gzdoom-gles/wadsrc/decorate/doom/demon.txt
Christoph Oelckers 8c2f651bdb - Replaced the static string buffer in ProcessStates with an FString.
- After doing some tests with state label scopes I had to conclude that
  using '.' both for separating sub-state-labels and scope resolution 
  identifiers does not work reliably unless all actor class names were
  prohibited from being used as state labels.  Since that is undesirable
  the only solution is to change the scope resolution operator. Fortunately 
  no WADs so far have used it so implementing such a breaking change isn't 
  a major issue. Now it uses '::', like C++ for this purpose.
- Converted Revenant, Mancubus and Pain Elemental to DECORATE.


SVN r375 (trunk)
2006-11-04 22:26:04 +00:00

74 lines
1.3 KiB
Text

//===========================================================================
//
// Pink Demon
//
//===========================================================================
ACTOR Demon 3002
{
Game Doom
SpawnID 8
Health 150
PainChance 180
Speed 10
Radius 30
Height 56
Mass 400
Monster
+FLOORCLIP +FASTER +FASTMELEE
SeeSound "demon/sight"
AttackSound "demon/melee"
PainSound "demon/pain"
DeathSound "demon/death"
ActiveSound "demon/active"
Obituary "$OB_DEMONHIT"
States
{
Spawn:
SARG AB 10 A_Look
Loop
See:
SARG AABBCCDD 2 A_Chase
Loop
Melee:
SARG EF 8 A_FaceTarget
SARG G 8 A_SargAttack
Goto See
Pain:
SARG H 2
SARG H 2 A_Pain
Goto See
Death:
SARG I 8
SARG J 8 A_Scream
SARG K 4
SARG L 4 A_NoBlocking
SARG M 4
SARG N -1
Stop
Raise:
SARG N 5
SARG MLKJI 5
Goto See
}
}
//===========================================================================
//
// Spectre
//
//===========================================================================
ACTOR Spectre : Demon 58
{
SpawnID 9
+SHADOW
RenderStyle OptFuzzy
Alpha 0.5
SeeSound "spectre/sight"
AttackSound "spectre/melee"
PainSound "spectre/pain"
DeathSound "spectre/death"
ActiveSound "spectre/active"
HitObituary "$OB_SPECTREHIT"
}