gzdoom-gles/wadsrc/static/zscript/doom/doomimp.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

125 lines
2 KiB
Text

//===========================================================================
//
// Imp
//
//===========================================================================
class DoomImp : Actor
{
Default
{
Health 60;
Radius 20;
Height 56;
Mass 100;
Speed 8;
PainChance 200;
Monster;
+FLOORCLIP
SeeSound "imp/sight";
PainSound "imp/pain";
DeathSound "imp/death";
ActiveSound "imp/active";
HitObituary "$OB_IMPHIT";
Obituary "$OB_IMP";
Tag "$FN_IMP";
}
States
{
Spawn:
TROO AB 10 A_Look;
Loop;
See:
TROO AABBCCDD 3 A_Chase;
Loop;
Melee:
Missile:
TROO EF 8 A_FaceTarget;
TROO G 6 A_TroopAttack ;
Goto See;
Pain:
TROO H 2;
TROO H 2 A_Pain;
Goto See;
Death:
TROO I 8;
TROO J 8 A_Scream;
TROO K 6;
TROO L 6 A_NoBlocking;
TROO M -1;
Stop;
XDeath:
TROO N 5;
TROO O 5 A_XScream;
TROO P 5;
TROO Q 5 A_NoBlocking;
TROO RST 5;
TROO U -1;
Stop;
Raise:
TROO ML 8;
TROO KJI 6;
Goto See;
}
}
//===========================================================================
//
// Imp fireball
//
//===========================================================================
class DoomImpBall : Actor
{
Default
{
Radius 6;
Height 8;
Speed 10;
FastSpeed 20;
Damage 3;
Projectile;
+RANDOMIZE
+ZDOOMTRANS
RenderStyle "Add";
Alpha 1;
SeeSound "imp/attack";
DeathSound "imp/shotx";
}
States
{
Spawn:
BAL1 AB 4 BRIGHT;
Loop;
Death:
BAL1 CDE 6 BRIGHT;
Stop;
}
}
//===========================================================================
//
// Code (must be attached to Actor)
//
//===========================================================================
extend class Actor
{
void A_TroopAttack()
{
let targ = target;
if (targ)
{
if (CheckMeleeRange())
{
int damage = random[pr_troopattack](1, 8) * 3;
A_PlaySound ("imp/melee", CHAN_WEAPON);
int newdam = targ.DamageMobj (self, self, damage, "Melee");
targ.TraceBleed (newdam > 0 ? newdam : damage, self);
}
else
{
// launch a missile
SpawnMissile (targ, "DoomImpBall");
}
}
}
}