gzdoom-gles/wadsrc/static/zscript/doom/fatso.txt
Christoph Oelckers c7347608a4 - scriptified A_FatAttack*.
- swapped parameters of two-parameter VelToAngle method, so that internal and script version are in line.
- fixed parameter asserts to handle NULL pointers properly.
2016-10-27 17:47:46 +02:00

167 lines
2.9 KiB
Text

//===========================================================================
//
// Mancubus
//
//===========================================================================
class Fatso : Actor
{
Default
{
Health 600;
Radius 48;
Height 64;
Mass 1000;
Speed 8;
PainChance 80;
Monster;
+FLOORCLIP
+BOSSDEATH
SeeSound "fatso/sight";
PainSound "fatso/pain";
DeathSound "fatso/death";
ActiveSound "fatso/active";
Obituary "$OB_FATSO";
}
States
{
Spawn:
FATT AB 15 A_Look;
Loop;
See:
FATT AABBCCDDEEFF 4 A_Chase;
Loop;
Missile:
FATT G 20 A_FatRaise;
FATT H 10 BRIGHT A_FatAttack1;
FATT IG 5 A_FaceTarget;
FATT H 10 BRIGHT A_FatAttack2;
FATT IG 5 A_FaceTarget;
FATT H 10 BRIGHT A_FatAttack3;
FATT IG 5 A_FaceTarget;
Goto See;
Pain:
FATT J 3;
FATT J 3 A_Pain;
Goto See;
Death:
FATT K 6;
FATT L 6 A_Scream;
FATT M 6 A_NoBlocking;
FATT NOPQRS 6;
FATT T -1 A_BossDeath;
Stop;
Raise:
FATT R 5;
FATT QPONMLK 5;
Goto See;
}
}
//===========================================================================
//
// Mancubus fireball
//
//===========================================================================
class FatShot : Actor
{
Default
{
Radius 6;
Height 8;
Speed 20;
Damage 8;
Projectile;
+RANDOMIZE
RenderStyle "Add";
Alpha 1;
SeeSound "fatso/attack";
DeathSound "fatso/shotx";
}
States
{
Spawn:
MANF AB 4 BRIGHT;
Loop;
Death:
MISL B 8 BRIGHT;
MISL C 6 BRIGHT;
MISL D 4 BRIGHT;
Stop;
}
}
//===========================================================================
//
// Code (must be attached to Actor)
//
//===========================================================================
extend class Actor
{
const FATSPREAD = 90./8;
void A_FatRaise()
{
A_FaceTarget();
A_PlaySound("fatso/raiseguns", CHAN_WEAPON);
}
void A_FatAttack1(class<Actor> spawntype = "FatShot")
{
if (target)
{
A_FaceTarget ();
// Change direction to ...
Angle += FATSPREAD;
SpawnMissile (target, spawntype);
Actor missile = SpawnMissile (target, spawntype);
if (missile)
{
missile.Angle += FATSPREAD;
missile.VelFromAngle();
}
}
}
void A_FatAttack2(class<Actor> spawntype = "FatShot")
{
if (target)
{
A_FaceTarget ();
// Now here choose opposite deviation.
Angle -= FATSPREAD;
SpawnMissile (target, spawntype);
Actor missile = SpawnMissile (target, spawntype);
if (missile)
{
missile.Angle -= FATSPREAD;
missile.VelFromAngle();
}
}
}
void A_FatAttack3(class<Actor> spawntype = "FatShot")
{
if (target)
{
A_FaceTarget ();
Actor missile = SpawnMissile (target, spawntype);
if (missile)
{
missile.Angle -= FATSPREAD/2;
missile.VelFromAngle();
}
missile = SpawnMissile (target, spawntype);
if (missile)
{
missile.Angle += FATSPREAD/2;
missile.VelFromAngle();
}
}
}
}