mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-25 13:41:05 +00:00
371712c53a
- fixed emission of the self pointer in FxVMFunctionCall. I did not realize that the self expression only sets up a register for the value, not pushing it onto the stack.
191 lines
2.6 KiB
Text
191 lines
2.6 KiB
Text
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// Ironlich -----------------------------------------------------------------
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class Ironlich : Actor
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{
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Default
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{
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Health 700;
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Radius 40;
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Height 72;
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Mass 325;
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Speed 6;
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Painchance 32;
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Monster;
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+NOBLOOD
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+DONTMORPH
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+DONTSQUASH
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+BOSSDEATH
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SeeSound "ironlich/sight";
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AttackSound "ironlich/attack";
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PainSound "ironlich/pain";
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DeathSound "ironlich/death";
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ActiveSound "ironlich/active";
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Obituary "$OB_IRONLICH";
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HitObituary "$OB_IRONLICHHIT";
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DropItem "BlasterAmmo", 84, 10;
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DropItem "ArtiEgg", 51, 0;
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}
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native void A_LichAttack ();
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States
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{
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Spawn:
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LICH A 10 A_Look;
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Loop;
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See:
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LICH A 4 A_Chase;
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Loop;
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Missile:
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LICH A 5 A_FaceTarget;
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LICH B 20 A_LichAttack;
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Goto See;
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Pain:
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LICH A 4;
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LICH A 4 A_Pain;
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Goto See;
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Death:
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LICH C 7;
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LICH D 7 A_Scream;
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LICH EF 7;
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LICH G 7 A_NoBlocking;
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LICH H 7;
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LICH I -1 A_BossDeath;
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Stop;
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}
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}
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// Head FX 1 ----------------------------------------------------------------
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class HeadFX1 : Actor
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{
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Default
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{
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Radius 12;
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Height 6;
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Speed 13;
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FastSpeed 20;
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Damage 1;
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Projectile;
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-ACTIVATEIMPACT
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-ACTIVATEPCROSS
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+THRUGHOST
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RenderStyle "Add";
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}
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native void A_LichIceImpact();
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States
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{
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Spawn:
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FX05 ABC 6 BRIGHT;
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Loop;
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Death:
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FX05 D 5 BRIGHT A_LichIceImpact;
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FX05 EFG 5 BRIGHT;
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Stop;
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}
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}
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// Head FX 2 ----------------------------------------------------------------
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class HeadFX2 : Actor
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{
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Default
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{
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Radius 12;
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Height 6;
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Speed 8;
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Damage 3;
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Projectile;
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-ACTIVATEIMPACT
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-ACTIVATEPCROSS
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RenderStyle "Add";
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}
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States
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{
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Spawn:
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FX05 HIJ 6 BRIGHT;
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Loop;
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Death:
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FX05 DEFG 5 BRIGHT;
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Stop;
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}
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}
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// Head FX 3 ----------------------------------------------------------------
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class HeadFX3 : Actor
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{
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Default
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{
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Radius 14;
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Height 12;
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Speed 10;
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FastSpeed 18;
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Damage 5;
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Projectile;
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+WINDTHRUST
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-ACTIVATEIMPACT
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-ACTIVATEPCROSS
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-NOBLOCKMAP
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RenderStyle "Add";
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}
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native void A_LichFireGrow ();
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States
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{
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Spawn:
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FX06 ABC 4 BRIGHT A_LichFireGrow;
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Loop;
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NoGrow:
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FX06 ABC 5 BRIGHT;
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Loop;
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Death:
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FX06 DEFG 5 BRIGHT;
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Stop;
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}
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}
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// Whirlwind ----------------------------------------------------------------
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class Whirlwind : Actor native
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{
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Default
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{
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Radius 16;
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Height 74;
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Speed 10;
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Damage 1;
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Projectile;
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-ACTIVATEIMPACT
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-ACTIVATEMCROSS
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+SEEKERMISSILE
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+EXPLOCOUNT
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+StepMissile
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RenderStyle "Translucent";
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DefThreshold 60;
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Threshold 50;
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Alpha 0.4;
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}
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native void A_WhirlwindSeek();
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States
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{
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Spawn:
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FX07 DEFG 3;
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FX07 ABC 3 A_WhirlwindSeek;
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Goto Spawn+4;
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Death:
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FX07 GFED 4;
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Stop;
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}
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}
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