gzdoom-gles/wadsrc/static/zscript/actors/strife/acolyte.zs
alexey.lysiuk c7516a0fc5 - added ability to specify display duration of subtitles
Duration of sound playback and subtitles display will be synchronized if sound id is specified
For existing Strife messages this works out of the box

https://forum.zdoom.org/viewtopic.php?t=65379
2019-07-26 21:59:43 +02:00

309 lines
5.4 KiB
Text

// Base class for the acolytes ----------------------------------------------
class Acolyte : StrifeHumanoid
{
Default
{
Health 70;
PainChance 150;
Speed 7;
Radius 24;
Height 64;
Mass 400;
Monster;
+SEESDAGGERS
+NOSPLASHALERT
+FLOORCLIP
+NEVERRESPAWN
MinMissileChance 150;
Tag "$TAG_ACOLYTE";
SeeSound "acolyte/sight";
PainSound "acolyte/pain";
AttackSound "acolyte/rifle";
DeathSound "acolyte/death";
ActiveSound "acolyte/active";
Obituary "$OB_ACOLYTE";
}
States
{
Spawn:
AGRD A 5 A_Look2;
Wait;
AGRD B 8 A_ClearShadow;
Loop;
AGRD D 8;
Loop;
AGRD ABCDABCD 5 A_Wander;
Loop;
See:
AGRD A 6 Fast Slow A_AcolyteBits;
AGRD BCD 6 Fast Slow A_Chase;
Loop;
Missile:
AGRD E 8 Fast Slow A_FaceTarget;
AGRD FE 4 Fast Slow A_ShootGun;
AGRD F 6 Fast Slow A_ShootGun;
Goto See;
Pain:
AGRD O 8 Fast Slow A_Pain;
Goto See;
Death:
AGRD G 4;
AGRD H 4 A_Scream;
AGRD I 4;
AGRD J 3;
AGRD K 3 A_NoBlocking;
AGRD L 3;
AGRD M 3 A_AcolyteDie;
AGRD N -1;
Stop;
XDeath:
GIBS A 5 A_NoBlocking;
GIBS BC 5 A_TossGib;
GIBS D 4 A_TossGib;
GIBS E 4 A_XScream;
GIBS F 4 A_TossGib;
GIBS GH 4;
GIBS I 5;
GIBS J 5 A_AcolyteDie;
GIBS K 5;
GIBS L 1400;
Stop;
}
//============================================================================
//
// A_AcolyteDie
//
//============================================================================
void A_AcolyteDie ()
{
// [RH] Disable translucency here.
A_SetRenderStyle(1, STYLE_Normal);
// Only the Blue Acolyte does extra stuff on death.
if (self is "AcolyteBlue")
{
int i;
// Make sure somebody is still alive
for (i = 0; i < MAXPLAYERS; ++i)
{
if (playeringame[i] && players[i].health > 0)
break;
}
if (i == MAXPLAYERS)
return;
// Make sure all the other blue acolytes are dead, but do this only once in case of simultaneous kills.
if (CheckBossDeath() && !players[i].mo.FindInventory("QuestItem7"))
{
players[i].mo.GiveInventoryType ("QuestItem7");
players[i].SetLogNumber (14);
players[i].SetSubtitleNumber (14, "svox/voc14");
A_StopSound (CHAN_VOICE);
A_PlaySound ("svox/voc14", CHAN_VOICE, 1, false, ATTN_NONE);
}
}
}
//============================================================================
//
// A_BeShadowyFoe
//
//============================================================================
void A_BeShadowyFoe()
{
A_SetRenderStyle(HR_SHADOW, STYLE_Translucent);
bFriendly = false;
}
//============================================================================
//
// A_AcolyteBits
//
//============================================================================
void A_AcolyteBits()
{
if (SpawnFlags & MTF_SHADOW)
{
A_BeShadowyFoe();
}
if (SpawnFlags & MTF_ALTSHADOW)
{
if (bShadow)
{
// I dunno.
}
else
{
A_SetRenderStyle(0, STYLE_None);
}
}
}
}
// Acolyte 1 ----------------------------------------------------------------
class AcolyteTan : Acolyte
{
Default
{
+MISSILEMORE +MISSILEEVENMORE
DropItem "ClipOfBullets";
}
}
// Acolyte 2 ----------------------------------------------------------------
class AcolyteRed : Acolyte
{
Default
{
+MISSILEMORE +MISSILEEVENMORE
Translation 0;
}
}
// Acolyte 3 ----------------------------------------------------------------
class AcolyteRust : Acolyte
{
Default
{
+MISSILEMORE +MISSILEEVENMORE
Translation 1;
}
}
// Acolyte 4 ----------------------------------------------------------------
class AcolyteGray : Acolyte
{
Default
{
+MISSILEMORE +MISSILEEVENMORE
Translation 2;
}
}
// Acolyte 5 ----------------------------------------------------------------
class AcolyteDGreen : Acolyte
{
Default
{
+MISSILEMORE +MISSILEEVENMORE
Translation 3;
}
}
// Acolyte 6 ----------------------------------------------------------------
class AcolyteGold : Acolyte
{
Default
{
+MISSILEMORE +MISSILEEVENMORE
Translation 4;
}
}
// Acolyte 7 ----------------------------------------------------------------
class AcolyteLGreen : Acolyte
{
Default
{
Health 60;
Translation 5;
}
}
// Acolyte 8 ----------------------------------------------------------------
class AcolyteBlue : Acolyte
{
Default
{
Health 60;
Translation 6;
}
}
// Shadow Acolyte -----------------------------------------------------------
class AcolyteShadow : Acolyte
{
Default
{
+MISSILEMORE
DropItem "ClipOfBullets";
}
States
{
See:
AGRD A 6 A_BeShadowyFoe;
Goto Super::See+1;
Pain:
AGRD O 0 Fast Slow A_SetShadow;
AGRD O 8 Fast Slow A_Pain;
Goto See;
}
}
// Some guy turning into an acolyte -----------------------------------------
class AcolyteToBe : Acolyte
{
Default
{
Health 61;
Radius 20;
Height 56;
DeathSound "becoming/death";
-COUNTKILL
-ISMONSTER
}
States
{
Spawn:
ARMR A -1;
Stop;
Pain:
ARMR A -1 A_HideDecepticon;
Stop;
Death:
Goto XDeath;
}
//============================================================================
//
// A_HideDecepticon
//
// Hide the Acolyte-to-be ->
// Hide the guy transforming into an Acolyte ->
// Hide the transformer ->
// Transformers are Autobots and Decepticons, and
// Decepticons are the bad guys, so... ->
//
// Hide the Decepticon!
//
//============================================================================
void A_HideDecepticon ()
{
Door_Close(999, 64);
if (target != null && target.player != null)
{
SoundAlert (target);
}
}
}