//=========================================================================== // // Lost Soul // //=========================================================================== class LostSoul : Actor { Default { Health 100; Radius 16; Height 56; Mass 50; Speed 8; Damage 3; PainChance 256; Monster; +FLOAT +NOGRAVITY +MISSILEMORE +DONTFALL +NOICEDEATH; AttackSound "skull/melee"; PainSound "skull/pain"; DeathSound "skull/death"; ActiveSound "skull/active"; RenderStyle "SoulTrans"; Obituary "$OB_SKULL"; } States { Spawn: SKUL AB 10 BRIGHT A_Look; Loop; See: SKUL AB 6 BRIGHT A_Chase; Loop; Missile: SKUL C 10 BRIGHT A_FaceTarget; SKUL D 4 BRIGHT A_SkullAttack; SKUL CD 4 BRIGHT; Goto Missile+2; Pain: SKUL E 3 BRIGHT; SKUL E 3 BRIGHT A_Pain; Goto See; Death: SKUL F 6 BRIGHT; SKUL G 6 BRIGHT A_Scream; SKUL H 6 BRIGHT; SKUL I 6 BRIGHT A_NoBlocking; SKUL J 6; SKUL K 6; Stop; } } class BetaSkull : LostSoul { States { Spawn: SKUL A 10 A_Look; Loop; See: SKUL BCDA 5 A_Chase; Loop; Missile: SKUL E 4 A_FaceTarget; SKUL F 5 A_BetaSkullAttack; SKUL F 4; Goto See; Pain: SKUL G 4; SKUL H 2 A_Pain; Goto See; SKUL I 4; Goto See; Death: SKUL JKLM 5; SKUL N 5 A_Scream; SKUL O 5; SKUL P 5 A_Fall; SKUL Q 5 A_Stop; Wait; } } //=========================================================================== // // Code (must be attached to Actor) // //=========================================================================== extend class Actor { const SKULLSPEED = 20; void A_SkullAttack(float skullspeed = SKULLSPEED) { if (target == null) return; if (skullspeed <= 0) skullspeed = SKULLSPEED; bSkullfly = true; A_PlaySound(AttackSound, CHAN_VOICE); A_FaceTarget(); VelFromAngle(skullspeed); Vel.Z = (target.pos.Z + target.Height/2 - Vel.Z) / DistanceBySpeed(target, speed); } void A_BetaSkullAttack() { if (target == null || target.GetSpecies() == self.GetSpecies()) return; A_PlaySound(AttackSound, CHAN_WEAPON); A_FaceTarget(); int damage = GetMissileDamage(7,1); target.DamageMobj(self, self, damage, 'None'); } }