||
SSWV G 4 A_CPosAttack
|
||||
SSWV G 4 BRIGHT A_CPosAttack
|
||||
SSWV F 6 A_FaceTarget
|
||||
SSWV G 4 A_CPosAttack
|
||||
SSWV G 4 BRIGHT A_CPosAttack
|
||||
SSWV F 1 A_CPosRefire
|
||||
Goto Missile+1
|
||||
Pain:
|
||||
|
|
61
wadsrc/decorate/doom/spidermaster.txt
Normal file
61
wadsrc/decorate/doom/spidermaster.txt
Normal file
|
@ -0,0 +1,61 @@
|
|||
//===========================================================================
|
||||
//
|
||||
// Spider boss
|
||||
//
|
||||
//===========================================================================
|
||||
ACTOR SpiderMastermind 7
|
||||
{
|
||||
Game Doom
|
||||
SpawnID 7
|
||||
Health 3000
|
||||
Radius 100
|
||||
Height 100
|
||||
Mass 1000
|
||||
Speed 12
|
||||
PainChance 40
|
||||
Monster
|
||||
MinMissileChance 160
|
||||
+BOSS
|
||||
+MISSILEMORE
|
||||
+FLOORCLIP
|
||||
+NORADIUSDMG
|
||||
+DONTMORPH
|
||||
+BOSSDEATH
|
||||
SeeSound "spider/sight"
|
||||
AttackSound "spider/attack"
|
||||
PainSound "spider/pain"
|
||||
DeathSound "spider/death"
|
||||
ActiveSound "spider/active"
|
||||
Obituary "$OB_SPIDER"
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
SPID AB 10 A_Look
|
||||
Loop
|
||||
See:
|
||||
SPID A 3 A_Metal
|
||||
SPID ABB 3 A_Chase
|
||||
SPID C 3 A_Metal
|
||||
SPID CDD 3 A_Chase
|
||||
SPID E 3 A_Metal
|
||||
SPID EFF 3 A_Chase
|
||||
Loop
|
||||
Missile:
|
||||
SPID A BRIGHT 20 A_FaceTarget
|
||||
SPID G BRIGHT 4 A_SPosAttack
|
||||
SPID H BRIGHT 4 A_SposAttack
|
||||
SPID H BRIGHT 1 A_SpidRefire
|
||||
Goto Missile+1
|
||||
Pain:
|
||||
SPID I 3
|
||||
SPID I 3 A_Pain
|
||||
Goto See
|
||||
Death:
|
||||
SPID J 20 A_Scream
|
||||
SPID K 10 A_Fall
|
||||
SPID LMNOPQR 10
|
||||
SPID S 30
|
||||
SPID S -1 A_BossDeath
|
||||
Stop
|
||||
}
|
||||
}
|
|
@ -251,6 +251,11 @@ actors/doom/demon.txt decorate/doom/demon.txt
|
|||
actors/doom/lostsoul.txt decorate/doom/lostsoul.txt
|
||||
actors/doom/cacodemon.txt decorate/doom/cacodemon.txt
|
||||
actors/doom/bruiser.txt decorate/doom/bruiser.txt
|
||||
actors/doom/arachnotron.txt decorate/doom/arachnotron.txt
|
||||
actors/doom/archvile.txt decorate/doom/archvile.txt
|
||||
actors/doom/cyberdemon.txt decorate/doom/cyberdemon.txt
|
||||
actors/doom/spidermaster.txt decorate/doom/spidermaster.txt
|
||||
actors/doom/keen.txt decorate/doom/keen.txt
|
||||
|
||||
actors/doom/deadthings.txt decorate/doom/deadthings.txt
|
||||
actors/doom/doomammo.txt decorate/doom/doomammo.txt
|
||||
|
|
Loading…
Reference in a new issue