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

120 lines
2 KiB
Text

//===========================================================================
//
// Cacodemon
//
//===========================================================================
class Cacodemon : Actor
{
Default
{
Health 400;
Radius 31;
Height 56;
Mass 400;
Speed 8;
PainChance 128;
Monster;
+FLOAT +NOGRAVITY
SeeSound "caco/sight";
PainSound "caco/pain";
DeathSound "caco/death";
ActiveSound "caco/active";
Obituary "$OB_CACO";
HitObituary "$OB_CACOHIT";
Tag "$FN_CACO";
}
States
{
Spawn:
HEAD A 10 A_Look;
Loop;
See:
HEAD A 3 A_Chase;
Loop;
Missile:
HEAD B 5 A_FaceTarget;
HEAD C 5 A_FaceTarget;
HEAD D 5 BRIGHT A_HeadAttack;
Goto See;
Pain:
HEAD E 3;
HEAD E 3 A_Pain;
HEAD F 6;
Goto See;
Death:
HEAD G 8;
HEAD H 8 A_Scream;
HEAD I 8;
HEAD J 8;
HEAD K 8 A_NoBlocking;
HEAD L -1 A_SetFloorClip;
Stop;
Raise:
HEAD L 8 A_UnSetFloorClip;
HEAD KJIHG 8;
Goto See;
}
}
//===========================================================================
//
// Cacodemon plasma ball
//
//===========================================================================
class CacodemonBall : Actor
{
Default
{
Radius 6;
Height 8;
Speed 10;
FastSpeed 20;
Damage 5;
Projectile;
+RANDOMIZE
+ZDOOMTRANS
RenderStyle "Add";
Alpha 1;
SeeSound "caco/attack";
DeathSound "caco/shotx";
}
States
{
Spawn:
BAL2 AB 4 BRIGHT;
Loop;
Death:
BAL2 CDE 6 BRIGHT;
Stop;
}
}
//===========================================================================
//
// Code (must be attached to Actor)
//
//===========================================================================
extend class Actor
{
void A_HeadAttack()
{
let targ = target;
if (targ)
{
if (CheckMeleeRange())
{
int damage = random[pr_headattack](1, 6) * 10;
A_PlaySound (AttackSound, CHAN_WEAPON);
int newdam = target.DamageMobj (self, self, damage, "Melee");
targ.TraceBleed (newdam > 0 ? newdam : damage, self);
}
else
{
// launch a missile
SpawnMissile (targ, "CacodemonBall");
}
}
}
}