mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-07 21:41:42 +00:00
60fe07df74
Namely, acolyte, shadow acolyte, reaver, stalker, and turret. Info on which states needed the slow flag was obtained with Quasar's permission by looking at G_InitNew() in g_game.c and the info.c state tables from Chocolate Strife. Also added fast flag to acolyte states that needed it, based on the same source.
126 lines
2.4 KiB
Text
126 lines
2.4 KiB
Text
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// Crusader -----------------------------------------------------------------
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ACTOR Crusader 3005
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{
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Game Strife
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ConversationID 63,-1,-1
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Speed 8
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Radius 40
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Height 56
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Mass 400
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Health 400
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Painchance 128
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Monster
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+FLOORCLIP
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+DONTMORPH
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+MISSILEMORE
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+INCOMBAT
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+NOICEDEATH
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+NOBLOOD
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MinMissileChance 120
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MaxDropoffHeight 32
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DropItem "EnergyPod", 256, 20
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SeeSound "crusader/sight"
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PainSound "crusader/pain"
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DeathSound "crusader/death"
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ActiveSound "crusader/active"
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Obituary "$OB_CRUSADER"
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action native A_CrusaderChoose ();
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action native A_CrusaderSweepLeft ();
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action native A_CrusaderSweepRight ();
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action native A_CrusaderRefire ();
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action native A_CrusaderDeath ();
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States
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{
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Spawn:
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ROB2 Q 10 A_Look
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Loop
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See:
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ROB2 AABBCCDD 3 A_Chase
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Loop
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Missile:
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ROB2 E 3 Slow A_FaceTarget
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ROB2 F 2 Slow Bright A_CrusaderChoose
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ROB2 E 2 Slow Bright A_CrusaderSweepLeft
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ROB2 F 3 Slow Bright A_CrusaderSweepLeft
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ROB2 EF 2 Slow Bright A_CrusaderSweepLeft
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ROB2 EFE 2 Slow Bright A_CrusaderSweepRight
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ROB2 F 2 Slow A_CrusaderRefire
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Loop
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Pain:
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ROB2 D 1 Slow A_Pain
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Goto See
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Death:
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ROB2 G 3 A_Scream
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ROB2 H 5 A_TossGib
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ROB2 I 4 Bright A_TossGib
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ROB2 J 4 Bright A_Explode(64,64,1,1)
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ROB2 K 4 Bright A_Fall
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ROB2 L 4 A_Explode(64,64,1,1)
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ROB2 MN 4 A_TossGib
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ROB2 O 4 A_Explode(64,64,1,1)
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ROB2 P -1 A_CrusaderDeath
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Stop
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}
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}
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// Fast Flame Projectile (used by Crusader) ---------------------------------
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ACTOR FastFlameMissile : FlameMissile
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{
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Mass 50
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Damage 1
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Speed 35
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}
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// Crusader Missile ---------------------------------------------------------
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// This is just like the mini missile the player shoots, except it doesn't
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// explode when it dies, and it does slightly less damage for a direct hit.
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ACTOR CrusaderMissile
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{
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Speed 20
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Radius 10
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Height 14
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Damage 7
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Projectile
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+STRIFEDAMAGE
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MaxStepHeight 4
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SeeSound "crusader/misl"
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DeathSound "crusader/mislx"
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States
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{
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Spawn:
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MICR A 6 Bright A_RocketInFlight
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Loop
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Death:
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SMIS A 0 Bright A_SetTranslucent(1,1)
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SMIS A 5 Bright A_StopSoundEx("Voice")
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SMIS B 5 Bright
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SMIS C 4 Bright
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SMIS DEFG 2 Bright
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Stop
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}
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}
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// Dead Crusader ------------------------------------------------------------
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ACTOR DeadCrusader 22
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{
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Game Strife
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ConversationID 230
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States
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{
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Spawn:
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ROB2 N 4
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ROB2 O 4
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ROB2 P -1
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Stop
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}
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}
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