gzdoom-gles/wadsrc/decorate/doom/possessed.txt
Christoph Oelckers ce5d4dba02 - Changed true color texture creation to use a newly defined Bitmap class
instead of having the copy functions in the frame buffer class.
- Fixed: The WolfSS didn't have its obituary defined.


SVN r915 (trunk)
2008-04-15 18:05:39 +00:00

249 lines
4.1 KiB
Text

//===========================================================================
//
// Zombie man
//
//===========================================================================
ACTOR ZombieMan 3004
{
Game Doom
SpawnID 4
Health 20
Radius 20
Height 56
Speed 8
PainChance 200
Monster
+FLOORCLIP
SeeSound "grunt/sight"
AttackSound "grunt/attack"
PainSound "grunt/pain"
DeathSound "grunt/death"
ActiveSound "grunt/active"
Obituary "$OB_ZOMBIE"
DropItem "Clip"
States
{
Spawn:
POSS AB 10 A_Look
Loop
See:
POSS AABBCCDD 4 A_Chase
Loop
Missile:
POSS E 10 A_FaceTarget
POSS F 8 A_PosAttack
POSS E 8
Goto See
Pain:
POSS G 3
POSS G 3 A_Pain
Goto See
Death:
POSS H 5
POSS I 5 A_Scream
POSS J 5 A_NoBlocking
POSS K 5
POSS L -1
Stop
XDeath:
POSS M 5
POSS N 5 A_XScream
POSS O 5 A_NoBlocking
POSS PQRST 5
POSS U -1
Stop
Raise:
POSS K 5
POSS JIH 5
Goto See
}
}
//===========================================================================
//
// Sergeant / Shotgun guy
//
//===========================================================================
ACTOR ShotgunGuy 9
{
Game Doom
SpawnID 1
Health 30
Radius 20
Height 56
Mass 100
Speed 8
PainChance 170
Monster
+FLOORCLIP
SeeSound "shotguy/sight"
AttackSound "shotguy/attack"
PainSound "shotguy/pain"
DeathSound "shotguy/death"
ActiveSound "shotguy/active"
Obituary "$OB_SHOTGUY"
DropItem "Shotgun"
States
{
Spawn:
SPOS AB 10 A_Look
Loop
See:
SPOS AABBCCDD 3 A_Chase
Loop
Missile:
SPOS E 10 A_FaceTarget
SPOS F 10 BRIGHT A_SposAttackUseAtkSound
SPOS E 10
Goto See
Pain:
SPOS G 3
SPOS G 3 A_Pain
Goto See
Death:
SPOS H 5
SPOS I 5 A_Scream
SPOS J 5 A_NoBlocking
SPOS K 5
SPOS L -1
Stop
XDeath:
SPOS M 5
SPOS N 5 A_XScream
SPOS O 5 A_NoBlocking
SPOS PQRST 5
SPOS U -1
Stop
Raise:
SPOS L 5
SPOS KJIH 5
Goto See
}
}
//===========================================================================
//
// Chaingunner
//
//===========================================================================
ACTOR ChaingunGuy 65
{
Game Doom
SpawnID 2
Health 70
Radius 20
Height 56
Mass 100
Speed 8
PainChance 170
Monster
+FLOORCLIP
SeeSound "chainguy/sight"
PainSound "chainguy/pain"
DeathSound "chainguy/death"
ActiveSound "chainguy/active"
AttackSound "chainguy/attack"
Obituary "$OB_CHAINGUY"
Dropitem "Chaingun"
States
{
Spawn:
CPOS AB 10 A_Look
Loop
See:
CPOS AABBCCDD 3 A_Chase
Loop
Missile:
CPOS E 10 A_FaceTarget
CPOS FE 4 BRIGHT A_CPosAttack
CPOS F 1 A_CPosRefire
Goto Missile+1
Pain:
CPOS G 3
CPOS G 3 A_Pain
Goto See
Death:
CPOS H 5
CPOS I 5 A_Scream
CPOS J 5 A_NoBlocking
CPOS KLM 5
CPOS N -1
Stop
XDeath:
CPOS O 5
CPOS P 5 A_XScream
CPOS Q 5 A_NoBlocking
CPOS RS 5
CPOS T -1
Stop
Raise:
CPOS N 5
CPOS MLKJIH 5
Goto See
}
}
//===========================================================================
//
// SS Nazi
//
//===========================================================================
ACTOR WolfensteinSS 84
{
Game Doom
SpawnID 116
Health 50
Radius 20
Height 56
Speed 8
PainChance 170
Monster
+FLOORCLIP
SeeSound "wolfss/sight"
PainSound "wolfss/pain"
DeathSound "wolfss/death"
ActiveSound "wolfss/active"
AttackSound "wolfss/attack"
Obituary "$OB_WOLFSS"
Dropitem "Clip"
States
{
Spawn:
SSWV AB 10 A_Look
Loop
See:
SSWV AABBCCDD 3 A_Chase
Loop
Missile:
SSWV E 10 A_FaceTarget
SSWV F 10 A_FaceTarget
SSWV G 4 BRIGHT A_CPosAttack
SSWV F 6 A_FaceTarget
SSWV G 4 BRIGHT A_CPosAttack
SSWV F 1 A_CPosRefire
Goto Missile+1
Pain:
SSWV H 3
SSWV H 3 A_Pain
Goto See
Death:
SSWV I 5
SSWV J 5 A_Scream
SSWV K 5 A_NoBlocking
SSWV L 5
SSWV M -1
Stop
XDeath:
SSWV N 5
SSWV O 5 A_XScream
SSWV P 5 A_NoBlocking
SSWV QRSTU 5
SSWV V -1
Stop
Raise:
SSWV M 5
SSWV LKJI 5
Goto See
}
}