gzdoom-gles/wadsrc/static/actors/heretic/knight.txt

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Text

// Knight -------------------------------------------------------------------
ACTOR Knight
{
Health 200
Radius 24
Height 78
Mass 150
Speed 12
Painchance 100
Monster
+FLOORCLIP
SeeSound "hknight/sight"
AttackSound "hknight/attack"
PainSound "hknight/pain"
DeathSound "hknight/death"
ActiveSound "hknight/active"
Obituary "$OB_BONEKNIGHT"
HitObituary "$OB_BONEKNIGHTHIT"
DropItem "CrossbowAmmo", 84, 5
action native A_KnightAttack ();
States
{
Spawn:
KNIG AB 10 A_Look
Loop
See:
KNIG ABCD 4 A_Chase
Loop
Melee:
Missile:
KNIG E 10 A_FaceTarget
KNIG F 8 A_FaceTarget
KNIG G 8 A_KnightAttack
KNIG E 10 A_FaceTarget
KNIG F 8 A_FaceTarget
KNIG G 8 A_KnightAttack
Goto See
Pain:
KNIG H 3
KNIG H 3 A_Pain
Goto See
Death:
KNIG I 6
KNIG J 6 A_Scream
KNIG K 6
KNIG L 6 A_NoBlocking
KNIG MN 6
KNIG O -1
Stop
}
}
// Knight ghost -------------------------------------------------------------
ACTOR KnightGhost : Knight
{
+SHADOW
+GHOST
RenderStyle Translucent
Alpha 0.4
}
// Knight axe ---------------------------------------------------------------
ACTOR KnightAxe
{
Radius 10
Height 8
Speed 9
FastSpeed 18
Damage 2
Projectile
-NOBLOCKMAP
-ACTIVATEIMPACT
-ACTIVATEPCROSS
+WINDTHRUST
+THRUGHOST
DeathSound "hknight/hit"
States
{
Spawn:
SPAX A 3 BRIGHT A_PlaySound("hknight/axewhoosh")
SPAX BC 3 BRIGHT
Loop
Death:
SPAX DEF 6 BRIGHT
Stop
}
}
// Red axe ------------------------------------------------------------------
ACTOR RedAxe : KnightAxe
{
+NOBLOCKMAP
-WINDTHRUST
Damage 7
action native A_DripBlood ();
States
{
Spawn:
RAXE AB 5 BRIGHT A_DripBlood
Loop
Death:
RAXE CDE 6 BRIGHT
Stop
}
}