gzdoom-gles/wadsrc/static/actors/doom/bossbrain.txt
Randy Heit fb50df2c63 About a week's worth of changes here. As a heads-up, I wouldn't be
surprised if this doesn't build in Linux right now. The CMakeLists.txt
were checked with MinGW and NMake, but how they fair under Linux is an
unknown to me at this time.

- Converted most sprintf (and all wsprintf) calls to either mysnprintf or
  FStrings, depending on the situation.
- Changed the strings in the wbstartstruct to be FStrings.
- Changed myvsnprintf() to output nothing if count is greater than INT_MAX.
  This is so that I can use a series of mysnprintf() calls and advance the
  pointer for each one. Once the pointer goes beyond the end of the buffer,
  the count will go negative, but since it's an unsigned type it will be
  seen as excessively huge instead. This should not be a problem, as there's
  no reason for ZDoom to be using text buffers larger than 2 GB anywhere.
- Ripped out the disabled bit from FGameConfigFile::MigrateOldConfig().
- Changed CalcMapName() to return an FString instead of a pointer to a static
  buffer.
- Changed startmap in d_main.cpp into an FString.
- Changed CheckWarpTransMap() to take an FString& as the first argument.
- Changed d_mapname in g_level.cpp into an FString.
- Changed DoSubstitution() in ct_chat.cpp to place the substitutions in an
  FString.
- Fixed: The MAPINFO parser wrote into the string buffer to construct a map
  name when given a Hexen map number. This was fine with the old scanner
  code, but only a happy coincidence prevents it from crashing with the new
  code
- Added the 'B' conversion specifier to StringFormat::VWorker() for printing
  binary numbers.
- Added CMake support for building with MinGW, MSYS, and NMake. Linux support
  is probably broken until I get around to booting into Linux again. Niceties
  provided over the existing Makefiles they're replacing:
  * All command-line builds can use the same build system, rather than having
    a separate one for MinGW and another for Linux.
  * Microsoft's NMake tool is supported as a target.
  * Progress meters.
  * Parallel makes work from a fresh checkout without needing to be primed
    first with a single-threaded make.
  * Porting to other architectures should be simplified, whenever that day
    comes.
- Replaced the makewad tool with zipdir. This handles the dependency tracking
  itself instead of generating an external makefile to do it, since I couldn't
  figure out how to generate a makefile with an external tool and include it
  with a CMake-generated makefile. Where makewad used a master list of files
  to generate the package file, zipdir just zips the entire contents of one or
  more directories.
- Added the gdtoa package from netlib's fp library so that ZDoom's printf-style
  formatting can be entirely independant of the CRT.

SVN r1082 (trunk)
2008-07-23 04:57:26 +00:00

123 lines
2 KiB
Text

//===========================================================================
//
// Boss Brain
//
//===========================================================================
ACTOR BossBrain 88
{
Game Doom
Health 250
Mass 10000000
PainChance 255
+SOLID +SHOOTABLE
+NOICEDEATH
+OLDRADIUSDMG
PainSound "brain/pain"
DeathSound "brain/death"
States
{
BrainExplode:
MISL BC 10 Bright
MISL D 10 A_BrainExplode
Stop
Spawn:
BBRN A -1
Stop
Pain:
BBRN B 36 A_BrainPain
Goto Spawn
Death:
BBRN A 100 A_BrainScream
BBRN AA 10
BBRN A -1 A_BrainDie
Stop
}
}
//===========================================================================
//
// Boss Eye
//
//===========================================================================
ACTOR BossEye 89
{
Game Doom
Height 32
+NOBLOCKMAP
+NOSECTOR
States
{
Spawn:
SSWV A 10 A_Look
Loop
See:
SSWV A 181 A_BrainAwake
SSWV A 150 A_BrainSpit
Wait
}
}
//===========================================================================
//
// Boss Target
//
//===========================================================================
ACTOR BossTarget : SpecialSpot 87
{
Game Doom
Height 32
+NOBLOCKMAP
+NOSECTOR
}
//===========================================================================
//
// Spawn shot
//
//===========================================================================
ACTOR SpawnShot
{
Radius 6
Height 32
Speed 10
Damage 3
Projectile
+NOCLIP
-ACTIVATEPCROSS
+RANDOMIZE
SeeSound "brain/spit"
DeathSound "brain/cubeboom"
States
{
Spawn:
BOSF A 3 BRIGHT A_SpawnSound
BOSF BCD 3 BRIGHT A_SpawnFly
Loop
}
}
//===========================================================================
//
// Spawn fire
//
//===========================================================================
ACTOR SpawnFire
{
Height 78
+NOBLOCKMAP
+NOGRAVITY
RenderStyle Add
States
{
Spawn:
FIRE ABCDEFGH 4 Bright A_Fire
Stop
}
}