gzdoom-gles/wadsrc/static/zscript/heretic/hereticimp.txt
Alexander 97aba0c416 add tags for Doom and Heretic monsters
Why? So mods that reveal enemy names don't show internal monster class names.

Tags are based on language.enu lump:
- Tags for Doom/Doom 2 monsters are referring directly to CC_* strings.
- Tags for Heretic monsters are based on obituaries.
- All tags match corresponding obituaries.
2018-06-27 21:04:00 +02:00

246 lines
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Text

// Heretic imp (as opposed to the Doom variety) -----------------------------
class HereticImp : Actor
{
bool extremecrash;
Default
{
Health 40;
Radius 16;
Height 36;
Mass 50;
Speed 10;
Painchance 200;
Monster;
+FLOAT
+NOGRAVITY
+SPAWNFLOAT
+DONTOVERLAP
+MISSILEMORE
SeeSound "himp/sight";
AttackSound "himp/attack";
PainSound "himp/pain";
DeathSound "himp/death";
ActiveSound "himp/active";
Obituary "$OB_HERETICIMP";
HitObituary "$OB_HERETICIMPHIT";
Tag "$FN_HERETICIMP";
}
States
{
Spawn:
IMPX ABCB 10 A_Look;
Loop;
See:
IMPX AABBCCBB 3 A_Chase;
Loop;
Melee:
IMPX DE 6 A_FaceTarget;
IMPX F 6 A_CustomMeleeAttack(random[ImpMeAttack](5,12), "himp/attack", "himp/attack");
Goto See;
Missile:
IMPX A 10 A_FaceTarget;
IMPX B 6 A_ImpMsAttack;
IMPX CBAB 6;
Goto Missile+2;
Pain:
IMPX G 3;
IMPX G 3 A_Pain;
Goto See;
Death:
IMPX G 4 A_ImpDeath;
IMPX H 5;
Wait;
XDeath:
IMPX S 5 A_ImpXDeath1;
IMPX TU 5;
IMPX V 5 A_Gravity;
IMPX W 5;
Wait;
Crash:
IMPX I 7 A_ImpExplode;
IMPX J 7 A_Scream;
IMPX K 7;
IMPX L -1;
Stop;
XCrash:
IMPX X 7;
IMPX Y 7;
IMPX Z -1;
Stop;
}
//----------------------------------------------------------------------------
//
// PROC A_ImpMsAttack
//
//----------------------------------------------------------------------------
void A_ImpMsAttack()
{
if (!target || random[ImpMSAtk]() > 64)
{
SetState (SeeState);
return;
}
A_SkullAttack(12);
}
//----------------------------------------------------------------------------
//
// PROC A_ImpExplode
//
//----------------------------------------------------------------------------
void A_ImpExplode()
{
Actor chunk;
bNoGravity = false;
chunk = Spawn("HereticImpChunk1", pos, ALLOW_REPLACE);
if (chunk != null)
{
chunk.vel.x = random2[ImpExplode]() / 64.;
chunk.vel.y = random2[ImpExplode]() / 64.;
chunk.vel.z = 9;
}
chunk = Spawn("HereticImpChunk2", pos, ALLOW_REPLACE);
if (chunk != null)
{
chunk.vel.x = random2[ImpExplode]() / 64.;
chunk.vel.y = random2[ImpExplode]() / 64.;
chunk.vel.z = 9;
}
if (extremecrash)
{
SetStateLabel ("XCrash");
}
}
//----------------------------------------------------------------------------
//
// PROC A_ImpDeath
//
//----------------------------------------------------------------------------
void A_ImpDeath()
{
bSolid = false;
bFloorClip = true;
}
//----------------------------------------------------------------------------
//
// PROC A_ImpXDeath1
//
//----------------------------------------------------------------------------
void A_ImpXDeath1()
{
bSolid = false;
bFloorClip = true;
bNoGravity = true;
extremecrash = true;
}
}
// Heretic imp leader -------------------------------------------------------
class HereticImpLeader : HereticImp
{
Default
{
Species "HereticImpLeader";
Health 80;
-MISSILEMORE
AttackSound "himp/leaderattack";
}
States
{
Melee:
Stop;
Missile:
IMPX DE 6 A_FaceTarget;
IMPX F 6 A_CustomComboAttack("HereticImpBall", 32, random[ImpMsAttack2](5,12), "himp/leaderattack");
Goto See;
}
}
// Heretic imp chunk 1 ------------------------------------------------------
class HereticImpChunk1 : Actor
{
Default
{
Mass 5;
Radius 4;
+NOBLOCKMAP
+MOVEWITHSECTOR
}
States
{
Spawn:
IMPX M 5;
IMPX NO 700;
Stop;
}
}
// Heretic imp chunk 2 ------------------------------------------------------
class HereticImpChunk2 : Actor
{
Default
{
Mass 5;
Radius 4;
+NOBLOCKMAP
+MOVEWITHSECTOR
}
States
{
Spawn:
IMPX P 5;
IMPX QR 700;
Stop;
}
}
// Heretic imp ball ---------------------------------------------------------
class HereticImpBall : Actor
{
Default
{
Radius 8;
Height 8;
Speed 10;
FastSpeed 20;
Damage 1;
Projectile;
SeeSound "himp/leaderattack";
+SPAWNSOUNDSOURCE
-ACTIVATEPCROSS
-ACTIVATEIMPACT
+ZDOOMTRANS
RenderStyle "Add";
}
States
{
Spawn:
FX10 ABC 6 Bright;
Loop;
Death:
FX10 DEFG 5 Bright;
Stop;
}
}