mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-25 05:31:00 +00:00
- converted some Hexen stuff.
This commit is contained in:
parent
1c21dbc44c
commit
d66631478a
18 changed files with 883 additions and 773 deletions
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@ -1,20 +0,0 @@
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// The Doom and Heretic players are not excluded from pickup in case
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// somebody wants to use these weapons with either of those games.
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ACTOR FighterWeapon : Weapon native
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{
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Weapon.Kickback 150
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Inventory.ForbiddenTo ClericPlayer, MagePlayer
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}
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ACTOR ClericWeapon : Weapon native
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{
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Weapon.Kickback 150
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Inventory.ForbiddenTo FighterPlayer, MagePlayer
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}
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ACTOR MageWeapon : Weapon native
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{
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Weapon.Kickback 150
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Inventory.ForbiddenTo FighterPlayer, ClericPlayer
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}
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@ -1,103 +0,0 @@
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// The cleric ---------------------------------------------------------------
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ACTOR ClericPlayer : PlayerPawn
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{
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Health 100
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ReactionTime 0
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PainChance 255
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Radius 16
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Height 64
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Speed 1
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+NOSKIN
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+NODAMAGETHRUST
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+NOTHRUSTWHENINVUL
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PainSound "PlayerClericPain"
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RadiusDamageFactor 0.25
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Player.JumpZ 9
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Player.Viewheight 48
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Player.SpawnClass "Cleric"
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Player.DisplayName "Cleric"
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Player.SoundClass "cleric"
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Player.ScoreIcon "CLERFACE"
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Player.InvulnerabilityMode "Ghost"
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Player.HealRadiusType "Health"
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Player.Hexenarmor 10, 10, 25, 5, 20
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Player.StartItem "CWeapMace"
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Player.Portrait "P_CWALK1"
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Player.WeaponSlot 1, CWeapMace
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Player.WeaponSlot 2, CWeapStaff
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Player.WeaponSlot 3, CWeapFlame
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Player.WeaponSlot 4, CWeapWraithverge
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Player.FlechetteType "ArtiPoisonBag1"
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Player.ColorRange 146, 163
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Player.Colorset 0, "Blue", 146, 163, 161
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Player.ColorsetFile 1, "Red", "TRANTBL7", 0xB3
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Player.ColorsetFile 2, "Gold", "TRANTBL8", 0x8C
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Player.ColorsetFile 3, "Dull Green", "TRANTBL9", 0x41
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Player.ColorsetFile 4, "Green", "TRANTBLA", 0xC9
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Player.ColorsetFile 5, "Gray", "TRANTBLB", 0x30
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Player.ColorsetFile 6, "Brown", "TRANTBLC", 0x72
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Player.ColorsetFile 7, "Purple", "TRANTBLD", 0xEE
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States
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{
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Spawn:
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CLER A -1
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Stop
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See:
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CLER ABCD 4
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Loop
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Pain:
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CLER H 4
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CLER H 4 A_Pain
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Goto Spawn
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Missile:
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Melee:
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CLER EFG 6
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Goto Spawn
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Death:
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CLER I 6
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CLER J 6 A_PlayerScream
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CLER KL 6
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CLER M 6 A_NoBlocking
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CLER NOP 6
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CLER Q -1
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Stop
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XDeath:
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CLER R 5 A_PlayerScream
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CLER S 5
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CLER T 5 A_NoBlocking
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CLER UVWXYZ 5
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CLER [ -1
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Stop
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Ice:
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CLER "\" 5 A_FreezeDeath
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CLER "\" 1 A_FreezeDeathChunks
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Wait
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Burn:
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FDTH C 5 BRIGHT A_PlaySound("*burndeath")
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FDTH D 4 BRIGHT
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FDTH G 5 BRIGHT
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FDTH H 4 BRIGHT A_PlayerScream
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FDTH I 5 BRIGHT
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FDTH J 4 BRIGHT
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FDTH K 5 BRIGHT
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FDTH L 4 BRIGHT
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FDTH M 5 BRIGHT
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FDTH N 4 BRIGHT
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FDTH O 5 BRIGHT
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FDTH P 4 BRIGHT
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FDTH Q 5 BRIGHT
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FDTH R 4 BRIGHT
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FDTH S 5 BRIGHT A_NoBlocking
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FDTH T 4 BRIGHT
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FDTH U 5 BRIGHT
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FDTH V 4 BRIGHT
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ACLO E 35 A_CheckPlayerDone
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Wait
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ACLO E 8
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Stop
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}
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}
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@ -1,126 +0,0 @@
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// The fighter --------------------------------------------------------------
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ACTOR FighterPlayer : PlayerPawn
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{
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Health 100
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PainChance 255
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Radius 16
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Height 64
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Speed 1
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+NOSKIN
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+NODAMAGETHRUST
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+NOTHRUSTWHENINVUL
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PainSound "PlayerFighterPain"
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RadiusDamageFactor 0.25
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Player.JumpZ 9
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Player.Viewheight 48
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Player.SpawnClass "Fighter"
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Player.DisplayName "Fighter"
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Player.SoundClass "fighter"
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Player.ScoreIcon "FITEFACE"
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Player.HealRadiusType "Armor"
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Player.Hexenarmor 15, 25, 20, 15, 5
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Player.StartItem "FWeapFist"
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Player.ForwardMove 1.08, 1.2
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Player.SideMove 1.125, 1.475
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Player.Portrait "P_FWALK1"
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Player.WeaponSlot 1, FWeapFist
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Player.WeaponSlot 2, FWeapAxe
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Player.WeaponSlot 3, FWeapHammer
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Player.WeaponSlot 4, FWeapQuietus
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Player.ColorRange 246, 254
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Player.Colorset 0, "Gold", 246, 254, 253
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Player.ColorsetFile 1, "Red", "TRANTBL0", 0xAC
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Player.ColorsetFile 2, "Blue", "TRANTBL1", 0x9D
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Player.ColorsetFile 3, "Dull Green", "TRANTBL2", 0x3E
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Player.ColorsetFile 4, "Green", "TRANTBL3", 0xC8
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Player.ColorsetFile 5, "Gray", "TRANTBL4", 0x2D
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Player.ColorsetFile 6, "Brown", "TRANTBL5", 0x6F
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Player.ColorsetFile 7, "Purple", "TRANTBL6", 0xEE
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States
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{
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Spawn:
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PLAY A -1
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Stop
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See:
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PLAY ABCD 4
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Loop
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Missile:
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Melee:
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PLAY EF 8
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Goto Spawn
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Pain:
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PLAY G 4
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PLAY G 4 A_Pain
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Goto Spawn
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Death:
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PLAY H 6
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PLAY I 6 A_PlayerScream
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PLAY JK 6
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PLAY L 6 A_NoBlocking
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PLAY M 6
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PLAY N -1
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Stop
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XDeath:
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PLAY O 5 A_PlayerScream
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PLAY P 5 A_SkullPop("BloodyFighterSkull")
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PLAY R 5 A_NoBlocking
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PLAY STUV 5
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PLAY W -1
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Stop
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Ice:
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PLAY X 5 A_FreezeDeath
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PLAY X 1 A_FreezeDeathChunks
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Wait
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Burn:
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FDTH A 5 BRIGHT A_PlaySound("*burndeath")
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FDTH B 4 BRIGHT
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FDTH G 5 BRIGHT
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FDTH H 4 BRIGHT A_PlayerScream
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FDTH I 5 BRIGHT
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FDTH J 4 BRIGHT
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FDTH K 5 BRIGHT
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FDTH L 4 BRIGHT
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FDTH M 5 BRIGHT
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FDTH N 4 BRIGHT
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FDTH O 5 BRIGHT
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FDTH P 4 BRIGHT
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FDTH Q 5 BRIGHT
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FDTH R 4 BRIGHT
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FDTH S 5 BRIGHT A_NoBlocking
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FDTH T 4 BRIGHT
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FDTH U 5 BRIGHT
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FDTH V 4 BRIGHT
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ACLO E 35 A_CheckPlayerDone
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Wait
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ACLO E 8
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Stop
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}
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}
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// The fighter's bloody skull --------------------------------------------------------------
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Actor BloodyFighterSkull : PlayerChunk
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{
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Radius 4
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Height 4
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+NOBLOCKMAP
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+DROPOFF
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+LOWGRAVITY
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+CANNOTPUSH
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+SKYEXPLODE
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+NOBLOCKMONST
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+NOSKIN
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States
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{
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Spawn:
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BSKL A 0
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BSKL ABCDFGH 5 A_CheckFloor("Hit")
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Goto Spawn+1
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Hit:
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BSKL I 16 A_CheckPlayerDone
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Wait
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}
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}
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@ -1,106 +0,0 @@
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// Temp Small Flame --------------------------------------------------------
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ACTOR FlameSmallTemp
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{
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+NOTELEPORT
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RenderStyle Add
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States
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{
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Spawn:
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FFSM AB 3 Bright
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FFSM C 2 Bright A_CountdownArg(0)
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FFSM C 2 Bright
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FFSM D 3 Bright
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FFSM E 3 Bright A_CountdownArg(0)
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Loop
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}
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}
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// Temp Large Flame ---------------------------------------------------------
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ACTOR FlameLargeTemp
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{
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+NOTELEPORT
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RenderStyle Add
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States
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{
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Spawn:
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FFLG A 4 Bright
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FFLG B 4 Bright A_CountdownArg(0)
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FFLG C 4 Bright
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FFLG D 4 Bright A_CountdownArg(0)
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FFLG E 4 Bright
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FFLG F 4 Bright A_CountdownArg(0)
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FFLG G 4 Bright
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FFLG H 4 Bright A_CountdownArg(0)
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FFLG I 4 Bright
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FFLG J 4 Bright A_CountdownArg(0)
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FFLG K 4 Bright
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FFLG L 4 Bright A_CountdownArg(0)
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FFLG M 4 Bright
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FFLG N 4 Bright A_CountdownArg(0)
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FFLG O 4 Bright
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FFLG P 4 Bright A_CountdownArg(0)
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Goto Spawn+4
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}
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}
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// Small Flame --------------------------------------------------------------
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ACTOR FlameSmall : SwitchableDecoration
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{
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+NOTELEPORT
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+INVISIBLE
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Radius 15
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RenderStyle Add
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States
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{
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Active:
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FFSM A 0 Bright A_PlaySound("Ignite")
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Spawn:
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FFSM A 3 Bright
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FFSM A 3 Bright A_UnHideThing
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FFSM ABCDE 3 Bright
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Goto Spawn+2
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Inactive:
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FFSM A 2
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FFSM B 2 A_HideThing
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FFSM C 200
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Wait
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}
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}
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ACTOR FlameSmall2 : FlameSmall
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{
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}
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// Large Flame --------------------------------------------------------------
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ACTOR FlameLarge : SwitchableDecoration
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{
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+NOTELEPORT
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+INVISIBLE
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Radius 15
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RenderStyle Add
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States
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{
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Active:
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FFLG A 0 Bright A_PlaySound("Ignite")
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Spawn:
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FFLG A 2 Bright
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FFLG A 2 Bright A_UnHideThing
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FFLG ABCDEFGHIJKLMNOP 4 Bright
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Goto Spawn+6
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Inactive:
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FFLG DCB 2
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FFLG A 2 A_HideThing
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FFLG A 200
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Wait
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}
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}
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ACTOR FlameLarge2 : FlameLarge
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{
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}
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@ -1,27 +0,0 @@
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// Buzzy fly ----------------------------------------------------------------
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ACTOR LittleFly
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{
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+NOBLOCKMAP +NOGRAVITY
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+CANPASS
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Speed 6
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Radius 5
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Height 5
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Mass 2
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ActiveSound "FlyBuzz"
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action native A_FlySearch();
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action native A_FlyBuzz();
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States
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{
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Spawn:
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TNT1 A 20 A_FlySearch // [RH] Invisible when not flying
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Loop
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Buzz:
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AFLY ABCD 3 A_FlyBuzz
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Loop
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}
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}
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@ -1,124 +0,0 @@
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ACTOR Korax
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{
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Health 5000
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Painchance 20
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Speed 10
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Radius 65
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Height 115
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Mass 2000
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Damage 15
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Monster
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+BOSS
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+FLOORCLIP
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+TELESTOMP
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+DONTMORPH
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+NOTARGET
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+NOICEDEATH
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SeeSound "KoraxSight"
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AttackSound "KoraxAttack"
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PainSound "KoraxPain"
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DeathSound "KoraxDeath"
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ActiveSound "KoraxActive"
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Obituary "$OB_KORAX" // "%o was swept from the board by Korax."
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action native A_KoraxChase();
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action native A_KoraxDecide();
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action native A_KoraxBonePop();
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action native A_KoraxMissile();
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action native A_KoraxCommand();
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States
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{
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Spawn:
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KORX A 5 A_Look
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Loop
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See:
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KORX AAA 3 A_KoraxChase
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KORX B 3 A_Chase
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KORX BBB 3 A_KoraxChase
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KORX C 0 A_PlaySound("KoraxStep")
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KORX C 3 A_Chase
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KORX CCC 3 A_KoraxChase
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KORX D 3 A_Chase
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KORX DDD 3 A_KoraxChase
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KORX A 0 A_PlaySound("KoraxStep")
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KORX A 3 A_Chase
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Loop
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Pain:
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KORX H 5 A_Pain
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KORX H 5
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Goto See
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Missile:
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KORX E 2 Bright A_FaceTarget
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KORX E 5 Bright A_KoraxDecide
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Wait
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Death:
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KORX I 5
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KORX J 5 A_FaceTarget
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KORX K 5 A_Scream
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KORX LMNOP 5
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KORX Q 10
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KORX R 5 A_KoraxBonePop
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KORX S 5 A_NoBlocking
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KORX TU 5
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KORX V -1
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Stop
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Attack:
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KORX E 4 Bright A_FaceTarget
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KORX F 8 Bright A_KoraxMissile
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KORX E 8 Bright
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Goto See
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Command:
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KORX E 5 Bright A_FaceTarget
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KORX W 10 Bright A_FaceTarget
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KORX G 15 Bright A_KoraxCommand
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KORX W 10 Bright
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KORX E 5 Bright
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||||
Goto See
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||||
}
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||||
}
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||||
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||||
ACTOR KoraxSpirit
|
||||
{
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||||
Speed 8
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Projectile
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+NOCLIP
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||||
-ACTIVATEPCROSS
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||||
-ACTIVATEIMPACT
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||||
RenderStyle Translucent
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||||
Alpha 0.4
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||||
|
||||
action native A_KSpiritRoam();
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||||
|
||||
States
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||||
{
|
||||
Spawn:
|
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SPIR AB 5 A_KSpiritRoam
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Loop
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||||
Death:
|
||||
SPIR DEFGHI 5
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Stop
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||||
}
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||||
}
|
||||
|
||||
ACTOR KoraxBolt
|
||||
{
|
||||
Radius 15
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||||
Height 35
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||||
Projectile
|
||||
-ACTIVATEPCROSS
|
||||
-ACTIVATEIMPACT
|
||||
RenderStyle Add
|
||||
|
||||
action native A_KBolt();
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||||
action native A_KBoltRaise();
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||||
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||||
States
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||||
{
|
||||
Spawn:
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MLFX I 2 Bright
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MLFX J 2 Bright A_KBoltRaise
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MLFX IJKLM 2 Bright A_KBolt
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Stop
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||||
}
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||||
}
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@ -1,104 +0,0 @@
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// The mage -----------------------------------------------------------------
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||||
|
||||
ACTOR MagePlayer : PlayerPawn
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||||
{
|
||||
Health 100
|
||||
ReactionTime 0
|
||||
PainChance 255
|
||||
Radius 16
|
||||
Height 64
|
||||
Speed 1
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+NOSKIN
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||||
+NODAMAGETHRUST
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+NOTHRUSTWHENINVUL
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PainSound "PlayerMagePain"
|
||||
RadiusDamageFactor 0.25
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Player.JumpZ 9
|
||||
Player.Viewheight 48
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||||
Player.SpawnClass "Mage"
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Player.DisplayName "Mage"
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Player.SoundClass "mage"
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Player.ScoreIcon "MAGEFACE"
|
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Player.InvulnerabilityMode "Reflective"
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Player.HealRadiusType "Mana"
|
||||
Player.Hexenarmor 5, 5, 15, 10, 25
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||||
Player.StartItem "MWeapWand"
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||||
Player.ForwardMove 0.88, 0.92
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||||
Player.SideMove 0.875, 0.925
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||||
Player.Portrait "P_MWALK1"
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||||
Player.WeaponSlot 1, MWeapWand
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||||
Player.WeaponSlot 2, MWeapFrost
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Player.WeaponSlot 3, MWeapLightning
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||||
Player.WeaponSlot 4, MWeapBloodscourge
|
||||
Player.FlechetteType "ArtiPoisonBag2"
|
||||
|
||||
Player.ColorRange 146, 163
|
||||
Player.Colorset 0, "Blue", 146, 163, 161
|
||||
Player.ColorsetFile 1, "Red", "TRANTBL7", 0xB3
|
||||
Player.ColorsetFile 2, "Gold", "TRANTBL8", 0x8C
|
||||
Player.ColorsetFile 3, "Dull Green", "TRANTBL9", 0x41
|
||||
Player.ColorsetFile 4, "Green", "TRANTBLA", 0xC9
|
||||
Player.ColorsetFile 5, "Gray", "TRANTBLB", 0x30
|
||||
Player.ColorsetFile 6, "Brown", "TRANTBLC", 0x72
|
||||
Player.ColorsetFile 7, "Purple", "TRANTBLD", 0xEE
|
||||
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
MAGE A -1
|
||||
Stop
|
||||
See:
|
||||
MAGE ABCD 4
|
||||
Loop
|
||||
Missile:
|
||||
Melee:
|
||||
MAGE EF 8
|
||||
Goto Spawn
|
||||
Pain:
|
||||
MAGE G 4
|
||||
MAGE G 4 A_Pain
|
||||
Goto Spawn
|
||||
Death:
|
||||
MAGE H 6
|
||||
MAGE I 6 A_PlayerScream
|
||||
MAGE JK 6
|
||||
MAGE L 6 A_NoBlocking
|
||||
MAGE M 6
|
||||
MAGE N -1
|
||||
Stop
|
||||
XDeath:
|
||||
MAGE O 5 A_PlayerScream
|
||||
MAGE P 5
|
||||
MAGE R 5 A_NoBlocking
|
||||
MAGE STUVW 5
|
||||
MAGE X -1
|
||||
Stop
|
||||
Ice:
|
||||
MAGE Y 5 A_FreezeDeath
|
||||
MAGE Y 1 A_FreezeDeathChunks
|
||||
Wait
|
||||
Burn:
|
||||
FDTH E 5 BRIGHT A_PlaySound("*burndeath")
|
||||
FDTH F 4 BRIGHT
|
||||
FDTH G 5 BRIGHT
|
||||
FDTH H 4 BRIGHT A_PlayerScream
|
||||
FDTH I 5 BRIGHT
|
||||
FDTH J 4 BRIGHT
|
||||
FDTH K 5 BRIGHT
|
||||
FDTH L 4 BRIGHT
|
||||
FDTH M 5 BRIGHT
|
||||
FDTH N 4 BRIGHT
|
||||
FDTH O 5 BRIGHT
|
||||
FDTH P 4 BRIGHT
|
||||
FDTH Q 5 BRIGHT
|
||||
FDTH R 4 BRIGHT
|
||||
FDTH S 5 BRIGHT A_NoBlocking
|
||||
FDTH T 4 BRIGHT
|
||||
FDTH U 5 BRIGHT
|
||||
FDTH V 4 BRIGHT
|
||||
ACLO E 35 A_CheckPlayerDone
|
||||
Wait
|
||||
ACLO E 8
|
||||
Stop
|
||||
}
|
||||
}
|
|
@ -1,155 +0,0 @@
|
|||
|
||||
|
||||
// Snout puff ---------------------------------------------------------------
|
||||
|
||||
ACTOR SnoutPuff
|
||||
{
|
||||
+NOBLOCKMAP
|
||||
+NOGRAVITY
|
||||
Renderstyle Translucent
|
||||
Alpha 0.6
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
FHFX STUVW 4
|
||||
Stop
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
// Snout --------------------------------------------------------------------
|
||||
|
||||
ACTOR Snout : Weapon
|
||||
{
|
||||
Weapon.SelectionOrder 10000
|
||||
+WEAPON.DONTBOB
|
||||
+WEAPON.MELEEWEAPON
|
||||
Weapon.Kickback 150
|
||||
Weapon.YAdjust 10
|
||||
|
||||
action native A_SnoutAttack ();
|
||||
|
||||
States
|
||||
{
|
||||
Ready:
|
||||
WPIG A 1 A_WeaponReady
|
||||
Loop
|
||||
Deselect:
|
||||
WPIG A 1 A_Lower
|
||||
Loop
|
||||
Select:
|
||||
WPIG A 1 A_Raise
|
||||
Fire:
|
||||
WPIG A 4 A_SnoutAttack
|
||||
WPIG B 8 A_SnoutAttack
|
||||
Goto Ready
|
||||
Grunt:
|
||||
WPIG B 8
|
||||
Goto Ready
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
// Pig player ---------------------------------------------------------------
|
||||
|
||||
ACTOR PigPlayer : PlayerPawn native
|
||||
{
|
||||
Health 30
|
||||
ReactionTime 0
|
||||
PainChance 255
|
||||
Radius 16
|
||||
Height 24
|
||||
Speed 1
|
||||
+WINDTHRUST
|
||||
+NOSKIN
|
||||
-PICKUP
|
||||
PainSound "PigPain"
|
||||
DeathSound "PigDeath"
|
||||
Player.JumpZ 6
|
||||
Player.Viewheight 28
|
||||
Player.ForwardMove 0.96, 0.98
|
||||
Player.SideMove 0.95833333, 0.975
|
||||
Player.SpawnClass "Pig"
|
||||
Player.SoundClass "Pig"
|
||||
Player.DisplayName "Pig"
|
||||
Player.MorphWeapon "Snout"
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
PIGY A -1
|
||||
Stop
|
||||
See:
|
||||
PIGY ABCD 3
|
||||
Loop
|
||||
Pain:
|
||||
PIGY D 4 A_PigPain
|
||||
Goto Spawn
|
||||
Melee:
|
||||
Missile:
|
||||
PIGY A 12
|
||||
Goto Spawn
|
||||
Death:
|
||||
PIGY E 4 A_Scream
|
||||
PIGY F 3 A_NoBlocking
|
||||
PIGY G 4
|
||||
PIGY H 3
|
||||
PIGY IJK 4
|
||||
PIGY L -1
|
||||
Stop
|
||||
Ice:
|
||||
PIGY M 5 A_FreezeDeath
|
||||
PIGY M 1 A_FreezeDeathChunks
|
||||
Wait
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
// Pig (non-player) ---------------------------------------------------------
|
||||
|
||||
ACTOR Pig : MorphedMonster
|
||||
{
|
||||
Health 25
|
||||
Painchance 128
|
||||
Speed 10
|
||||
Radius 12
|
||||
Height 22
|
||||
Mass 60
|
||||
Monster
|
||||
-COUNTKILL
|
||||
+WINDTHRUST
|
||||
+DONTMORPH
|
||||
SeeSound "PigActive1"
|
||||
PainSound "PigPain"
|
||||
DeathSound "PigDeath"
|
||||
ActiveSound "PigActive1"
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
PIGY B 10 A_Look
|
||||
Loop
|
||||
See:
|
||||
PIGY ABCD 3 A_Chase
|
||||
Loop
|
||||
Pain:
|
||||
PIGY D 4 A_PigPain
|
||||
Goto See
|
||||
Melee:
|
||||
PIGY A 5 A_FaceTarget
|
||||
PIGY A 10 A_CustomMeleeAttack(random[PigAttack](2,3), "PigAttack")
|
||||
Goto See
|
||||
Death:
|
||||
PIGY E 4 A_Scream
|
||||
PIGY F 3 A_NoBlocking
|
||||
PIGY G 4 A_QueueCorpse
|
||||
PIGY H 3
|
||||
PIGY IJK 4
|
||||
PIGY L -1
|
||||
Stop
|
||||
Ice:
|
||||
PIGY M 5 A_FreezeDeath
|
||||
PIGY M 1 A_FreezeDeathChunks
|
||||
Wait
|
||||
}
|
||||
}
|
||||
|
|
@ -1,11 +1,3 @@
|
|||
#include "actors/hexen/baseweapons.txt"
|
||||
#include "actors/hexen/korax.txt"
|
||||
#include "actors/hexen/fighterplayer.txt"
|
||||
#include "actors/hexen/clericplayer.txt"
|
||||
#include "actors/hexen/mageplayer.txt"
|
||||
#include "actors/hexen/pig.txt"
|
||||
#include "actors/hexen/flame.txt"
|
||||
#include "actors/hexen/flies.txt"
|
||||
#include "actors/hexen/hexenarmor.txt"
|
||||
#include "actors/hexen/hexendecorations.txt"
|
||||
#include "actors/hexen/hexenkeys.txt"
|
||||
|
|
|
@ -84,3 +84,56 @@ zscript/heretic/wizard.txt
|
|||
zscript/heretic/ironlich.txt
|
||||
zscript/heretic/dsparil.txt
|
||||
zscript/heretic/chicken.txt
|
||||
|
||||
zscript/hexen/baseweapons.txt
|
||||
zscript/hexen/korax.txt
|
||||
zscript/hexen/fighterplayer.txt
|
||||
zscript/hexen/clericplayer.txt
|
||||
zscript/hexen/mageplayer.txt
|
||||
zscript/hexen/pig.txt
|
||||
zscript/hexen/flame.txt
|
||||
zscript/hexen/flies.txt
|
||||
/*
|
||||
zscript/hexen/hexenarmor.txt
|
||||
zscript/hexen/hexendecorations.txt
|
||||
zscript/hexen/hexenkeys.txt
|
||||
zscript/hexen/hexenspecialdecs.txt
|
||||
zscript/hexen/mana.txt
|
||||
zscript/hexen/puzzleitems.txt
|
||||
zscript/hexen/scriptprojectiles.txt
|
||||
zscript/hexen/speedboots.txt
|
||||
zscript/hexen/ettin.txt
|
||||
zscript/hexen/centaur.txt
|
||||
zscript/hexen/demons.txt
|
||||
zscript/hexen/firedemon.txt
|
||||
zscript/hexen/fog.txt
|
||||
zscript/hexen/summon.txt
|
||||
zscript/hexen/flechette.txt
|
||||
zscript/hexen/clericboss.txt
|
||||
zscript/hexen/fighterboss.txt
|
||||
zscript/hexen/mageboss.txt
|
||||
zscript/hexen/bats.txt
|
||||
zscript/hexen/bishop.txt
|
||||
zscript/hexen/blastradius.txt
|
||||
zscript/hexen/boostarmor.txt
|
||||
zscript/hexen/clericmace.txt
|
||||
zscript/hexen/clericflame.txt
|
||||
zscript/hexen/clericholy.txt
|
||||
zscript/hexen/clericstaff.txt
|
||||
zscript/hexen/magewand.txt
|
||||
zscript/hexen/magecone.txt
|
||||
zscript/hexen/magelightning.txt
|
||||
zscript/hexen/magestaff.txt
|
||||
zscript/hexen/fighterfist.txt
|
||||
zscript/hexen/fighteraxe.txt
|
||||
zscript/hexen/fighterhammer.txt
|
||||
zscript/hexen/fighterquietus.txt
|
||||
zscript/hexen/dragon.txt
|
||||
zscript/hexen/healingradius.txt
|
||||
zscript/hexen/teleportother.txt
|
||||
zscript/hexen/iceguy.txt
|
||||
zscript/hexen/serpent.txt
|
||||
zscript/hexen/spike.txt
|
||||
zscript/hexen/wraith.txt
|
||||
zscript/hexen/heresiarch.txt
|
||||
*/
|
29
wadsrc/static/zscript/hexen/baseweapons.txt
Normal file
29
wadsrc/static/zscript/hexen/baseweapons.txt
Normal file
|
@ -0,0 +1,29 @@
|
|||
// The Doom and Heretic players are not excluded from pickup in case
|
||||
// somebody wants to use these weapons with either of those games.
|
||||
|
||||
class FighterWeapon : Weapon native
|
||||
{
|
||||
Default
|
||||
{
|
||||
Weapon.Kickback 150;
|
||||
Inventory.ForbiddenTo "ClericPlayer", "MagePlayer";
|
||||
}
|
||||
}
|
||||
|
||||
class ClericWeapon : Weapon native
|
||||
{
|
||||
Default
|
||||
{
|
||||
Weapon.Kickback 150;
|
||||
Inventory.ForbiddenTo "FighterPlayer", "MagePlayer";
|
||||
}
|
||||
}
|
||||
|
||||
class MageWeapon : Weapon native
|
||||
{
|
||||
Default
|
||||
{
|
||||
Weapon.Kickback 150;
|
||||
Inventory.ForbiddenTo "FighterPlayer", "ClericPlayer";
|
||||
}
|
||||
}
|
106
wadsrc/static/zscript/hexen/clericplayer.txt
Normal file
106
wadsrc/static/zscript/hexen/clericplayer.txt
Normal file
|
@ -0,0 +1,106 @@
|
|||
// The cleric ---------------------------------------------------------------
|
||||
|
||||
class ClericPlayer : PlayerPawn
|
||||
{
|
||||
Default
|
||||
{
|
||||
Health 100;
|
||||
ReactionTime 0;
|
||||
PainChance 255;
|
||||
Radius 16;
|
||||
Height 64;
|
||||
Speed 1;
|
||||
+NOSKIN
|
||||
+NODAMAGETHRUST
|
||||
+PLAYERPAWN.NOTHRUSTWHENINVUL
|
||||
PainSound "PlayerClericPain";
|
||||
RadiusDamageFactor 0.25;
|
||||
Player.JumpZ 9;
|
||||
Player.Viewheight 48;
|
||||
Player.SpawnClass "Cleric";
|
||||
Player.DisplayName "Cleric";
|
||||
Player.SoundClass "cleric";
|
||||
Player.ScoreIcon "CLERFACE";
|
||||
Player.InvulnerabilityMode "Ghost";
|
||||
Player.HealRadiusType "Health";
|
||||
Player.Hexenarmor 10, 10, 25, 5, 20;
|
||||
Player.StartItem "CWeapMace";
|
||||
Player.Portrait "P_CWALK1";
|
||||
Player.WeaponSlot 1, "CWeapMace";
|
||||
Player.WeaponSlot 2, "CWeapStaff";
|
||||
Player.WeaponSlot 3, "CWeapFlame";
|
||||
Player.WeaponSlot 4, "CWeapWraithverge";
|
||||
Player.FlechetteType "ArtiPoisonBag1";
|
||||
|
||||
Player.ColorRange 146, 163;
|
||||
Player.Colorset 0, "Blue", 146, 163, 161;
|
||||
Player.ColorsetFile 1, "Red", "TRANTBL7", 0xB3;
|
||||
Player.ColorsetFile 2, "Gold", "TRANTBL8", 0x8C;
|
||||
Player.ColorsetFile 3, "Dull Green", "TRANTBL9", 0x41;
|
||||
Player.ColorsetFile 4, "Green", "TRANTBLA", 0xC9;
|
||||
Player.ColorsetFile 5, "Gray", "TRANTBLB", 0x30;
|
||||
Player.ColorsetFile 6, "Brown", "TRANTBLC", 0x72;
|
||||
Player.ColorsetFile 7, "Purple", "TRANTBLD", 0xEE;
|
||||
}
|
||||
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
CLER A -1;
|
||||
Stop;
|
||||
See:
|
||||
CLER ABCD 4;
|
||||
Loop;
|
||||
Pain:
|
||||
CLER H 4;
|
||||
CLER H 4 A_Pain;
|
||||
Goto Spawn;
|
||||
Missile:
|
||||
Melee:
|
||||
CLER EFG 6;
|
||||
Goto Spawn;
|
||||
Death:
|
||||
CLER I 6;
|
||||
CLER J 6 A_PlayerScream;
|
||||
CLER KL 6;
|
||||
CLER M 6 A_NoBlocking;
|
||||
CLER NOP 6;
|
||||
CLER Q -1;
|
||||
Stop;
|
||||
XDeath:
|
||||
CLER R 5 A_PlayerScream;
|
||||
CLER S 5;
|
||||
CLER T 5 A_NoBlocking;
|
||||
CLER UVWXYZ 5;
|
||||
CLER [ -1;
|
||||
Stop;
|
||||
Ice:
|
||||
CLER \ 5 A_FreezeDeath;
|
||||
CLER \ 1 A_FreezeDeathChunks;
|
||||
Wait;
|
||||
Burn:
|
||||
FDTH C 5 BRIGHT A_PlaySound("*burndeath");
|
||||
FDTH D 4 BRIGHT;
|
||||
FDTH G 5 BRIGHT;
|
||||
FDTH H 4 BRIGHT A_PlayerScream;
|
||||
FDTH I 5 BRIGHT;
|
||||
FDTH J 4 BRIGHT;
|
||||
FDTH K 5 BRIGHT;
|
||||
FDTH L 4 BRIGHT;
|
||||
FDTH M 5 BRIGHT;
|
||||
FDTH N 4 BRIGHT;
|
||||
FDTH O 5 BRIGHT;
|
||||
FDTH P 4 BRIGHT;
|
||||
FDTH Q 5 BRIGHT;
|
||||
FDTH R 4 BRIGHT;
|
||||
FDTH S 5 BRIGHT A_NoBlocking;
|
||||
FDTH T 4 BRIGHT;
|
||||
FDTH U 5 BRIGHT;
|
||||
FDTH V 4 BRIGHT;
|
||||
ACLO E 35 A_CheckPlayerDone;
|
||||
Wait;
|
||||
ACLO E 8;
|
||||
Stop;
|
||||
}
|
||||
}
|
||||
|
133
wadsrc/static/zscript/hexen/fighterplayer.txt
Normal file
133
wadsrc/static/zscript/hexen/fighterplayer.txt
Normal file
|
@ -0,0 +1,133 @@
|
|||
// The fighter --------------------------------------------------------------
|
||||
|
||||
class FighterPlayer : PlayerPawn
|
||||
{
|
||||
Default
|
||||
{
|
||||
Health 100;
|
||||
PainChance 255;
|
||||
Radius 16;
|
||||
Height 64;
|
||||
Speed 1;
|
||||
+NOSKIN
|
||||
+NODAMAGETHRUST
|
||||
+PLAYERPAWN.NOTHRUSTWHENINVUL
|
||||
PainSound "PlayerFighterPain";
|
||||
RadiusDamageFactor 0.25;
|
||||
Player.JumpZ 9;
|
||||
Player.Viewheight 48;
|
||||
Player.SpawnClass "Fighter";
|
||||
Player.DisplayName "Fighter";
|
||||
Player.SoundClass "fighter";
|
||||
Player.ScoreIcon "FITEFACE";
|
||||
Player.HealRadiusType "Armor";
|
||||
Player.Hexenarmor 15, 25, 20, 15, 5;
|
||||
Player.StartItem "FWeapFist";
|
||||
Player.ForwardMove 1.08, 1.2;
|
||||
Player.SideMove 1.125, 1.475;
|
||||
Player.Portrait "P_FWALK1";
|
||||
Player.WeaponSlot 1, "FWeapFist";
|
||||
Player.WeaponSlot 2, "FWeapAxe";
|
||||
Player.WeaponSlot 3, "FWeapHammer";
|
||||
Player.WeaponSlot 4, "FWeapQuietus";
|
||||
|
||||
Player.ColorRange 246, 254;
|
||||
Player.Colorset 0, "Gold", 246, 254, 253;
|
||||
Player.ColorsetFile 1, "Red", "TRANTBL0", 0xAC;
|
||||
Player.ColorsetFile 2, "Blue", "TRANTBL1", 0x9D;
|
||||
Player.ColorsetFile 3, "Dull Green", "TRANTBL2", 0x3E;
|
||||
Player.ColorsetFile 4, "Green", "TRANTBL3", 0xC8;
|
||||
Player.ColorsetFile 5, "Gray", "TRANTBL4", 0x2D;
|
||||
Player.ColorsetFile 6, "Brown", "TRANTBL5", 0x6F;
|
||||
Player.ColorsetFile 7, "Purple", "TRANTBL6", 0xEE;
|
||||
}
|
||||
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
PLAY A -1;
|
||||
Stop;
|
||||
See:
|
||||
PLAY ABCD 4;
|
||||
Loop;
|
||||
Missile:
|
||||
Melee:
|
||||
PLAY EF 8;
|
||||
Goto Spawn;
|
||||
Pain:
|
||||
PLAY G 4;
|
||||
PLAY G 4 A_Pain;
|
||||
Goto Spawn;
|
||||
Death:
|
||||
PLAY H 6;
|
||||
PLAY I 6 A_PlayerScream;
|
||||
PLAY JK 6;
|
||||
PLAY L 6 A_NoBlocking;
|
||||
PLAY M 6;
|
||||
PLAY N -1;
|
||||
Stop;
|
||||
XDeath:
|
||||
PLAY O 5 A_PlayerScream;
|
||||
PLAY P 5 A_SkullPop("BloodyFighterSkull");
|
||||
PLAY R 5 A_NoBlocking;
|
||||
PLAY STUV 5;
|
||||
PLAY W -1;
|
||||
Stop;
|
||||
Ice:
|
||||
PLAY X 5 A_FreezeDeath;
|
||||
PLAY X 1 A_FreezeDeathChunks;
|
||||
Wait;
|
||||
Burn:
|
||||
FDTH A 5 BRIGHT A_PlaySound("*burndeath");
|
||||
FDTH B 4 BRIGHT;
|
||||
FDTH G 5 BRIGHT;
|
||||
FDTH H 4 BRIGHT A_PlayerScream;
|
||||
FDTH I 5 BRIGHT;
|
||||
FDTH J 4 BRIGHT;
|
||||
FDTH K 5 BRIGHT;
|
||||
FDTH L 4 BRIGHT;
|
||||
FDTH M 5 BRIGHT;
|
||||
FDTH N 4 BRIGHT;
|
||||
FDTH O 5 BRIGHT;
|
||||
FDTH P 4 BRIGHT;
|
||||
FDTH Q 5 BRIGHT;
|
||||
FDTH R 4 BRIGHT;
|
||||
FDTH S 5 BRIGHT A_NoBlocking;
|
||||
FDTH T 4 BRIGHT;
|
||||
FDTH U 5 BRIGHT;
|
||||
FDTH V 4 BRIGHT;
|
||||
ACLO E 35 A_CheckPlayerDone;
|
||||
Wait;
|
||||
ACLO E 8;
|
||||
Stop;
|
||||
}
|
||||
}
|
||||
|
||||
// The fighter's bloody skull --------------------------------------------------------------
|
||||
|
||||
class BloodyFighterSkull : PlayerChunk
|
||||
{
|
||||
Default
|
||||
{
|
||||
Radius 4;
|
||||
Height 4;
|
||||
Gravity 0.125;
|
||||
+NOBLOCKMAP
|
||||
+DROPOFF
|
||||
+CANNOTPUSH
|
||||
+SKYEXPLODE
|
||||
+NOBLOCKMONST
|
||||
+NOSKIN
|
||||
}
|
||||
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
BSKL A 0;
|
||||
BSKL ABCDFGH 5 A_CheckFloor("Hit");
|
||||
Goto Spawn+1;
|
||||
Hit:
|
||||
BSKL I 16 A_CheckPlayerDone;
|
||||
Wait;
|
||||
}
|
||||
}
|
122
wadsrc/static/zscript/hexen/flame.txt
Normal file
122
wadsrc/static/zscript/hexen/flame.txt
Normal file
|
@ -0,0 +1,122 @@
|
|||
// Temp Small Flame --------------------------------------------------------
|
||||
|
||||
class FlameSmallTemp : Actor
|
||||
{
|
||||
Default
|
||||
{
|
||||
+NOTELEPORT
|
||||
RenderStyle "Add";
|
||||
}
|
||||
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
FFSM AB 3 Bright;
|
||||
FFSM C 2 Bright A_CountdownArg(0);
|
||||
FFSM C 2 Bright;
|
||||
FFSM D 3 Bright;
|
||||
FFSM E 3 Bright A_CountdownArg(0);
|
||||
Loop;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
// Temp Large Flame ---------------------------------------------------------
|
||||
|
||||
class FlameLargeTemp : Actor
|
||||
{
|
||||
Default
|
||||
{
|
||||
+NOTELEPORT
|
||||
RenderStyle "Add";
|
||||
}
|
||||
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
FFLG A 4 Bright;
|
||||
FFLG B 4 Bright A_CountdownArg(0);
|
||||
FFLG C 4 Bright;
|
||||
FFLG D 4 Bright A_CountdownArg(0);
|
||||
FFLG E 4 Bright;
|
||||
FFLG F 4 Bright A_CountdownArg(0);
|
||||
FFLG G 4 Bright;
|
||||
FFLG H 4 Bright A_CountdownArg(0);
|
||||
FFLG I 4 Bright;
|
||||
FFLG J 4 Bright A_CountdownArg(0);
|
||||
FFLG K 4 Bright;
|
||||
FFLG L 4 Bright A_CountdownArg(0);
|
||||
FFLG M 4 Bright;
|
||||
FFLG N 4 Bright A_CountdownArg(0);
|
||||
FFLG O 4 Bright;
|
||||
FFLG P 4 Bright A_CountdownArg(0);
|
||||
Goto Spawn+4;
|
||||
}
|
||||
}
|
||||
|
||||
// Small Flame --------------------------------------------------------------
|
||||
|
||||
class FlameSmall : SwitchableDecoration
|
||||
{
|
||||
Default
|
||||
{
|
||||
+NOTELEPORT
|
||||
+INVISIBLE
|
||||
Radius 15;
|
||||
RenderStyle "Add";
|
||||
}
|
||||
|
||||
States
|
||||
{
|
||||
Active:
|
||||
FFSM A 0 Bright A_PlaySound("Ignite");
|
||||
Spawn:
|
||||
FFSM A 3 Bright;
|
||||
FFSM A 3 Bright A_UnHideThing;
|
||||
FFSM ABCDE 3 Bright;
|
||||
Goto Spawn+2;
|
||||
Inactive:
|
||||
FFSM A 2;
|
||||
FFSM B 2 A_HideThing;
|
||||
FFSM C 200;
|
||||
Wait;
|
||||
}
|
||||
}
|
||||
|
||||
class FlameSmall2 : FlameSmall
|
||||
{
|
||||
}
|
||||
|
||||
// Large Flame --------------------------------------------------------------
|
||||
|
||||
class FlameLarge : SwitchableDecoration
|
||||
{
|
||||
Default
|
||||
{
|
||||
+NOTELEPORT
|
||||
+INVISIBLE
|
||||
Radius 15;
|
||||
RenderStyle "Add";
|
||||
}
|
||||
|
||||
States
|
||||
{
|
||||
Active:
|
||||
FFLG A 0 Bright A_PlaySound("Ignite");
|
||||
Spawn:
|
||||
FFLG A 2 Bright;
|
||||
FFLG A 2 Bright A_UnHideThing;
|
||||
FFLG ABCDEFGHIJKLMNOP 4 Bright;
|
||||
Goto Spawn+6;
|
||||
Inactive:
|
||||
FFLG DCB 2;
|
||||
FFLG A 2 A_HideThing;
|
||||
FFLG A 200;
|
||||
Wait;
|
||||
}
|
||||
}
|
||||
|
||||
class FlameLarge2 : FlameLarge
|
||||
{
|
||||
}
|
||||
|
30
wadsrc/static/zscript/hexen/flies.txt
Normal file
30
wadsrc/static/zscript/hexen/flies.txt
Normal file
|
@ -0,0 +1,30 @@
|
|||
|
||||
// Buzzy fly ----------------------------------------------------------------
|
||||
|
||||
class LittleFly : Actor
|
||||
{
|
||||
Default
|
||||
{
|
||||
+NOBLOCKMAP +NOGRAVITY
|
||||
+CANPASS
|
||||
|
||||
Speed 6;
|
||||
Radius 5;
|
||||
Height 5;
|
||||
Mass 2;
|
||||
ActiveSound "FlyBuzz";
|
||||
}
|
||||
|
||||
action native void A_FlySearch();
|
||||
action native void A_FlyBuzz();
|
||||
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
TNT1 A 20 A_FlySearch; // [RH] Invisible when not flying
|
||||
Loop;
|
||||
Buzz:
|
||||
AFLY ABCD 3 A_FlyBuzz;
|
||||
Loop;
|
||||
}
|
||||
}
|
133
wadsrc/static/zscript/hexen/korax.txt
Normal file
133
wadsrc/static/zscript/hexen/korax.txt
Normal file
|
@ -0,0 +1,133 @@
|
|||
class Korax : Actor
|
||||
{
|
||||
Default
|
||||
{
|
||||
Health 5000;
|
||||
Painchance 20;
|
||||
Speed 10;
|
||||
Radius 65;
|
||||
Height 115;
|
||||
Mass 2000;
|
||||
Damage 15;
|
||||
Monster;
|
||||
+BOSS
|
||||
+FLOORCLIP
|
||||
+TELESTOMP
|
||||
+DONTMORPH
|
||||
+NOTARGET
|
||||
+NOICEDEATH
|
||||
SeeSound "KoraxSight";
|
||||
AttackSound "KoraxAttack";
|
||||
PainSound "KoraxPain";
|
||||
DeathSound "KoraxDeath";
|
||||
ActiveSound "KoraxActive";
|
||||
Obituary "$OB_KORAX";
|
||||
}
|
||||
|
||||
action native void A_KoraxChase();
|
||||
action native void A_KoraxDecide();
|
||||
action native void A_KoraxBonePop();
|
||||
action native void A_KoraxMissile();
|
||||
action native void A_KoraxCommand();
|
||||
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
KORX A 5 A_Look;
|
||||
Loop;
|
||||
See:
|
||||
KORX AAA 3 A_KoraxChase;
|
||||
KORX B 3 A_Chase;
|
||||
KORX BBB 3 A_KoraxChase;
|
||||
KORX C 0 A_PlaySound("KoraxStep");
|
||||
KORX C 3 A_Chase;
|
||||
KORX CCC 3 A_KoraxChase;
|
||||
KORX D 3 A_Chase;
|
||||
KORX DDD 3 A_KoraxChase;
|
||||
KORX A 0 A_PlaySound("KoraxStep");
|
||||
KORX A 3 A_Chase;
|
||||
Loop;
|
||||
Pain:
|
||||
KORX H 5 A_Pain;
|
||||
KORX H 5;
|
||||
Goto See;
|
||||
Missile:
|
||||
KORX E 2 Bright A_FaceTarget;
|
||||
KORX E 5 Bright A_KoraxDecide;
|
||||
Wait;
|
||||
Death:
|
||||
KORX I 5;
|
||||
KORX J 5 A_FaceTarget;
|
||||
KORX K 5 A_Scream;
|
||||
KORX LMNOP 5;
|
||||
KORX Q 10;
|
||||
KORX R 5 A_KoraxBonePop;
|
||||
KORX S 5 A_NoBlocking;
|
||||
KORX TU 5;
|
||||
KORX V -1;
|
||||
Stop;
|
||||
Attack:
|
||||
KORX E 4 Bright A_FaceTarget;
|
||||
KORX F 8 Bright A_KoraxMissile;
|
||||
KORX E 8 Bright;
|
||||
Goto See;
|
||||
Command:
|
||||
KORX E 5 Bright A_FaceTarget;
|
||||
KORX W 10 Bright A_FaceTarget;
|
||||
KORX G 15 Bright A_KoraxCommand;
|
||||
KORX W 10 Bright;
|
||||
KORX E 5 Bright;
|
||||
Goto See;
|
||||
}
|
||||
}
|
||||
|
||||
class KoraxSpirit : Actor
|
||||
{
|
||||
Default
|
||||
{
|
||||
Speed 8;
|
||||
Projectile;
|
||||
+NOCLIP
|
||||
-ACTIVATEPCROSS
|
||||
-ACTIVATEIMPACT
|
||||
RenderStyle "Translucent";
|
||||
Alpha 0.4;
|
||||
}
|
||||
|
||||
action native void A_KSpiritRoam();
|
||||
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
SPIR AB 5 A_KSpiritRoam;
|
||||
Loop;
|
||||
Death:
|
||||
SPIR DEFGHI 5;
|
||||
Stop;
|
||||
}
|
||||
}
|
||||
|
||||
class KoraxBolt : Actor
|
||||
{
|
||||
Default
|
||||
{
|
||||
Radius 15;
|
||||
Height 35;
|
||||
Projectile;
|
||||
-ACTIVATEPCROSS
|
||||
-ACTIVATEIMPACT
|
||||
RenderStyle "Add";
|
||||
}
|
||||
|
||||
action native void A_KBolt();
|
||||
action native void A_KBoltRaise();
|
||||
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
MLFX I 2 Bright;
|
||||
MLFX J 2 Bright A_KBoltRaise;
|
||||
MLFX IJKLM 2 Bright A_KBolt;
|
||||
Stop;
|
||||
}
|
||||
}
|
107
wadsrc/static/zscript/hexen/mageplayer.txt
Normal file
107
wadsrc/static/zscript/hexen/mageplayer.txt
Normal file
|
@ -0,0 +1,107 @@
|
|||
// The mage -----------------------------------------------------------------
|
||||
|
||||
class MagePlayer : PlayerPawn
|
||||
{
|
||||
Default
|
||||
{
|
||||
Health 100;
|
||||
ReactionTime 0;
|
||||
PainChance 255;
|
||||
Radius 16;
|
||||
Height 64;
|
||||
Speed 1;
|
||||
+NOSKIN
|
||||
+NODAMAGETHRUST
|
||||
+PLAYERPAWN.NOTHRUSTWHENINVUL
|
||||
PainSound "PlayerMagePain";
|
||||
RadiusDamageFactor 0.25;
|
||||
Player.JumpZ 9;
|
||||
Player.Viewheight 48;
|
||||
Player.SpawnClass "Mage";
|
||||
Player.DisplayName "Mage";
|
||||
Player.SoundClass "mage";
|
||||
Player.ScoreIcon "MAGEFACE";
|
||||
Player.InvulnerabilityMode "Reflective";
|
||||
Player.HealRadiusType "Mana";
|
||||
Player.Hexenarmor 5, 5, 15, 10, 25;
|
||||
Player.StartItem "MWeapWand";
|
||||
Player.ForwardMove 0.88, 0.92;
|
||||
Player.SideMove 0.875, 0.925;
|
||||
Player.Portrait "P_MWALK1";
|
||||
Player.WeaponSlot 1, "MWeapWand";
|
||||
Player.WeaponSlot 2, "MWeapFrost";
|
||||
Player.WeaponSlot 3, "MWeapLightning";
|
||||
Player.WeaponSlot 4, "MWeapBloodscourge";
|
||||
Player.FlechetteType "ArtiPoisonBag2";
|
||||
|
||||
Player.ColorRange 146, 163;
|
||||
Player.Colorset 0, "Blue", 146, 163, 161;
|
||||
Player.ColorsetFile 1, "Red", "TRANTBL7", 0xB3;
|
||||
Player.ColorsetFile 2, "Gold", "TRANTBL8", 0x8C;
|
||||
Player.ColorsetFile 3, "Dull Green", "TRANTBL9", 0x41;
|
||||
Player.ColorsetFile 4, "Green", "TRANTBLA", 0xC9;
|
||||
Player.ColorsetFile 5, "Gray", "TRANTBLB", 0x30;
|
||||
Player.ColorsetFile 6, "Brown", "TRANTBLC", 0x72;
|
||||
Player.ColorsetFile 7, "Purple", "TRANTBLD", 0xEE;
|
||||
}
|
||||
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
MAGE A -1;
|
||||
Stop;
|
||||
See:
|
||||
MAGE ABCD 4;
|
||||
Loop;
|
||||
Missile:
|
||||
Melee:
|
||||
MAGE EF 8;
|
||||
Goto Spawn;
|
||||
Pain:
|
||||
MAGE G 4;
|
||||
MAGE G 4 A_Pain;
|
||||
Goto Spawn;
|
||||
Death:
|
||||
MAGE H 6;
|
||||
MAGE I 6 A_PlayerScream;
|
||||
MAGE JK 6;
|
||||
MAGE L 6 A_NoBlocking;
|
||||
MAGE M 6;
|
||||
MAGE N -1;
|
||||
Stop;
|
||||
XDeath:
|
||||
MAGE O 5 A_PlayerScream;
|
||||
MAGE P 5;
|
||||
MAGE R 5 A_NoBlocking;
|
||||
MAGE STUVW 5;
|
||||
MAGE X -1;
|
||||
Stop;
|
||||
Ice:
|
||||
MAGE Y 5 A_FreezeDeath;
|
||||
MAGE Y 1 A_FreezeDeathChunks;
|
||||
Wait;
|
||||
Burn:
|
||||
FDTH E 5 BRIGHT A_PlaySound("*burndeath");
|
||||
FDTH F 4 BRIGHT;
|
||||
FDTH G 5 BRIGHT;
|
||||
FDTH H 4 BRIGHT A_PlayerScream;
|
||||
FDTH I 5 BRIGHT;
|
||||
FDTH J 4 BRIGHT;
|
||||
FDTH K 5 BRIGHT;
|
||||
FDTH L 4 BRIGHT;
|
||||
FDTH M 5 BRIGHT;
|
||||
FDTH N 4 BRIGHT;
|
||||
FDTH O 5 BRIGHT;
|
||||
FDTH P 4 BRIGHT;
|
||||
FDTH Q 5 BRIGHT;
|
||||
FDTH R 4 BRIGHT;
|
||||
FDTH S 5 BRIGHT A_NoBlocking;
|
||||
FDTH T 4 BRIGHT;
|
||||
FDTH U 5 BRIGHT;
|
||||
FDTH V 4 BRIGHT;
|
||||
ACLO E 35 A_CheckPlayerDone;
|
||||
Wait;
|
||||
ACLO E 8;
|
||||
Stop;
|
||||
}
|
||||
}
|
170
wadsrc/static/zscript/hexen/pig.txt
Normal file
170
wadsrc/static/zscript/hexen/pig.txt
Normal file
|
@ -0,0 +1,170 @@
|
|||
|
||||
|
||||
// Snout puff ---------------------------------------------------------------
|
||||
|
||||
class SnoutPuff : Actor
|
||||
{
|
||||
Default
|
||||
{
|
||||
+NOBLOCKMAP
|
||||
+NOGRAVITY
|
||||
Renderstyle "Translucent";
|
||||
Alpha 0.6;
|
||||
}
|
||||
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
FHFX STUVW 4;
|
||||
Stop;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
// Snout --------------------------------------------------------------------
|
||||
|
||||
class Snout : Weapon
|
||||
{
|
||||
Default
|
||||
{
|
||||
Weapon.SelectionOrder 10000;
|
||||
+WEAPON.DONTBOB
|
||||
+WEAPON.MELEEWEAPON
|
||||
Weapon.Kickback 150;
|
||||
Weapon.YAdjust 10;
|
||||
}
|
||||
|
||||
action native void A_SnoutAttack ();
|
||||
|
||||
States
|
||||
{
|
||||
Ready:
|
||||
WPIG A 1 A_WeaponReady;
|
||||
Loop;
|
||||
Deselect:
|
||||
WPIG A 1 A_Lower;
|
||||
Loop;
|
||||
Select:
|
||||
WPIG A 1 A_Raise;
|
||||
Fire:
|
||||
WPIG A 4 A_SnoutAttack;
|
||||
WPIG B 8 A_SnoutAttack;
|
||||
Goto Ready;
|
||||
Grunt:
|
||||
WPIG B 8;
|
||||
Goto Ready;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
// Pig player ---------------------------------------------------------------
|
||||
|
||||
class PigPlayer : PlayerPawn native
|
||||
{
|
||||
Default
|
||||
{
|
||||
Health 30;
|
||||
ReactionTime 0;
|
||||
PainChance 255;
|
||||
Radius 16;
|
||||
Height 24;
|
||||
Speed 1;
|
||||
+WINDTHRUST
|
||||
+NOSKIN
|
||||
-PICKUP
|
||||
PainSound "PigPain";
|
||||
DeathSound "PigDeath";
|
||||
Player.JumpZ 6;
|
||||
Player.Viewheight 28;
|
||||
Player.ForwardMove 0.96, 0.98;
|
||||
Player.SideMove 0.95833333, 0.975;
|
||||
Player.SpawnClass "Pig";
|
||||
Player.SoundClass "Pig";
|
||||
Player.DisplayName "Pig";
|
||||
Player.MorphWeapon "Snout";
|
||||
}
|
||||
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
PIGY A -1;
|
||||
Stop;
|
||||
See:
|
||||
PIGY ABCD 3;
|
||||
Loop;
|
||||
Pain:
|
||||
PIGY D 4 A_PigPain;
|
||||
Goto Spawn;
|
||||
Melee:
|
||||
Missile:
|
||||
PIGY A 12;
|
||||
Goto Spawn;
|
||||
Death:
|
||||
PIGY E 4 A_Scream;
|
||||
PIGY F 3 A_NoBlocking;
|
||||
PIGY G 4;
|
||||
PIGY H 3;
|
||||
PIGY IJK 4;
|
||||
PIGY L -1;
|
||||
Stop;
|
||||
Ice:
|
||||
PIGY M 5 A_FreezeDeath;
|
||||
PIGY M 1 A_FreezeDeathChunks;
|
||||
Wait;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
// Pig (non-player) ---------------------------------------------------------
|
||||
|
||||
class Pig : MorphedMonster
|
||||
{
|
||||
Default
|
||||
{
|
||||
Health 25;
|
||||
Painchance 128;
|
||||
Speed 10;
|
||||
Radius 12;
|
||||
Height 22;
|
||||
Mass 60;
|
||||
Monster;
|
||||
-COUNTKILL
|
||||
+WINDTHRUST
|
||||
+DONTMORPH
|
||||
SeeSound "PigActive1";
|
||||
PainSound "PigPain";
|
||||
DeathSound "PigDeath";
|
||||
ActiveSound "PigActive1";
|
||||
}
|
||||
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
PIGY B 10 A_Look;
|
||||
Loop;
|
||||
See:
|
||||
PIGY ABCD 3 A_Chase;
|
||||
Loop;
|
||||
Pain:
|
||||
PIGY D 4 A_PigPain;
|
||||
Goto See;
|
||||
Melee:
|
||||
PIGY A 5 A_FaceTarget;
|
||||
PIGY A 10 A_CustomMeleeAttack(random[PigAttack](2,3), "PigAttack");
|
||||
Goto See;
|
||||
Death:
|
||||
PIGY E 4 A_Scream;
|
||||
PIGY F 3 A_NoBlocking;
|
||||
PIGY G 4 A_QueueCorpse;
|
||||
PIGY H 3;
|
||||
PIGY IJK 4;
|
||||
PIGY L -1;
|
||||
Stop;
|
||||
Ice:
|
||||
PIGY M 5 A_FreezeDeath;
|
||||
PIGY M 1 A_FreezeDeathChunks;
|
||||
Wait;
|
||||
}
|
||||
}
|
||||
|
Loading…
Reference in a new issue