gzdoom-gles/wadsrc/static/actors/strife/inquisitor.txt

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// Inquisitor ---------------------------------------------------------------
ACTOR Inquisitor 16
{
Game Strife
ConversationID 93,-1,-1
Health 1000
Speed 12
Radius 40
Height 110
Mass 0x7fffffff
Monster
+DROPOFF
+NOBLOOD
+BOSS
+FLOORCLIP
+DONTMORPH
+NORADIUSDMG
MaxDropOffHeight 32
MinMissileChance 150
SeeSound "inquisitor/sight"
DeathSound "inquisitor/death"
ActiveSound "inquisitor/active"
Obituary "$OB_INQUISITOR"
action native A_InquisitorWalk ();
action native A_InquisitorDecide ();
action native A_InquisitorAttack ();
action native A_InquisitorJump ();
action native A_InquisitorCheckLand ();
action native A_TossArm ();
action native A_ReaverRanged ();
states
{
Spawn:
ROB3 AB 10 A_Look
Loop
See:
ROB3 B 3 A_InquisitorWalk
ROB3 B 3 A_Chase
ROB3 CCDD 4 A_Chase
ROB3 E 3 A_InquisitorWalk
ROB3 E 3 A_InquisitorDecide
Loop
Missile:
ROB3 A 2 A_InquisitorDecide
ROB3 F 6 A_FaceTarget
ROB3 G 8 Bright A_ReaverRanged
ROB3 G 8 A_ReaverRanged
Goto See
Grenade:
ROB3 K 12 A_FaceTarget
ROB3 J 6 Bright A_InquisitorAttack
ROB3 K 12
Goto See
Jump:
ROB3 H 8 Bright A_InquisitorJump
ROB3 I 4 Bright A_InquisitorCheckLand
ROB3 H 4 Bright A_InquisitorCheckLand
Goto Jump+1
Death:
ROB3 L 0 A_StopSoundEx("Item")
ROB3 L 4 A_TossGib
ROB3 M 4 A_Scream
ROB3 N 4 A_TossGib
ROB3 O 4 Bright A_Explode(128,128,1,1)
ROB3 P 4 Bright A_TossGib
ROB3 Q 4 Bright A_NoBlocking
ROB3 RSTUV 4 A_TossGib
ROB3 W 4 Bright A_Explode(128,128,1,1)
ROB3 XY 4 Bright A_TossGib
ROB3 Z 4 A_TossGib
ROB3 "[" 4 A_TossGib
ROB3 "\" 3 A_TossGib
ROB3 "]" 3 Bright A_Explode(128,128,1,1)
RBB3 A 3 Bright A_TossArm
RBB3 B 3 Bright A_TossGib
RBB3 CD 3 A_TossGib
RBB3 E -1
Stop
}
}
// Inquisitor Shot ----------------------------------------------------------
ACTOR InquisitorShot
{
ConversationID 108,-1,-1
ReactionTime 15
Speed 25
Radius 13
Height 13
Mass 15
Projectile
-ACTIVATEIMPACT
-ACTIVATEPCROSS
-NOGRAVITY
+STRIFEDAMAGE
MaxStepHeight 4
SeeSound "inquisitor/attack"
DeathSound "inquisitor/atkexplode"
States
{
Spawn:
UBAM AB 3 A_Countdown
Loop
Death:
BNG2 A 0 Bright A_SetTranslucent(1,1)
BNG2 A 4 Bright A_Explode(192, 192, 1, 1)
BNG2 B 4 Bright
BNG2 C 4 Bright
BNG2 D 4 Bright
BNG2 E 4 Bright
BNG2 F 4 Bright
BNG2 G 4 Bright
BNG2 H 4 Bright
BNG2 I 4 Bright
Stop
}
}
// The Dead Inquisitor's Detached Arm ---------------------------------------
ACTOR InquisitorArm
{
ConversationID 94
Speed 25
+NOBLOCKMAP
+NOCLIP
+NOBLOOD
States
{
Spawn:
RBB3 FG 5 Bright
RBB3 H -1
Stop
}
}