mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-11 07:12:16 +00:00
- converted more Heretic actors.
This commit is contained in:
parent
c623539d2d
commit
c13916ea18
14 changed files with 1761 additions and 1680 deletions
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@ -4297,7 +4297,6 @@ FxExpression *FxFunctionCall::Resolve(FCompileContext& ctx)
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// Note that for all builtins the used arguments have to be nulled in the ArgList so that they won't get deleted before they get used.
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FxExpression *func = nullptr;
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Printf("Resolving %s with %d args\n", MethodName.GetChars(), ArgList->Size());
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switch (MethodName)
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{
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case NAME_Random:
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@ -1,109 +0,0 @@
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// Beast --------------------------------------------------------------------
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ACTOR Beast
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{
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Health 220
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Radius 32
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Height 74
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Mass 200
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Speed 14
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Painchance 100
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Monster
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+FLOORCLIP
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SeeSound "beast/sight"
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AttackSound "beast/attack"
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PainSound "beast/pain"
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DeathSound "beast/death"
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ActiveSound "beast/active"
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Obituary "$OB_BEAST"
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DropItem "CrossbowAmmo", 84, 10
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States
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{
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Spawn:
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BEAS AB 10 A_Look
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Loop
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See:
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BEAS ABCDEF 3 A_Chase
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Loop
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Missile:
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BEAS H 10 A_FaceTarget
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BEAS I 10 A_CustomComboAttack("BeastBall", 32, random[BeastAttack](1,8)*3, "beast/attack")
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Goto See
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Pain:
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BEAS G 3
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BEAS G 3 A_Pain
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Goto See
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Death:
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BEAS R 6
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BEAS S 6 A_Scream
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BEAS TUV 6
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BEAS W 6 A_NoBlocking
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BEAS XY 6
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BEAS Z -1
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Stop
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XDeath:
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BEAS J 5
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BEAS K 6 A_Scream
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BEAS L 5
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BEAS M 6
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BEAS N 5
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BEAS O 6 A_NoBlocking
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BEAS P 5
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BEAS Q -1
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Stop
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}
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}
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// Beast ball ---------------------------------------------------------------
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ACTOR BeastBall
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{
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Radius 9
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Height 8
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Speed 12
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FastSpeed 20
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Damage 4
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Projectile
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-ACTIVATEIMPACT
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-ACTIVATEPCROSS
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-NOBLOCKMAP
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+WINDTHRUST
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+SPAWNSOUNDSOURCE
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RenderStyle Add
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SeeSound "beast/attack"
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States
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{
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Spawn:
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FRB1 AABBCC 2 A_SpawnItemEx("Puffy", random2[BeastPuff]()*0.015625, random2[BeastPuff]()*0.015625, random2[BeastPuff]()*0.015625,
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0,0,0,0,SXF_ABSOLUTEPOSITION, 64)
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Loop
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Death:
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FRB1 DEFGH 4
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Stop
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}
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}
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// Puffy --------------------------------------------------------------------
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ACTOR Puffy
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{
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Radius 6
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Height 8
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Speed 10
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+NOBLOCKMAP
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+NOGRAVITY
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+MISSILE
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+NOTELEPORT
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+DONTSPLASH
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RenderStyle Add
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States
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{
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Spawn:
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FRB1 DEFGH 4
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Stop
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}
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}
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@ -1,46 +0,0 @@
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ACTOR Clink
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{
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Health 150
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Radius 20
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Height 64
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Mass 75
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Speed 14
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Painchance 32
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Monster
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+NOBLOOD
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+FLOORCLIP
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SeeSound "clink/sight"
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AttackSound "clink/attack"
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PainSound "clink/pain"
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DeathSound "clink/death"
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ActiveSound "clink/active"
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Obituary "$OB_CLINK"
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DropItem "SkullRodAmmo", 84, 20
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States
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{
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Spawn:
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CLNK AB 10 A_Look
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Loop
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See:
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CLNK ABCD 3 A_Chase
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Loop
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Melee:
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CLNK E 5 A_FaceTarget
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CLNK F 4 A_FaceTarget
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CLNK G 7 A_CustomMeleeAttack(random[ClinkAttack](3,9), "clink/attack", "clink/attack")
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Goto See
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Pain:
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CLNK H 3
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CLNK H 3 A_Pain
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Goto See
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Death:
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CLNK IJ 6
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CLNK K 5 A_Scream
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CLNK L 5 A_NoBlocking
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CLNK MN 5
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CLNK O -1
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Stop
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}
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}
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@ -1,156 +0,0 @@
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// Heretic imp (as opposed to the Doom variety) -----------------------------
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ACTOR HereticImp
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{
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Health 40
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Radius 16
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Height 36
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Mass 50
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Speed 10
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Painchance 200
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Monster
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+FLOAT
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+NOGRAVITY
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+SPAWNFLOAT
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+DONTOVERLAP
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+MISSILEMORE
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SeeSound "himp/sight"
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AttackSound "himp/attack"
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PainSound "himp/pain"
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DeathSound "himp/death"
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ActiveSound "himp/active"
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Obituary "$OB_HERETICIMP"
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HitObituary "$OB_HERETICIMPHIT"
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action native A_ImpMsAttack();
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action native A_ImpDeath();
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action native A_ImpXDeath1();
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action native A_ImpExplode();
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States
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{
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Spawn:
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IMPX ABCB 10 A_Look
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Loop
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See:
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IMPX AABBCCBB 3 A_Chase
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Loop
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Melee:
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IMPX DE 6 A_FaceTarget
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IMPX F 6 A_CustomMeleeAttack(random[ImpMeAttack](5,12), "himp/attack", "himp/attack")
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Goto See
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Missile:
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IMPX A 10 A_FaceTarget
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IMPX B 6 A_ImpMsAttack
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IMPX CBAB 6
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Goto Missile+2
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Pain:
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IMPX G 3
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IMPX G 3 A_Pain
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Goto See
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Death:
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IMPX G 4 A_ImpDeath
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IMPX H 5
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Wait
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XDeath:
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IMPX S 5 A_ImpXDeath1
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IMPX TU 5
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IMPX V 5 A_Gravity
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IMPX W 5
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Wait
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Crash:
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IMPX I 7 A_ImpExplode
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IMPX J 7 A_Scream
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IMPX K 7
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IMPX L -1
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Stop
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XCrash:
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IMPX X 7
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IMPX Y 7
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IMPX Z -1
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Stop
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}
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}
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// Heretic imp leader -------------------------------------------------------
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ACTOR HereticImpLeader : HereticImp
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{
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Species "HereticImpLeader"
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Health 80
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-MISSILEMORE
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AttackSound "himp/leaderattack"
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States
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{
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Melee:
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Stop
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Missile:
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IMPX DE 6 A_FaceTarget
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IMPX F 6 A_CustomComboAttack("HereticImpBall", 32, random[ImpMsAttack2](5,12), "himp/leaderattack")
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Goto See
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}
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}
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// Heretic imp chunk 1 ------------------------------------------------------
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ACTOR HereticImpChunk1
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{
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Mass 5
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Radius 4
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+NOBLOCKMAP
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+MOVEWITHSECTOR
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States
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{
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Spawn:
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IMPX M 5
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IMPX NO 700
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Stop
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}
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}
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// Heretic imp chunk 2 ------------------------------------------------------
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ACTOR HereticImpChunk2
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{
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Mass 5
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Radius 4
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+NOBLOCKMAP
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+MOVEWITHSECTOR
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States
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{
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Spawn:
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IMPX P 5
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IMPX QR 700
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Stop
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}
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}
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// Heretic imp ball ---------------------------------------------------------
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ACTOR HereticImpBall
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{
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Radius 8
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Height 8
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Speed 10
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FastSpeed 20
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Damage 1
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Projectile
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SeeSound "himp/leaderattack"
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+SPAWNSOUNDSOURCE
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-ACTIVATEPCROSS
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-ACTIVATEIMPACT
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RenderStyle Add
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States
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{
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Spawn:
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FX10 ABC 6 Bright
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Loop
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Death:
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FX10 DEFG 5 Bright
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Stop
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}
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}
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File diff suppressed because it is too large
Load diff
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@ -1,133 +0,0 @@
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// Mummy --------------------------------------------------------------------
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ACTOR Mummy
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{
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Health 80
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Radius 22
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Height 62
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Mass 75
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Speed 12
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Painchance 128
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Monster
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+FLOORCLIP
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SeeSound "mummy/sight"
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AttackSound "mummy/attack1"
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PainSound "mummy/pain"
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DeathSound "mummy/death"
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ActiveSound "mummy/active"
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HitObituary "$OB_MUMMY"
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DropItem "GoldWandAmmo", 84, 3
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States
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{
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Spawn:
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MUMM AB 10 A_Look
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Loop
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See:
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MUMM ABCD 4 A_Chase
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Loop
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Melee:
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MUMM E 6 A_FaceTarget
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MUMM F 6 A_CustomMeleeAttack(random[MummyAttack](1,8)*2, "mummy/attack2", "mummy/attack")
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MUMM G 6
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Goto See
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Pain:
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MUMM H 4
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MUMM H 4 A_Pain
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Goto See
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Death:
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MUMM I 5
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MUMM J 5 A_Scream
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MUMM K 5 A_SpawnItemEx("MummySoul", 0,0,10, 0,0,1)
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MUMM L 5
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MUMM M 5 A_NoBlocking
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MUMM NO 5
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MUMM P -1
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Stop
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}
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}
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// Mummy leader -------------------------------------------------------------
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ACTOR MummyLeader : Mummy
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{
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Species "MummyLeader"
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Health 100
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Painchance 64
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Obituary "$OB_MUMMYLEADER"
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States
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{
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Missile:
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MUMM X 5 A_FaceTarget
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MUMM Y 5 Bright A_FaceTarget
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MUMM X 5 A_FaceTarget
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MUMM Y 5 Bright A_FaceTarget
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MUMM X 5 A_FaceTarget
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MUMM Y 5 Bright A_CustomComboAttack("MummyFX1", 32, random[MummyAttack2](1,8)*2, "mummy/attack2")
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Goto See
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}
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}
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// Mummy ghost --------------------------------------------------------------
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ACTOR MummyGhost : Mummy
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{
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+SHADOW
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+GHOST
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RenderStyle Translucent
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Alpha 0.4
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}
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// Mummy leader ghost -------------------------------------------------------
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ACTOR MummyLeaderGhost : MummyLeader
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{
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Species "MummyLeaderGhost"
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+SHADOW
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+GHOST
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RenderStyle Translucent
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Alpha 0.4
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}
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// Mummy soul ---------------------------------------------------------------
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ACTOR MummySoul
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{
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+NOBLOCKMAP
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+NOGRAVITY
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States
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{
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Spawn:
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MUMM QRS 5
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MUMM TUVW 9
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Stop
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}
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}
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// Mummy FX 1 (flying head) -------------------------------------------------
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ACTOR MummyFX1
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{
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Radius 8
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Height 14
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Speed 9
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FastSpeed 18
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Damage 4
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RenderStyle Add
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Projectile
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-ACTIVATEPCROSS
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-ACTIVATEIMPACT
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+SEEKERMISSILE
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States
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{
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Spawn:
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FX15 A 5 Bright A_PlaySound("mummy/head")
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FX15 B 5 Bright A_SeekerMissile(10,20)
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FX15 C 5 Bright
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FX15 B 5 Bright A_SeekerMissile(10,20)
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Loop
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Death:
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FX15 DEFG 5 Bright
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Stop
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}
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}
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@ -1,95 +0,0 @@
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ACTOR Snake
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{
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Health 280
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Radius 22
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Height 70
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Speed 10
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Painchance 48
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Monster
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+FLOORCLIP
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AttackSound "snake/attack"
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SeeSound "snake/sight"
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PainSound "snake/pain"
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DeathSound "snake/death"
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ActiveSound "snake/active"
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Obituary "$OB_SNAKE"
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DropItem "PhoenixRodAmmo", 84, 5
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States
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{
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Spawn:
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SNKE AB 10 A_Look
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Loop
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See:
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SNKE ABCD 4 A_Chase
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Loop
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Missile:
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SNKE FF 5 A_FaceTarget
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SNKE FFF 4 A_CustomMissile("SnakeProjA", 32, 0, 0, CMF_CHECKTARGETDEAD)
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SNKE FFF 5 A_FaceTarget
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SNKE F 4 A_CustomMissile("SnakeProjB", 32, 0, 0, CMF_CHECKTARGETDEAD)
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Goto See
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Pain:
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SNKE E 3
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SNKE E 3 A_Pain
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Goto See
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Death:
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SNKE G 5
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SNKE H 5 A_Scream
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SNKE IJKL 5
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SNKE M 5 A_NoBlocking
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SNKE NO 5
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SNKE P -1
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Stop
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}
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}
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// Snake projectile A -------------------------------------------------------
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ACTOR SnakeProjA
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{
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Radius 12
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Height 8
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Speed 14
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FastSpeed 20
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Damage 1
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Projectile
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-NOBLOCKMAP
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-ACTIVATEIMPACT
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-ACTIVATEPCROSS
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+WINDTHRUST
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+SPAWNSOUNDSOURCE
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RenderStyle Add
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SeeSound "snake/attack"
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States
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{
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Spawn:
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SNFX ABCD 5 Bright
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Loop
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Death:
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SNFX EF 5 Bright
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SNFX G 4 Bright
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SNFX HI 3 Bright
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Stop
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}
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}
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// Snake projectile B -------------------------------------------------------
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ACTOR SnakeProjB : SnakeProjA
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{
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Damage 3
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+NOBLOCKMAP
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-WINDTHRUST
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States
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{
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Spawn:
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SNFX JK 6 Bright
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Loop
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Death:
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SNFX LM 5 Bright
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SNFX N 4 Bright
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SNFX O 3 Bright
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Stop
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}
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}
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@ -1,9 +1,3 @@
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#include "actors/heretic/hereticweaps.txt"
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#include "actors/heretic/mummy.txt"
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#include "actors/heretic/clink.txt"
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#include "actors/heretic/beast.txt"
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#include "actors/heretic/snake.txt"
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#include "actors/heretic/hereticimp.txt"
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#include "actors/heretic/knight.txt"
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#include "actors/heretic/wizard.txt"
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#include "actors/heretic/ironlich.txt"
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@ -73,13 +73,13 @@ zscript/heretic/hereticartifacts.txt
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zscript/heretic/heretickeys.txt
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zscript/heretic/hereticdecorations.txt
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zscript/heretic/hereticmisc.txt
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/*
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zscript/heretic/hereticweaps.txt
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zscript/heretic/mummy.txt
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zscript/heretic/clink.txt
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zscript/heretic/beast.txt
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zscript/heretic/snake.txt
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zscript/heretic/hereticimp.txt
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/*
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zscript/heretic/knight.txt
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zscript/heretic/wizard.txt
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||||
zscript/heretic/ironlich.txt
|
||||
|
|
48
wadsrc/static/zscript/heretic/clink.txt
Normal file
48
wadsrc/static/zscript/heretic/clink.txt
Normal file
|
@ -0,0 +1,48 @@
|
|||
class Clink : Actor
|
||||
{
|
||||
Default
|
||||
{
|
||||
Health 150;
|
||||
Radius 20;
|
||||
Height 64;
|
||||
Mass 75;
|
||||
Speed 14;
|
||||
Painchance 32;
|
||||
Monster;
|
||||
+NOBLOOD
|
||||
+FLOORCLIP
|
||||
SeeSound "clink/sight";
|
||||
AttackSound "clink/attack";
|
||||
PainSound "clink/pain";
|
||||
DeathSound "clink/death";
|
||||
ActiveSound "clink/active";
|
||||
Obituary "$OB_CLINK";
|
||||
DropItem "SkullRodAmmo", 84, 20;
|
||||
}
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
CLNK AB 10 A_Look;
|
||||
Loop;
|
||||
See:
|
||||
CLNK ABCD 3 A_Chase;
|
||||
Loop;
|
||||
Melee:
|
||||
CLNK E 5 A_FaceTarget;
|
||||
CLNK F 4 A_FaceTarget;
|
||||
CLNK G 7 A_CustomMeleeAttack(random[ClinkAttack](3,9), "clink/attack", "clink/attack");
|
||||
Goto See;
|
||||
Pain:
|
||||
CLNK H 3;
|
||||
CLNK H 3 A_Pain;
|
||||
Goto See;
|
||||
Death:
|
||||
CLNK IJ 6;
|
||||
CLNK K 5 A_Scream;
|
||||
CLNK L 5 A_NoBlocking;
|
||||
CLNK MN 5;
|
||||
CLNK O -1;
|
||||
Stop;
|
||||
}
|
||||
}
|
||||
|
171
wadsrc/static/zscript/heretic/hereticimp.txt
Normal file
171
wadsrc/static/zscript/heretic/hereticimp.txt
Normal file
|
@ -0,0 +1,171 @@
|
|||
|
||||
// Heretic imp (as opposed to the Doom variety) -----------------------------
|
||||
|
||||
class HereticImp : Actor
|
||||
{
|
||||
Default
|
||||
{
|
||||
Health 40;
|
||||
Radius 16;
|
||||
Height 36;
|
||||
Mass 50;
|
||||
Speed 10;
|
||||
Painchance 200;
|
||||
Monster;
|
||||
+FLOAT
|
||||
+NOGRAVITY
|
||||
+SPAWNFLOAT
|
||||
+DONTOVERLAP
|
||||
+MISSILEMORE
|
||||
SeeSound "himp/sight";
|
||||
AttackSound "himp/attack";
|
||||
PainSound "himp/pain";
|
||||
DeathSound "himp/death";
|
||||
ActiveSound "himp/active";
|
||||
Obituary "$OB_HERETICIMP";
|
||||
HitObituary "$OB_HERETICIMPHIT";
|
||||
}
|
||||
|
||||
action native void A_ImpMsAttack();
|
||||
action native void A_ImpDeath();
|
||||
action native void A_ImpXDeath1();
|
||||
action native void A_ImpExplode();
|
||||
|
||||
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
IMPX ABCB 10 A_Look;
|
||||
Loop;
|
||||
See:
|
||||
IMPX AABBCCBB 3 A_Chase;
|
||||
Loop;
|
||||
Melee:
|
||||
IMPX DE 6 A_FaceTarget;
|
||||
IMPX F 6 A_CustomMeleeAttack(random[ImpMeAttack](5,12), "himp/attack", "himp/attack");
|
||||
Goto See;
|
||||
Missile:
|
||||
IMPX A 10 A_FaceTarget;
|
||||
IMPX B 6 A_ImpMsAttack;
|
||||
IMPX CBAB 6;
|
||||
Goto Missile+2;
|
||||
Pain:
|
||||
IMPX G 3;
|
||||
IMPX G 3 A_Pain;
|
||||
Goto See;
|
||||
Death:
|
||||
IMPX G 4 A_ImpDeath;
|
||||
IMPX H 5;
|
||||
Wait;
|
||||
XDeath:
|
||||
IMPX S 5 A_ImpXDeath1;
|
||||
IMPX TU 5;
|
||||
IMPX V 5 A_Gravity;
|
||||
IMPX W 5;
|
||||
Wait;
|
||||
Crash:
|
||||
IMPX I 7 A_ImpExplode;
|
||||
IMPX J 7 A_Scream;
|
||||
IMPX K 7;
|
||||
IMPX L -1;
|
||||
Stop;
|
||||
XCrash:
|
||||
IMPX X 7;
|
||||
IMPX Y 7;
|
||||
IMPX Z -1;
|
||||
Stop;
|
||||
}
|
||||
}
|
||||
|
||||
// Heretic imp leader -------------------------------------------------------
|
||||
|
||||
class HereticImpLeader : HereticImp
|
||||
{
|
||||
Default
|
||||
{
|
||||
Species "HereticImpLeader";
|
||||
Health 80;
|
||||
-MISSILEMORE
|
||||
AttackSound "himp/leaderattack";
|
||||
}
|
||||
States
|
||||
{
|
||||
Melee:
|
||||
Stop;
|
||||
Missile:
|
||||
IMPX DE 6 A_FaceTarget;
|
||||
IMPX F 6 A_CustomComboAttack("HereticImpBall", 32, random[ImpMsAttack2](5,12), "himp/leaderattack");
|
||||
Goto See;
|
||||
}
|
||||
}
|
||||
|
||||
// Heretic imp chunk 1 ------------------------------------------------------
|
||||
|
||||
class HereticImpChunk1 : Actor
|
||||
{
|
||||
Default
|
||||
{
|
||||
Mass 5;
|
||||
Radius 4;
|
||||
+NOBLOCKMAP
|
||||
+MOVEWITHSECTOR
|
||||
}
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
IMPX M 5;
|
||||
IMPX NO 700;
|
||||
Stop;
|
||||
}
|
||||
}
|
||||
|
||||
// Heretic imp chunk 2 ------------------------------------------------------
|
||||
|
||||
class HereticImpChunk2 : Actor
|
||||
{
|
||||
Default
|
||||
{
|
||||
Mass 5;
|
||||
Radius 4;
|
||||
+NOBLOCKMAP
|
||||
+MOVEWITHSECTOR
|
||||
}
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
IMPX P 5;
|
||||
IMPX QR 700;
|
||||
Stop;
|
||||
}
|
||||
}
|
||||
|
||||
// Heretic imp ball ---------------------------------------------------------
|
||||
|
||||
class HereticImpBall : Actor
|
||||
{
|
||||
Default
|
||||
{
|
||||
Radius 8;
|
||||
Height 8;
|
||||
Speed 10;
|
||||
FastSpeed 20;
|
||||
Damage 1;
|
||||
Projectile;
|
||||
SeeSound "himp/leaderattack";
|
||||
+SPAWNSOUNDSOURCE
|
||||
-ACTIVATEPCROSS
|
||||
-ACTIVATEIMPACT
|
||||
RenderStyle "Add";
|
||||
}
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
FX10 ABC 6 Bright;
|
||||
Loop;
|
||||
Death:
|
||||
FX10 DEFG 5 Bright;
|
||||
Stop;
|
||||
}
|
||||
}
|
||||
|
||||
|
1286
wadsrc/static/zscript/heretic/hereticweaps.txt
Normal file
1286
wadsrc/static/zscript/heretic/hereticweaps.txt
Normal file
File diff suppressed because it is too large
Load diff
151
wadsrc/static/zscript/heretic/mummy.txt
Normal file
151
wadsrc/static/zscript/heretic/mummy.txt
Normal file
|
@ -0,0 +1,151 @@
|
|||
|
||||
// Mummy --------------------------------------------------------------------
|
||||
|
||||
class Mummy : Actor
|
||||
{
|
||||
Default
|
||||
{
|
||||
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 "$OB_MUMMY";
|
||||
DropItem "GoldWandAmmo", 84, 3;
|
||||
}
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
MUMM AB 10 A_Look;
|
||||
Loop;
|
||||
See:
|
||||
MUMM ABCD 4 A_Chase;
|
||||
Loop;
|
||||
Melee:
|
||||
MUMM E 6 A_FaceTarget;
|
||||
MUMM F 6 A_CustomMeleeAttack(random[MummyAttack](1,8)*2, "mummy/attack2", "mummy/attack");
|
||||
MUMM G 6;
|
||||
Goto See;
|
||||
Pain:
|
||||
MUMM H 4;
|
||||
MUMM H 4 A_Pain;
|
||||
Goto See;
|
||||
Death:
|
||||
MUMM I 5;
|
||||
MUMM J 5 A_Scream;
|
||||
MUMM K 5 A_SpawnItemEx("MummySoul", 0,0,10, 0,0,1);
|
||||
MUMM L 5;
|
||||
MUMM M 5 A_NoBlocking;
|
||||
MUMM NO 5;
|
||||
MUMM P -1;
|
||||
Stop;
|
||||
}
|
||||
}
|
||||
|
||||
// Mummy leader -------------------------------------------------------------
|
||||
|
||||
class MummyLeader : Mummy
|
||||
{
|
||||
Default
|
||||
{
|
||||
Species "MummyLeader";
|
||||
Health 100;
|
||||
Painchance 64;
|
||||
Obituary "$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 --------------------------------------------------------------
|
||||
|
||||
class MummyGhost : Mummy
|
||||
{
|
||||
Default
|
||||
{
|
||||
+SHADOW
|
||||
+GHOST
|
||||
RenderStyle "Translucent";
|
||||
Alpha 0.4;
|
||||
}
|
||||
}
|
||||
|
||||
// Mummy leader ghost -------------------------------------------------------
|
||||
|
||||
class MummyLeaderGhost : MummyLeader
|
||||
{
|
||||
Default
|
||||
{
|
||||
Species "MummyLeaderGhost";
|
||||
+SHADOW
|
||||
+GHOST
|
||||
RenderStyle "Translucent";
|
||||
Alpha 0.4;
|
||||
}
|
||||
}
|
||||
|
||||
// Mummy soul ---------------------------------------------------------------
|
||||
|
||||
class MummySoul : Actor
|
||||
{
|
||||
Default
|
||||
{
|
||||
+NOBLOCKMAP
|
||||
+NOGRAVITY
|
||||
}
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
MUMM QRS 5;
|
||||
MUMM TUVW 9;
|
||||
Stop;
|
||||
}
|
||||
}
|
||||
|
||||
// Mummy FX 1 (flying head) -------------------------------------------------
|
||||
|
||||
class MummyFX1 : Actor
|
||||
{
|
||||
Default
|
||||
{
|
||||
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;
|
||||
}
|
||||
}
|
104
wadsrc/static/zscript/heretic/snake.txt
Normal file
104
wadsrc/static/zscript/heretic/snake.txt
Normal file
|
@ -0,0 +1,104 @@
|
|||
|
||||
class Snake : Actor
|
||||
{
|
||||
Default
|
||||
{
|
||||
Health 280;
|
||||
Radius 22;
|
||||
Height 70;
|
||||
Speed 10;
|
||||
Painchance 48;
|
||||
Monster;
|
||||
+FLOORCLIP
|
||||
AttackSound "snake/attack";
|
||||
SeeSound "snake/sight";
|
||||
PainSound "snake/pain";
|
||||
DeathSound "snake/death";
|
||||
ActiveSound "snake/active";
|
||||
Obituary "$OB_SNAKE";
|
||||
DropItem "PhoenixRodAmmo", 84, 5;
|
||||
}
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
SNKE AB 10 A_Look;
|
||||
Loop;
|
||||
See:
|
||||
SNKE ABCD 4 A_Chase;
|
||||
Loop;
|
||||
Missile:
|
||||
SNKE FF 5 A_FaceTarget;
|
||||
SNKE FFF 4 A_CustomMissile("SnakeProjA", 32, 0, 0, CMF_CHECKTARGETDEAD);
|
||||
SNKE FFF 5 A_FaceTarget;
|
||||
SNKE F 4 A_CustomMissile("SnakeProjB", 32, 0, 0, CMF_CHECKTARGETDEAD);
|
||||
Goto See;
|
||||
Pain:
|
||||
SNKE E 3;
|
||||
SNKE E 3 A_Pain;
|
||||
Goto See;
|
||||
Death:
|
||||
SNKE G 5;
|
||||
SNKE H 5 A_Scream;
|
||||
SNKE IJKL 5;
|
||||
SNKE M 5 A_NoBlocking;
|
||||
SNKE NO 5;
|
||||
SNKE P -1;
|
||||
Stop;
|
||||
}
|
||||
}
|
||||
|
||||
// Snake projectile A -------------------------------------------------------
|
||||
|
||||
class SnakeProjA : Actor
|
||||
{
|
||||
Default
|
||||
{
|
||||
Radius 12;
|
||||
Height 8;
|
||||
Speed 14;
|
||||
FastSpeed 20;
|
||||
Damage 1;
|
||||
Projectile;
|
||||
-NOBLOCKMAP
|
||||
-ACTIVATEIMPACT
|
||||
-ACTIVATEPCROSS
|
||||
+WINDTHRUST
|
||||
+SPAWNSOUNDSOURCE
|
||||
RenderStyle "Add";
|
||||
SeeSound "snake/attack";
|
||||
}
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
SNFX ABCD 5 Bright;
|
||||
Loop;
|
||||
Death:
|
||||
SNFX EF 5 Bright;
|
||||
SNFX G 4 Bright;
|
||||
SNFX HI 3 Bright;
|
||||
Stop;
|
||||
}
|
||||
}
|
||||
|
||||
// Snake projectile B -------------------------------------------------------
|
||||
|
||||
class SnakeProjB : SnakeProjA
|
||||
{
|
||||
Default
|
||||
{
|
||||
Damage 3;
|
||||
+NOBLOCKMAP
|
||||
-WINDTHRUST
|
||||
}
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
SNFX JK 6 Bright;
|
||||
Loop;
|
||||
Death:
|
||||
SNFX LM 5 Bright;
|
||||
SNFX N 4 Bright;
|
||||
SNFX O 3 Bright;
|
||||
Stop;
|
||||
}
|
||||
}
|
Loading…
Reference in a new issue