mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-12-15 23:00:52 +00:00
385 lines
7.1 KiB
Text
385 lines
7.1 KiB
Text
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// Demon, type 1 (green, like D'Sparil's) -----------------------------------
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ACTOR Demon1
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{
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Health 250
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Painchance 50
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Speed 13
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Radius 32
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Height 64
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Mass 220
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Monster
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+TELESTOMP
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+FLOORCLIP
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SeeSound "DemonSight"
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AttackSound "DemonAttack"
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PainSound "DemonPain"
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DeathSound "DemonDeath"
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ActiveSound "DemonActive"
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Obituary "$OB_DEMON1"
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const int ChunkFlags = SXF_TRANSFERTRANSLATION | SXF_ABSOLUTEVELOCITY;
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States
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{
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Spawn:
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DEMN AA 10 A_Look
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Loop
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See:
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DEMN ABCD 4 A_Chase
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Loop
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Pain:
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DEMN E 4
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DEMN E 4 A_Pain
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Goto See
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Melee:
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DEMN E 6 A_FaceTarget
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DEMN F 8 A_FaceTarget
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DEMN G 6 A_CustomMeleeAttack(random[DemonAttack1](1,8)*2)
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Goto See
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Missile:
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DEMN E 5 A_FaceTarget
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DEMN F 6 A_FaceTarget
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DEMN G 5 A_CustomMissile("Demon1FX1", 62, 0)
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Goto See
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Death:
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DEMN HI 6
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DEMN J 6 A_Scream
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DEMN K 6 A_NoBlocking
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DEMN L 6 A_QueueCorpse
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DEMN MNO 6
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DEMN P -1
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Stop
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XDeath:
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DEMN H 6
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DEMN I 0 A_SpawnItemEx("Demon1Chunk1", 0,0,45, frandom[DemonChunks](1,4.984375)*cos(Angle+90), frandom[DemonChunks](1,4.984375)*sin(Angle+90), 8, 90, ChunkFlags)
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DEMN I 0 A_SpawnItemEx("Demon1Chunk2", 0,0,45, frandom[DemonChunks](1,4.984375)*cos(Angle-90), frandom[DemonChunks](1,4.984375)*sin(Angle-90), 8, 270, ChunkFlags)
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DEMN I 0 A_SpawnItemEx("Demon1Chunk3", 0,0,45, frandom[DemonChunks](1,4.984375)*cos(Angle-90), frandom[DemonChunks](1,4.984375)*sin(Angle-90), 8, 270, ChunkFlags)
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DEMN I 0 A_SpawnItemEx("Demon1Chunk4", 0,0,45, frandom[DemonChunks](1,4.984375)*cos(Angle-90), frandom[DemonChunks](1,4.984375)*sin(Angle-90), 8, 270, ChunkFlags)
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DEMN I 6 A_SpawnItemEx("Demon1Chunk5", 0,0,45, frandom[DemonChunks](1,4.984375)*cos(Angle-90), frandom[DemonChunks](1,4.984375)*sin(Angle-90), 8, 270, ChunkFlags)
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Goto Death+2
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Ice:
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DEMN Q 5 A_FreezeDeath
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DEMN Q 1 A_FreezeDeathChunks
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Wait
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}
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}
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// Demon, type 1, mashed ----------------------------------------------------
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ACTOR Demon1Mash : Demon1
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{
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+NOBLOOD
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+BLASTED
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-TELESTOMP
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+NOICEDEATH
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RenderStyle Translucent
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Alpha 0.4
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States
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{
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Death:
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XDeath:
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Ice:
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Stop
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}
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}
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// Demon chunk, base class --------------------------------------------------
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ACTOR DemonChunk
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{
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Radius 5
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Height 5
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+NOBLOCKMAP
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+DROPOFF
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+MISSILE
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+CORPSE
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+FLOORCLIP
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+NOTELEPORT
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}
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// Demon, type 1, chunk 1 ---------------------------------------------------
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ACTOR Demon1Chunk1 : DemonChunk
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{
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States
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{
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Spawn:
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DEMA A 4
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DEMA A 10 A_QueueCorpse
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DEMA A 20
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Wait
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Death:
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DEMA A -1
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Stop
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}
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}
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// Demon, type 1, chunk 2 ---------------------------------------------------
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ACTOR Demon1Chunk2 : DemonChunk
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{
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States
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{
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Spawn:
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DEMB A 4
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DEMB A 10 A_QueueCorpse
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DEMB A 20
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Wait
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Death:
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DEMB A -1
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Stop
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}
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}
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ACTOR Demon1Chunk3 : DemonChunk
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{
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States
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{
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Spawn:
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DEMC A 4
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DEMC A 10 A_QueueCorpse
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DEMC A 20
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Wait
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Death:
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DEMC A -1
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Stop
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}
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}
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// Demon, type 1, chunk 4 ---------------------------------------------------
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ACTOR Demon1Chunk4 : DemonChunk
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{
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States
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{
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Spawn:
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DEMD A 4
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DEMD A 10 A_QueueCorpse
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DEMD A 20
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Wait
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Death:
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DEMD A -1
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Stop
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}
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}
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// Demon, type 1, chunk 5 ---------------------------------------------------
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ACTOR Demon1Chunk5 : DemonChunk
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{
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States
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{
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Spawn:
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DEME A 4
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DEME A 10 A_QueueCorpse
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DEME A 20
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Wait
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Death:
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DEME A -1
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Stop
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}
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}
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// Demon, type 1, projectile ------------------------------------------------
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ACTOR Demon1FX1
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{
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Speed 15
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Radius 10
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Height 6
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Damage 5
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DamageType Fire
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Projectile
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+SPAWNSOUNDSOURCE
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RenderStyle Add
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SeeSound "DemonMissileFire"
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DeathSound "DemonMissileExplode"
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States
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{
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Spawn:
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DMFX ABC 4 Bright
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Loop
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Death:
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DMFX DE 4 Bright
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DMFX FGH 3 Bright
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Stop
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}
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}
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// Demon, type 2 (brown) ----------------------------------------------------
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ACTOR Demon2 : Demon1
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{
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Obituary "$OB_DEMON2"
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Species "Demon2"
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States
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{
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Spawn:
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DEM2 AA 10 A_Look
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Loop
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See:
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DEM2 ABCD 4 A_Chase
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Loop
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Pain:
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DEM2 E 4
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DEM2 E 4 A_Pain
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Goto See
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Melee:
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DEM2 E 6 A_FaceTarget
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DEM2 F 8 A_FaceTarget
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DEM2 G 6 A_CustomMeleeAttack(random[DemonAttack1](1,8)*2)
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Goto See
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Missile:
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DEM2 E 5 A_FaceTarget
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DEM2 F 6 A_FaceTarget
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DEM2 G 5 A_CustomMissile("Demon2FX1", 62, 0)
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Goto See
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Death:
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DEM2 HI 6
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DEM2 J 6 A_Scream
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DEM2 K 6 A_NoBlocking
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DEM2 L 6 A_QueueCorpse
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DEM2 MNO 6
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DEM2 P -1
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Stop
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XDeath:
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DEM2 H 6
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DEM2 I 0 A_SpawnItemEx("Demon2Chunk1", 0,0,45, frandom[DemonChunks](1,4.984375)*cos(Angle+90), frandom[DemonChunks](1,4.984375)*sin(Angle+90), 8, 90, ChunkFlags)
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DEM2 I 0 A_SpawnItemEx("Demon2Chunk2", 0,0,45, frandom[DemonChunks](1,4.984375)*cos(Angle-90), frandom[DemonChunks](1,4.984375)*sin(Angle-90), 8, 270, ChunkFlags)
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DEM2 I 0 A_SpawnItemEx("Demon2Chunk3", 0,0,45, frandom[DemonChunks](1,4.984375)*cos(Angle-90), frandom[DemonChunks](1,4.984375)*sin(Angle-90), 8, 270, ChunkFlags)
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DEM2 I 0 A_SpawnItemEx("Demon2Chunk4", 0,0,45, frandom[DemonChunks](1,4.984375)*cos(Angle-90), frandom[DemonChunks](1,4.984375)*sin(Angle-90), 8, 270, ChunkFlags)
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DEM2 I 6 A_SpawnItemEx("Demon2Chunk5", 0,0,45, frandom[DemonChunks](1,4.984375)*cos(Angle-90), frandom[DemonChunks](1,4.984375)*sin(Angle-90), 8, 270, ChunkFlags)
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Goto Death+2
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}
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}
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// Demon, type 2, mashed ----------------------------------------------------
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ACTOR Demon2Mash : Demon2
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{
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+NOBLOOD
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+BLASTED
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-TELESTOMP
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+NOICEDEATH
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RenderStyle Translucent
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Alpha 0.4
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States
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{
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Death:
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XDeath:
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Ice:
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Stop
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}
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}
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// Demon, type 2, chunk 1 ---------------------------------------------------
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ACTOR Demon2Chunk1 : DemonChunk
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{
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States
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{
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Spawn:
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DMBA A 4
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DMBA A 10 A_QueueCorpse
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DMBA A 20
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Wait
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Death:
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DMBA A -1
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Stop
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}
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}
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// Demon, type 2, chunk 2 ---------------------------------------------------
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ACTOR Demon2Chunk2 : DemonChunk
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{
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States
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{
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Spawn:
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DMBB A 4
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DMBB A 10 A_QueueCorpse
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DMBB A 20
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Wait
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Death:
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DMBB A -1
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Stop
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}
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}
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// Demon, type 2, chunk 3 ---------------------------------------------------
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ACTOR Demon2Chunk3 : DemonChunk
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{
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States
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{
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Spawn:
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DMBC A 4
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DMBC A 10 A_QueueCorpse
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DMBC A 20
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Wait
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Death:
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DMBC A -1
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Stop
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}
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}
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// Demon, type 2, chunk 4 ---------------------------------------------------
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ACTOR Demon2Chunk4 : DemonChunk
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{
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States
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{
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Spawn:
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DMBD A 4
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DMBD A 10 A_QueueCorpse
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DMBD A 20
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Wait
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Death:
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DMBD A -1
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Stop
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}
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}
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// Demon, type 2, chunk 5 ---------------------------------------------------
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ACTOR Demon2Chunk5 : DemonChunk
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{
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States
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{
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Spawn:
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DMBE A 4
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DMBE A 10 A_QueueCorpse
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DMBE A 20
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Wait
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Death:
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DMBE A -1
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Stop
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}
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}
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// Demon, type 2, projectile ------------------------------------------------
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ACTOR Demon2FX1
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{
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Speed 15
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Radius 10
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Height 6
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Damage 5
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DamageType Fire
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Projectile
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+SPAWNSOUNDSOURCE
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RenderStyle Add
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SeeSound "DemonMissileFire"
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DeathSound "DemonMissileExplode"
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States
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{
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Spawn:
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D2FX ABCDEF 4 Bright
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Loop
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Death:
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D2FX GHIJ 4 Bright
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D2FX KL 3 Bright
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Stop
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}
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}
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