gzdoom-gles/wadsrc/static/zscript/heretic/knight.txt
Christoph Oelckers a210aaea3e - fixed: All melee functions calling TraceBleed after DamageMobj must first copy the target member to a local variable.
DamageMobj can destroy the damaged actor if the death state sequence has zero duration. But Actor.target is a garbage collected member variable, i.e. it will be null, once the actor it points to gets destroyed.
This was originally done correctly in the C++ code but during the scriptification all those 'AActor *target = self->target' lines were removed because they looked redundant, but were not.
2017-06-06 09:12:58 +02:00

174 lines
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Text

// Knight -------------------------------------------------------------------
class Knight : Actor
{
Default
{
Health 200;
Radius 24;
Height 78;
Mass 150;
Speed 12;
Painchance 100;
Monster;
+FLOORCLIP
SeeSound "hknight/sight";
AttackSound "hknight/attack";
PainSound "hknight/pain";
DeathSound "hknight/death";
ActiveSound "hknight/active";
Obituary "$OB_BONEKNIGHT";
HitObituary "$OB_BONEKNIGHTHIT";
DropItem "CrossbowAmmo", 84, 5;
}
States
{
Spawn:
KNIG AB 10 A_Look;
Loop;
See:
KNIG ABCD 4 A_Chase;
Loop;
Melee:
Missile:
KNIG E 10 A_FaceTarget;
KNIG F 8 A_FaceTarget;
KNIG G 8 A_KnightAttack;
KNIG E 10 A_FaceTarget;
KNIG F 8 A_FaceTarget;
KNIG G 8 A_KnightAttack;
Goto See;
Pain:
KNIG H 3;
KNIG H 3 A_Pain;
Goto See;
Death:
KNIG I 6;
KNIG J 6 A_Scream;
KNIG K 6;
KNIG L 6 A_NoBlocking;
KNIG MN 6;
KNIG O -1;
Stop;
}
//----------------------------------------------------------------------------
//
// PROC A_KnightAttack
//
//----------------------------------------------------------------------------
void A_KnightAttack ()
{
let targ = target;
if (!targ) return;
if (CheckMeleeRange ())
{
int damage = random[KnightAttack](1, 8) * 3;
int newdam = targ.DamageMobj (self, self, damage, 'Melee');
targ.TraceBleed (newdam > 0 ? newdam : damage, self);
A_PlaySound ("hknight/melee", CHAN_BODY);
return;
}
// Throw axe
A_PlaySound (AttackSound, CHAN_BODY);
if (self.bShadow || random[KnightAttack]() < 40)
{ // Red axe
SpawnMissileZ (pos.Z + 36, targ, "RedAxe");
}
else
{ // Green axe
SpawnMissileZ (pos.Z + 36, targ, "KnightAxe");
}
}
}
// Knight ghost -------------------------------------------------------------
class KnightGhost : Knight
{
Default
{
+SHADOW
+GHOST
RenderStyle "Translucent";
Alpha 0.4;
}
}
// Knight axe ---------------------------------------------------------------
class KnightAxe : Actor
{
Default
{
Radius 10;
Height 8;
Speed 9;
FastSpeed 18;
Damage 2;
Projectile;
-NOBLOCKMAP
-ACTIVATEIMPACT
-ACTIVATEPCROSS
+WINDTHRUST
+THRUGHOST
DeathSound "hknight/hit";
}
States
{
Spawn:
SPAX A 3 BRIGHT A_PlaySound("hknight/axewhoosh");
SPAX BC 3 BRIGHT;
Loop;
Death:
SPAX DEF 6 BRIGHT;
Stop;
}
}
// Red axe ------------------------------------------------------------------
class RedAxe : KnightAxe
{
Default
{
+NOBLOCKMAP
-WINDTHRUST
Damage 7;
}
States
{
Spawn:
RAXE AB 5 BRIGHT A_DripBlood;
Loop;
Death:
RAXE CDE 6 BRIGHT;
Stop;
}
//----------------------------------------------------------------------------
//
// PROC A_DripBlood
//
//----------------------------------------------------------------------------
void A_DripBlood ()
{
double xo = random2[DripBlood]() / 32.0;
double yo = random2[DripBlood]() / 32.0;
Actor mo = Spawn ("Blood", Vec3Offset(xo, yo, 0.), ALLOW_REPLACE);
if (mo != null)
{
mo.Vel.X = random2[DripBlood]() / 64.0;
mo.Vel.Y = random2[DripBlood]() / 64.0;
mo.Gravity = 1./8;
}
}
}