//=========================================================================== // // Cacodemon // //=========================================================================== class Cacodemon : Actor { Default { Health 400; Radius 31; Height 56; Mass 400; Speed 8; PainChance 128; Monster; +FLOAT +NOGRAVITY SeeSound "caco/sight"; PainSound "caco/pain"; DeathSound "caco/death"; ActiveSound "caco/active"; Obituary "$OB_CACO"; HitObituary "$OB_CACOHIT"; } States { Spawn: HEAD A 10 A_Look; Loop; See: HEAD A 3 A_Chase; Loop; Missile: HEAD B 5 A_FaceTarget; HEAD C 5 A_FaceTarget; HEAD D 5 BRIGHT A_HeadAttack; Goto See; Pain: HEAD E 3; HEAD E 3 A_Pain; HEAD F 6; Goto See; Death: HEAD G 8; HEAD H 8 A_Scream; HEAD I 8; HEAD J 8; HEAD K 8 A_NoBlocking; HEAD L -1 A_SetFloorClip; Stop; Raise: HEAD L 8 A_UnSetFloorClip; HEAD KJIHG 8; Goto See; } } //=========================================================================== // // Cacodemon plasma ball // //=========================================================================== class CacodemonBall : Actor { Default { Radius 6; Height 8; Speed 10; FastSpeed 20; Damage 5; Projectile; +RANDOMIZE RenderStyle "Add"; Alpha 1; SeeSound "caco/attack"; DeathSound "caco/shotx"; } States { Spawn: BAL2 AB 4 BRIGHT; Loop; Death: BAL2 CDE 6 BRIGHT; Stop; } } //=========================================================================== // // Code (must be attached to Actor) // //=========================================================================== extend class Actor { void A_HeadAttack() { if (target) { if (CheckMeleeRange()) { int damage = random[pr_headattack](1, 6) * 10; A_PlaySound (AttackSound, CHAN_WEAPON); int newdam = target.DamageMobj (self, self, damage, "Melee"); target.TraceBleed (newdam > 0 ? newdam : damage, self); } else { // launch a missile SpawnMissile (target, "CacodemonBall"); } } } }