mirror of
https://github.com/ZDoom/gzdoom-gles.git
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dc9ee0727a
- consolidated A_Tracer and A_Tracer2. Note that this commit temporarily disables a few features in order to make it compile.
136 lines
2.4 KiB
Text
136 lines
2.4 KiB
Text
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// Programmer ---------------------------------------------------------------
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class Programmer : Actor
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{
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Default
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{
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Health 1100;
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PainChance 50;
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Speed 26;
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FloatSpeed 5;
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Radius 45;
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Height 60;
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Mass 800;
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Damage 4;
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Monster;
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+NOGRAVITY
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+FLOAT
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+NOBLOOD
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+NOTDMATCH
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+DONTMORPH
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+NOBLOCKMONST
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+LOOKALLAROUND
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+NOICEDEATH
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+NOTARGETSWITCH
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DamageFactor "Fire", 0.5;
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MinMissileChance 150;
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AttackSound "programmer/attack";
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PainSound "programmer/pain";
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DeathSound "programmer/death";
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ActiveSound "programmer/active";
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Obituary "$OB_PROGRAMMER";
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DropItem "Sigil1";
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}
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native void A_ProgrammerMelee ();
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native void A_SpawnProgrammerBase ();
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native void A_ProgrammerDeath ();
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States
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{
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Spawn:
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PRGR A 5 A_Look;
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PRGR A 1 A_SentinelBob;
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Loop;
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See:
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PRGR A 160 A_SentinelBob;
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PRGR BCD 5 A_SentinelBob;
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PRGR EF 2 A_SentinelBob;
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PRGR EF 3 A_Chase;
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Goto See+4;
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Melee:
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PRGR E 2 A_SentinelBob;
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PRGR F 3 A_SentinelBob;
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PRGR E 3 A_FaceTarget;
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PRGR F 4 A_ProgrammerMelee;
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Goto See+4;
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Missile:
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PRGR G 5 A_FaceTarget;
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PRGR H 5 A_SentinelBob;
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PRGR I 5 Bright A_FaceTarget;
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PRGR J 5 Bright A_SpotLightning;
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Goto See+4;
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Pain:
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PRGR K 5 A_Pain;
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PRGR L 5 A_SentinelBob;
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Goto See+4;
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Death:
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PRGR L 7 Bright A_TossGib;
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PRGR M 7 Bright A_Scream;
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PRGR N 7 Bright A_TossGib;
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PRGR O 7 Bright A_NoBlocking;
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PRGR P 7 Bright A_TossGib;
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PRGR Q 7 Bright A_SpawnProgrammerBase;
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PRGR R 7 Bright;
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PRGR S 6 Bright;
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PRGR TUVW 5 Bright;
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PRGR X 32 Bright;
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PRGR X -1 Bright A_ProgrammerDeath;
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Stop;
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}
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//============================================================================
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//
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// A_SpotLightning
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//
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//============================================================================
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void A_SpotLightning()
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{
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if (target == NULL) return;
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Actor spot = Spawn("SpectralLightningSpot", (target.pos.xy, target.floorz), ALLOW_REPLACE);
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if (spot != NULL)
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{
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spot.threshold = 25;
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spot.target = self;
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spot.FriendPlayer = 0;
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spot.tracer = target;
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}
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}
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}
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// The Programmer's base for when he dies -----------------------------------
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class ProgrammerBase : Actor
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{
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Default
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{
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+NOBLOCKMAP
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+NOCLIP
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+NOBLOOD
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}
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States
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{
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Spawn:
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BASE A 5 Bright A_Explode(32,32,1,1);
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BASE BCD 5 Bright;
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BASE EFG 5;
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BASE H -1;
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Stop;
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}
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}
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// The Programmer level ending thing ----------------------------------------
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class ProgLevelEnder : Inventory native
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{
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Default
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{
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+INVENTORY.UNDROPPABLE
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}
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}
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