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https://github.com/ZDoom/gzdoom.git
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102 lines
3.5 KiB
C++
102 lines
3.5 KiB
C++
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#include "templates.h"
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#include "actor.h"
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#include "info.h"
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#include "m_random.h"
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#include "p_local.h"
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#include "s_sound.h"
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#include "p_enemy.h"
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#include "a_doomglobal.h"
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#include "gstrings.h"
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#include "a_action.h"
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void A_CyberAttack (AActor *);
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void A_Hoof (AActor *);
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void A_Metal (AActor *);
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class ACyberdemon : public AActor
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{
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DECLARE_ACTOR (ACyberdemon, AActor)
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public:
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const char *GetObituary () { return GStrings("OB_CYBORG"); }
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};
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FState ACyberdemon::States[] =
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{
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#define S_CYBER_STND 0
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S_NORMAL (CYBR, 'A', 10, A_Look , &States[S_CYBER_STND+1]),
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S_NORMAL (CYBR, 'B', 10, A_Look , &States[S_CYBER_STND]),
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#define S_CYBER_RUN (S_CYBER_STND+2)
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S_NORMAL (CYBR, 'A', 3, A_Hoof , &States[S_CYBER_RUN+1]),
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S_NORMAL (CYBR, 'A', 3, A_Chase , &States[S_CYBER_RUN+2]),
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S_NORMAL (CYBR, 'B', 3, A_Chase , &States[S_CYBER_RUN+3]),
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S_NORMAL (CYBR, 'B', 3, A_Chase , &States[S_CYBER_RUN+4]),
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S_NORMAL (CYBR, 'C', 3, A_Chase , &States[S_CYBER_RUN+5]),
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S_NORMAL (CYBR, 'C', 3, A_Chase , &States[S_CYBER_RUN+6]),
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S_NORMAL (CYBR, 'D', 3, A_Metal , &States[S_CYBER_RUN+7]),
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S_NORMAL (CYBR, 'D', 3, A_Chase , &States[S_CYBER_RUN+0]),
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#define S_CYBER_ATK (S_CYBER_RUN+8)
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S_NORMAL (CYBR, 'E', 6, A_FaceTarget , &States[S_CYBER_ATK+1]),
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S_NORMAL (CYBR, 'F', 12, A_CyberAttack , &States[S_CYBER_ATK+2]),
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S_NORMAL (CYBR, 'E', 12, A_FaceTarget , &States[S_CYBER_ATK+3]),
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S_NORMAL (CYBR, 'F', 12, A_CyberAttack , &States[S_CYBER_ATK+4]),
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S_NORMAL (CYBR, 'E', 12, A_FaceTarget , &States[S_CYBER_ATK+5]),
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S_NORMAL (CYBR, 'F', 12, A_CyberAttack , &States[S_CYBER_RUN+0]),
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#define S_CYBER_PAIN (S_CYBER_ATK+6)
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S_NORMAL (CYBR, 'G', 10, A_Pain , &States[S_CYBER_RUN+0]),
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#define S_CYBER_DIE (S_CYBER_PAIN+1)
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S_NORMAL (CYBR, 'H', 10, NULL , &States[S_CYBER_DIE+1]),
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S_NORMAL (CYBR, 'I', 10, A_Scream , &States[S_CYBER_DIE+2]),
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S_NORMAL (CYBR, 'J', 10, NULL , &States[S_CYBER_DIE+3]),
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S_NORMAL (CYBR, 'K', 10, NULL , &States[S_CYBER_DIE+4]),
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S_NORMAL (CYBR, 'L', 10, NULL , &States[S_CYBER_DIE+5]),
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S_NORMAL (CYBR, 'M', 10, A_NoBlocking , &States[S_CYBER_DIE+6]),
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S_NORMAL (CYBR, 'N', 10, NULL , &States[S_CYBER_DIE+7]),
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S_NORMAL (CYBR, 'O', 10, NULL , &States[S_CYBER_DIE+8]),
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S_NORMAL (CYBR, 'P', 30, NULL , &States[S_CYBER_DIE+9]),
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S_NORMAL (CYBR, 'P', -1, A_BossDeath , NULL)
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};
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IMPLEMENT_ACTOR (ACyberdemon, Doom, 16, 114)
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PROP_SpawnHealth (4000)
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PROP_RadiusFixed (40)
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PROP_HeightFixed (110)
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PROP_Mass (1000)
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PROP_SpeedFixed (16)
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PROP_PainChance (20)
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PROP_Flags (MF_SOLID|MF_SHOOTABLE|MF_COUNTKILL)
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PROP_Flags2 (MF2_MCROSS|MF2_PASSMOBJ|MF2_PUSHWALL|MF2_BOSS|MF2_FLOORCLIP)
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PROP_Flags3 (MF3_NORADIUSDMG|MF3_DONTMORPH)
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PROP_Flags4 (MF4_BOSSDEATH|MF4_MISSILEMORE)
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PROP_MinMissileChance (160)
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PROP_SpawnState (S_CYBER_STND)
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PROP_SeeState (S_CYBER_RUN)
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PROP_PainState (S_CYBER_PAIN)
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PROP_MissileState (S_CYBER_ATK)
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PROP_DeathState (S_CYBER_DIE)
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PROP_SeeSound ("cyber/sight")
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PROP_PainSound ("cyber/pain")
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PROP_DeathSound ("cyber/death")
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PROP_ActiveSound ("cyber/active")
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END_DEFAULTS
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void A_CyberAttack (AActor *self)
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{
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if (!self->target)
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return;
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A_FaceTarget (self);
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P_SpawnMissile (self, self->target, RUNTIME_CLASS(ARocket));
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}
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void A_Hoof (AActor *self)
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{
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S_Sound (self, CHAN_BODY, "cyber/hoof", 1, ATTN_IDLE);
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A_Chase (self);
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}
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