gzdoom-gles/wadsrc/static/actors/strife/rebels.txt

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2.3 KiB
Text

// Base class for the rebels ------------------------------------------------
ACTOR Rebel : StrifeHumanoid
{
Health 60
Painchance 250
Speed 8
Radius 20
Height 56
Monster
+FRIENDLY
-COUNTKILL
+NOSPLASHALERT
MinMissileChance 150
Tag "$TAG_REBEL"
SeeSound "rebel/sight"
PainSound "rebel/pain"
DeathSound "rebel/death"
ActiveSound "rebel/active"
Obituary "$OB_REBEL"
States
{
Spawn:
HMN1 P 5 A_Look2
Loop
HMN1 Q 8
Loop
HMN1 R 8
Loop
HMN1 ABCDABCD 6 A_Wander
Loop
See:
HMN1 AABBCCDD 3 A_Chase
Loop
Missile:
HMN1 E 10 A_FaceTarget
HMN1 F 10 BRIGHT A_ShootGun
HMN1 E 10 A_ShootGun
Goto See
Pain:
HMN1 O 3
HMN1 O 3 A_Pain
Goto See
Death:
HMN1 G 5
HMN1 H 5 A_Scream
HMN1 I 3 A_NoBlocking
HMN1 J 4
HMN1 KLM 3
HMN1 N -1
Stop
XDeath:
RGIB A 4 A_TossGib
RGIB B 4 A_XScream
RGIB C 3 A_NoBlocking
RGIB DEF 3 A_TossGib
RGIB G 3
RGIB H 1400
Stop
}
}
// Rebel 1 ------------------------------------------------------------------
ACTOR Rebel1 : Rebel
{
ConversationID 43, 42, 43
DropItem "ClipOfBullets"
}
// Rebel 2 ------------------------------------------------------------------
ACTOR Rebel2 : Rebel
{
ConversationID 44, 43, 44
}
// Rebel 3 ------------------------------------------------------------------
ACTOR Rebel3 : Rebel
{
ConversationID 45, 44, 45
}
// Rebel 4 ------------------------------------------------------------------
ACTOR Rebel4 : Rebel
{
ConversationID 46, 45, 56
}
// Rebel 5 ------------------------------------------------------------------
ACTOR Rebel5 : Rebel
{
ConversationID 47, 46, 47
}
// Rebel 6 ------------------------------------------------------------------
ACTOR Rebel6 : Rebel
{
ConversationID 48, 47, 48
}
// Teleporter Beacon --------------------------------------------------------
ACTOR TeleporterBeacon : Inventory native
{
ConversationID 166,-1,-1
Health 5
Radius 16
Height 16
Inventory.MaxAmount 3
+DROPPED
+INVENTORY.INVBAR
Inventory.Icon "I_BEAC"
Tag "$TAG_TELEPORTERBEACON"
Inventory.PickupMessage "$TXT_BEACON"
action native A_Beacon ();
States
{
Spawn:
BEAC A -1
Stop
Drop:
BEAC A 30
BEAC A 160 A_Beacon
Wait
Death:
BEAC A 1 A_FadeOut(0.015)
Loop
}
}