gzdoom-gles/wadsrc/static/zscript/doom/painelemental.txt

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//===========================================================================
//
// Pain Elemental
//
//===========================================================================
class PainElemental : Actor
{
Default
{
Health 400;
Radius 31;
Height 56;
Mass 400;
Speed 8;
PainChance 128;
Monster;
+FLOAT
+NOGRAVITY
SeeSound "pain/sight";
PainSound "pain/pain";
DeathSound "pain/death";
ActiveSound "pain/active";
}
States
{
Spawn:
PAIN A 10 A_Look;
Loop;
See:
PAIN AABBCC 3 A_Chase;
Loop;
Missile:
PAIN D 5 A_FaceTarget;
PAIN E 5 A_FaceTarget;
PAIN F 5 BRIGHT A_FaceTarget;
PAIN F 0 BRIGHT A_PainAttack;
Goto See;
Pain:
PAIN G 6;
PAIN G 6 A_Pain;
Goto See;
Death:
PAIN H 8 BRIGHT;
PAIN I 8 BRIGHT A_Scream;
PAIN JK 8 BRIGHT;
PAIN L 8 BRIGHT A_PainDie;
PAIN M 8 BRIGHT;
Stop;
Raise:
PAIN MLKJIH 8;
Goto See;
}
}
//===========================================================================
//
// Code (must be attached to Actor)
//
//===========================================================================
extend class Actor
{
native void A_PainShootSkull(Class<Actor> spawntype, float angle, int flags = 0, int limit = -1);
void A_PainAttack(class<Actor> spawntype = "LostSoul", float addangle = 0, int flags = 0, int limit = -1)
{
if (target)
{
A_FaceTarget();
A_PainShootSkull(spawntype, angle + addangle, flags, limit);
}
}
void A_DualPainAttack(class<Actor> spawntype = "LostSoul")
{
if (target)
{
A_FaceTarget();
A_PainShootSkull(spawntype, angle + 45);
A_PainShootSkull(spawntype, angle - 45);
}
}
void A_PainDie(class<Actor> spawntype = "LostSoul")
{
if (target && IsFriend(target))
{ // And I thought you were my friend!
bFriendly = false;
}
A_NoBlocking();
A_PainShootSkull(spawntype, angle + 90);
A_PainShootSkull(spawntype, angle + 180);
A_PainShootSkull(spawntype, angle + 270);
}
}