2016-10-18 16:11:13 +00:00
|
|
|
|
|
|
|
// Ice Guy ------------------------------------------------------------------
|
|
|
|
|
|
|
|
class IceGuy : Actor
|
|
|
|
{
|
|
|
|
Default
|
|
|
|
{
|
|
|
|
Health 120;
|
|
|
|
PainChance 144;
|
|
|
|
Speed 14;
|
|
|
|
Radius 22;
|
|
|
|
Height 75;
|
|
|
|
Mass 150;
|
|
|
|
DamageType "Ice";
|
|
|
|
Monster;
|
|
|
|
+NOBLOOD
|
|
|
|
+TELESTOMP
|
|
|
|
+NOICEDEATH
|
|
|
|
SeeSound "IceGuySight";
|
|
|
|
AttackSound "IceGuyAttack";
|
|
|
|
ActiveSound "IceGuyActive";
|
|
|
|
Obituary "$OB_ICEGUY";
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
States
|
|
|
|
{
|
|
|
|
Spawn:
|
|
|
|
ICEY A 10 A_IceGuyLook;
|
|
|
|
Loop;
|
|
|
|
See:
|
|
|
|
ICEY A 4 A_Chase;
|
|
|
|
ICEY B 4 A_IceGuyChase;
|
|
|
|
ICEY CD 4 A_Chase;
|
|
|
|
Loop;
|
|
|
|
Pain:
|
|
|
|
ICEY A 1 A_Pain;
|
|
|
|
Goto See;
|
|
|
|
Missile:
|
|
|
|
ICEY EF 3 A_FaceTarget;
|
|
|
|
ICEY G 8 Bright A_IceGuyAttack;
|
|
|
|
ICEY F 4 A_FaceTarget;
|
|
|
|
Goto See;
|
|
|
|
Death:
|
|
|
|
ICEY A 1 A_IceGuyDie;
|
|
|
|
Stop;
|
|
|
|
Inactive:
|
|
|
|
ICEY A -1;
|
|
|
|
Goto See;
|
|
|
|
}
|
2016-11-26 23:41:06 +00:00
|
|
|
|
|
|
|
//============================================================================
|
|
|
|
//
|
|
|
|
// SpawnWisp
|
|
|
|
//
|
|
|
|
//============================================================================
|
|
|
|
|
|
|
|
private void SpawnWisp()
|
|
|
|
{
|
|
|
|
static const class<Actor> WispTypes[] = { "IceGuyWisp1", "IceGuyWisp2" };
|
|
|
|
|
|
|
|
double dist = (random[IceGuyLook]() - 128) * radius / 128.;
|
|
|
|
double an = angle + 90;
|
|
|
|
Actor mo = Spawn(WispTypes[random[IceGuyLook]() & 1], Vec3Angle(dist, an, 60.), ALLOW_REPLACE);
|
|
|
|
if (mo)
|
|
|
|
{
|
|
|
|
mo.Vel = Vel;
|
|
|
|
mo.target = self;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
//============================================================================
|
|
|
|
//
|
|
|
|
// A_IceGuyLook
|
|
|
|
//
|
|
|
|
//============================================================================
|
|
|
|
|
|
|
|
void A_IceGuyLook()
|
|
|
|
{
|
|
|
|
A_Look();
|
|
|
|
if (random[IceGuyLook]() < 64) SpawnWisp();
|
|
|
|
}
|
|
|
|
|
|
|
|
//============================================================================
|
|
|
|
//
|
|
|
|
// A_IceGuyChase
|
|
|
|
//
|
|
|
|
//============================================================================
|
|
|
|
|
|
|
|
void A_IceGuyChase()
|
|
|
|
{
|
|
|
|
A_Chase();
|
|
|
|
if (random[IceGuyLook]() < 128) SpawnWisp();
|
|
|
|
}
|
|
|
|
|
|
|
|
//============================================================================
|
|
|
|
//
|
|
|
|
// A_IceGuyAttack
|
|
|
|
//
|
|
|
|
//============================================================================
|
|
|
|
|
|
|
|
void A_IceGuyAttack()
|
|
|
|
{
|
|
|
|
if(!target)
|
|
|
|
{
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
SpawnMissileXYZ(Vec3Angle(radius / 2, angle + 90, 40.), target, "IceGuyFX");
|
|
|
|
SpawnMissileXYZ(Vec3Angle(radius / 2, angle - 90, 40.), target, "IceGuyFX");
|
|
|
|
A_PlaySound (AttackSound, CHAN_WEAPON);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
extend class Actor
|
|
|
|
{
|
|
|
|
//============================================================================
|
|
|
|
//
|
|
|
|
// A_IceGuyDie (globally accessible)
|
|
|
|
//
|
|
|
|
//============================================================================
|
|
|
|
|
|
|
|
void A_IceGuyDie()
|
|
|
|
{
|
|
|
|
Vel = (0,0,0);
|
|
|
|
Height = Default.Height;
|
|
|
|
A_FreezeDeathChunks();
|
|
|
|
}
|
|
|
|
|
2016-10-18 16:11:13 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
// Ice Guy Projectile -------------------------------------------------------
|
|
|
|
|
|
|
|
class IceGuyFX : Actor
|
|
|
|
{
|
|
|
|
Default
|
|
|
|
{
|
|
|
|
Speed 14;
|
|
|
|
Radius 8;
|
|
|
|
Height 10;
|
|
|
|
Damage 1;
|
|
|
|
DamageType "Ice";
|
|
|
|
Projectile;
|
|
|
|
-ACTIVATEIMPACT -ACTIVATEPCROSS
|
|
|
|
DeathSound "IceGuyMissileExplode";
|
|
|
|
}
|
|
|
|
|
|
|
|
States
|
|
|
|
{
|
|
|
|
Spawn:
|
|
|
|
ICPR ABC 3 Bright A_SpawnItemEx("IceFXPuff", 0,0,2);
|
|
|
|
Loop;
|
|
|
|
Death:
|
|
|
|
ICPR D 4 Bright;
|
|
|
|
ICPR E 4 Bright A_IceGuyMissileExplode;
|
|
|
|
ICPR FG 4 Bright;
|
|
|
|
ICPR H 3 Bright;
|
|
|
|
Stop;
|
|
|
|
}
|
2016-11-26 23:41:06 +00:00
|
|
|
|
|
|
|
|
|
|
|
//============================================================================
|
|
|
|
//
|
|
|
|
// A_IceGuyMissileExplode
|
|
|
|
//
|
|
|
|
//============================================================================
|
|
|
|
|
|
|
|
void A_IceGuyMissileExplode()
|
|
|
|
{
|
|
|
|
for (int i = 0; i < 8; i++)
|
|
|
|
{
|
|
|
|
Actor mo = SpawnMissileAngleZ (pos.z+3, "IceGuyFX2", i*45., -0.3);
|
|
|
|
if (mo)
|
|
|
|
{
|
|
|
|
mo.target = target;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
2016-10-18 16:11:13 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
// Ice Guy Projectile's Puff ------------------------------------------------
|
|
|
|
|
|
|
|
class IceFXPuff : Actor
|
|
|
|
{
|
|
|
|
Default
|
|
|
|
{
|
|
|
|
Radius 1;
|
|
|
|
Height 1;
|
|
|
|
+NOBLOCKMAP +NOGRAVITY +DROPOFF +SHADOW
|
|
|
|
+NOTELEPORT
|
|
|
|
RenderStyle "Translucent";
|
|
|
|
Alpha 0.4;
|
|
|
|
}
|
|
|
|
States
|
|
|
|
{
|
|
|
|
Spawn:
|
|
|
|
ICPR IJK 3;
|
|
|
|
ICPR LM 2;
|
|
|
|
Stop;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// Secondary Ice Guy Projectile (ejected by the primary projectile) ---------
|
|
|
|
|
|
|
|
class IceGuyFX2 : Actor
|
|
|
|
{
|
|
|
|
Default
|
|
|
|
{
|
|
|
|
Speed 10;
|
|
|
|
Radius 4;
|
|
|
|
Height 4;
|
|
|
|
Damage 1;
|
|
|
|
DamageType "Ice";
|
|
|
|
Gravity 0.125;
|
|
|
|
+NOBLOCKMAP +DROPOFF +MISSILE
|
|
|
|
+NOTELEPORT
|
|
|
|
+STRIFEDAMAGE
|
|
|
|
}
|
|
|
|
States
|
|
|
|
{
|
|
|
|
Spawn:
|
|
|
|
ICPR NOP 3 Bright;
|
|
|
|
Loop;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// Ice Guy Bit --------------------------------------------------------------
|
|
|
|
|
|
|
|
class IceGuyBit : Actor
|
|
|
|
{
|
|
|
|
Default
|
|
|
|
{
|
|
|
|
Radius 1;
|
|
|
|
Height 1;
|
|
|
|
Gravity 0.125;
|
|
|
|
+NOBLOCKMAP +DROPOFF
|
|
|
|
+NOTELEPORT
|
|
|
|
}
|
|
|
|
States
|
|
|
|
{
|
|
|
|
Spawn:
|
|
|
|
ICPR Q 50 Bright;
|
|
|
|
Stop;
|
|
|
|
ICPR R 50 Bright;
|
|
|
|
Stop;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// Ice Guy Wisp 1 -----------------------------------------------------------
|
|
|
|
|
|
|
|
class IceGuyWisp1 : Actor
|
|
|
|
{
|
|
|
|
Default
|
|
|
|
{
|
|
|
|
+NOBLOCKMAP +NOGRAVITY +DROPOFF +MISSILE
|
|
|
|
+NOTELEPORT
|
|
|
|
RenderStyle "Translucent";
|
|
|
|
Alpha 0.4;
|
|
|
|
}
|
|
|
|
States
|
|
|
|
{
|
|
|
|
Spawn:
|
|
|
|
ICWS ABCDEFGHI 2;
|
|
|
|
Stop;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// Ice Guy Wisp 2 -----------------------------------------------------------
|
|
|
|
|
|
|
|
class IceGuyWisp2 : IceGuyWisp1
|
|
|
|
{
|
|
|
|
States
|
|
|
|
{
|
|
|
|
Spawn:
|
|
|
|
ICWS JKLMNOPQR 2;
|
|
|
|
Stop;
|
|
|
|
}
|
|
|
|
}
|
2016-11-26 23:41:06 +00:00
|
|
|
|