mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-12-11 13:01:19 +00:00
99 lines
1.9 KiB
Text
99 lines
1.9 KiB
Text
|
|
// Fighter Boss (Zedek) -----------------------------------------------------
|
|
|
|
class FighterBoss : Actor
|
|
{
|
|
Default
|
|
{
|
|
health 800;
|
|
PainChance 50;
|
|
Speed 25;
|
|
Radius 16;
|
|
Height 64;
|
|
Monster;
|
|
+FLOORCLIP
|
|
+TELESTOMP
|
|
+DONTMORPH
|
|
PainSound "PlayerFighterPain";
|
|
DeathSound "PlayerFighterCrazyDeath";
|
|
Obituary "$OB_FBOSS";
|
|
}
|
|
|
|
States
|
|
{
|
|
Spawn:
|
|
PLAY A 2;
|
|
PLAY A 3 A_ClassBossHealth;
|
|
PLAY A 5 A_Look;
|
|
Wait;
|
|
See:
|
|
PLAY ABCD 4 A_FastChase;
|
|
Loop;
|
|
Pain:
|
|
PLAY G 4;
|
|
PLAY G 4 A_Pain;
|
|
Goto See;
|
|
Melee:
|
|
Missile:
|
|
PLAY E 8 A_FaceTarget;
|
|
PLAY F 8 A_FighterAttack;
|
|
Goto See;
|
|
Death:
|
|
PLAY H 6;
|
|
PLAY I 6 A_Scream;
|
|
PLAY JK 6;
|
|
PLAY L 6 A_NoBlocking;
|
|
PLAY M 6;
|
|
PLAY N -1;
|
|
Stop;
|
|
XDeath:
|
|
PLAY O 5 A_Scream;
|
|
PLAY P 5 A_SkullPop;
|
|
PLAY R 5 A_NoBlocking;
|
|
PLAY STUV 5;
|
|
PLAY W -1;
|
|
Stop;
|
|
Ice:
|
|
PLAY X 5 A_FreezeDeath;
|
|
PLAY X 1 A_FreezeDeathChunks;
|
|
Wait;
|
|
Burn:
|
|
FDTH A 5 Bright A_PlaySound("PlayerFighterBurnDeath");
|
|
FDTH B 4 Bright;
|
|
FDTH G 5 Bright;
|
|
FDTH H 4 Bright A_Scream;
|
|
FDTH I 5 Bright;
|
|
FDTH J 4 Bright;
|
|
FDTH K 5 Bright;
|
|
FDTH L 4 Bright;
|
|
FDTH M 5 Bright;
|
|
FDTH N 4 Bright;
|
|
FDTH O 5 Bright;
|
|
FDTH P 4 Bright;
|
|
FDTH Q 5 Bright;
|
|
FDTH R 4 Bright;
|
|
FDTH S 5 Bright A_NoBlocking;
|
|
FDTH T 4 Bright;
|
|
FDTH U 5 Bright;
|
|
FDTH V 4 Bright;
|
|
Stop;
|
|
}
|
|
|
|
//============================================================================
|
|
//
|
|
// A_FighterAttack
|
|
//
|
|
//============================================================================
|
|
|
|
void A_FighterAttack()
|
|
{
|
|
if (!target) return;
|
|
|
|
SpawnMissileAngle("FSwordMissile", Angle + (45. / 4), 0);
|
|
SpawnMissileAngle("FSwordMissile", Angle + (45. / 8), 0);
|
|
SpawnMissileAngle("FSwordMissile", Angle, 0);
|
|
SpawnMissileAngle("FSwordMissile", Angle - (45. / 8), 0);
|
|
SpawnMissileAngle("FSwordMissile", Angle - (45. / 4), 0);
|
|
A_PlaySound ("FighterSwordFire", CHAN_WEAPON);
|
|
}
|
|
}
|