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5229a84047
# Conflicts: # wadsrc_extra/static/filter/harmony/decorate.txt
88 lines
1.5 KiB
Text
88 lines
1.5 KiB
Text
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class Reaver : Actor
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{
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Default
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{
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Health 150;
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Painchance 128;
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Speed 12;
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Radius 20;
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Height 60;
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Monster;
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+NOBLOOD
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+INCOMBAT
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MinMissileChance 150;
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MaxDropoffHeight 32;
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Mass 500;
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SeeSound "reaver/sight";
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PainSound "reaver/pain";
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DeathSound "reaver/death";
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ActiveSound "reaver/active";
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HitObituary "$OB_REAVERHIT";
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Obituary "$OB_REAVER";
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}
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States
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{
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Spawn:
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ROB1 A 10 A_Look;
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Loop;
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See:
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ROB1 BBCCDDEE 3 A_Chase;
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Loop;
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Melee:
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ROB1 H 6 Slow A_FaceTarget;
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ROB1 I 8 Slow A_CustomMeleeAttack(random[ReaverMelee](1,8)*3, "reaver/blade");
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ROB1 H 6 Slow;
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Goto See;
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Missile:
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ROB1 F 8 Slow A_FaceTarget;
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ROB1 G 11 Slow BRIGHT A_ReaverRanged;
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Goto See;
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Pain:
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ROB1 A 2 Slow;
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ROB1 A 2 A_Pain;
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Goto See;
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Death:
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ROB1 J 6;
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ROB1 K 6 A_Scream;
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ROB1 L 5;
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ROB1 M 5 A_NoBlocking;
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ROB1 NOP 5;
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ROB1 Q 6 A_Explode(32, 32, alert:true);
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ROB1 R -1;
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Stop;
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XDeath:
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ROB1 L 5 A_TossGib;
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ROB1 M 5 A_Scream;
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ROB1 N 5 A_TossGib;
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ROB1 O 5 A_NoBlocking;
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ROB1 P 5 A_TossGib;
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Goto Death+7;
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}
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}
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extend class Actor
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{
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// The Inquisitor also uses this function
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void A_ReaverRanged ()
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{
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if (target != null)
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{
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A_FaceTarget ();
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A_StartSound ("reaver/attack", CHAN_WEAPON);
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double bangle = Angle;
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double pitch = AimLineAttack (bangle, MISSILERANGE);
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for (int i = 0; i < 3; ++i)
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{
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double ang = bangle + Random2[ReaverAttack]() * (22.5 / 256);
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int damage = random[ReaverAttack](1, 8) * 3;
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LineAttack (ang, MISSILERANGE, pitch, damage, 'Hitscan', "StrifePuff");
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}
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}
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}
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}
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