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gzdoom/wadsrc/static/zscript/strife/acolyte.txt

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// Base class for the acolytes ----------------------------------------------
class Acolyte : StrifeHumanoid
{
Default
{
Health 70;
PainChance 150;
Speed 7;
Radius 24;
Height 64;
Mass 400;
Monster;
+SEESDAGGERS
+NOSPLASHALERT
+FLOORCLIP
+NEVERRESPAWN
MinMissileChance 150;
Tag "$TAG_ACOLYTE";
SeeSound "acolyte/sight";
PainSound "acolyte/pain";
AttackSound "acolyte/rifle";
DeathSound "acolyte/death";
ActiveSound "acolyte/active";
Obituary "$OB_ACOLYTE";
}
States
{
Spawn:
AGRD A 5 A_Look2;
Wait;
AGRD B 8 A_ClearShadow;
Loop;
AGRD D 8;
Loop;
AGRD ABCDABCD 5 A_Wander;
Loop;
See:
AGRD A 6 Fast Slow A_AcolyteBits;
AGRD BCD 6 Fast Slow A_Chase;
Loop;
Missile:
AGRD E 8 Fast Slow A_FaceTarget;
AGRD FE 4 Fast Slow A_ShootGun;
AGRD F 6 Fast Slow A_ShootGun;
Goto See;
Pain:
AGRD O 8 Fast Slow A_Pain;
Goto See;
Death:
AGRD G 4;
AGRD H 4 A_Scream;
AGRD I 4;
AGRD J 3;
AGRD K 3 A_NoBlocking;
AGRD L 3;
AGRD M 3 A_AcolyteDie;
AGRD N -1;
Stop;
XDeath:
GIBS A 5 A_NoBlocking;
GIBS BC 5 A_TossGib;
GIBS D 4 A_TossGib;
GIBS E 4 A_XScream;
GIBS F 4 A_TossGib;
GIBS GH 4;
GIBS I 5;
GIBS J 5 A_AcolyteDie;
GIBS K 5;
GIBS L 1400;
Stop;
}
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//============================================================================
//
// A_AcolyteDie
//
//============================================================================
void A_AcolyteDie ()
{
// [RH] Disable translucency here.
A_SetRenderStyle(1, STYLE_Normal);
// Only the Blue Acolyte does extra stuff on death.
if (self is "AcolyteBlue")
{
int i;
// Make sure somebody is still alive
for (i = 0; i < MAXPLAYERS; ++i)
{
if (playeringame[i] && players[i].health > 0)
break;
}
if (i == MAXPLAYERS)
return;
// Make sure all the other blue acolytes are dead, but do this only once in case of simultaneous kills.
if (CheckBossDeath() && !players[i].mo.FindInventory("QuestItem7"))
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{
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players[i].mo.GiveInventoryType ("QuestItem7");
players[i].SetLogNumber (14);
A_StopSound (CHAN_VOICE);
A_PlaySound ("svox/voc14", CHAN_VOICE);
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}
}
}
//============================================================================
//
// A_BeShadowyFoe
//
//============================================================================
void A_BeShadowyFoe()
{
A_SetRenderStyle(HR_SHADOW, STYLE_Translucent);
bFriendly = false;
}
//============================================================================
//
// A_AcolyteBits
//
//============================================================================
void A_AcolyteBits()
{
if (SpawnFlags & MTF_SHADOW)
{
A_BeShadowyFoe();
}
if (SpawnFlags & MTF_ALTSHADOW)
{
if (bShadow)
{
// I dunno.
}
else
{
A_SetRenderStyle(0, STYLE_None);
}
}
}
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}
// Acolyte 1 ----------------------------------------------------------------
class AcolyteTan : Acolyte
{
Default
{
+MISSILEMORE +MISSILEEVENMORE
DropItem "ClipOfBullets";
}
}
// Acolyte 2 ----------------------------------------------------------------
class AcolyteRed : Acolyte
{
Default
{
+MISSILEMORE +MISSILEEVENMORE
Translation 0;
}
}
// Acolyte 3 ----------------------------------------------------------------
class AcolyteRust : Acolyte
{
Default
{
+MISSILEMORE +MISSILEEVENMORE
Translation 1;
}
}
// Acolyte 4 ----------------------------------------------------------------
class AcolyteGray : Acolyte
{
Default
{
+MISSILEMORE +MISSILEEVENMORE
Translation 2;
}
}
// Acolyte 5 ----------------------------------------------------------------
class AcolyteDGreen : Acolyte
{
Default
{
+MISSILEMORE +MISSILEEVENMORE
Translation 3;
}
}
// Acolyte 6 ----------------------------------------------------------------
class AcolyteGold : Acolyte
{
Default
{
+MISSILEMORE +MISSILEEVENMORE
Translation 4;
}
}
// Acolyte 7 ----------------------------------------------------------------
class AcolyteLGreen : Acolyte
{
Default
{
Health 60;
Translation 5;
}
}
// Acolyte 8 ----------------------------------------------------------------
class AcolyteBlue : Acolyte
{
Default
{
Health 60;
Translation 6;
}
}
// Shadow Acolyte -----------------------------------------------------------
class AcolyteShadow : Acolyte
{
Default
{
+MISSILEMORE
DropItem "ClipOfBullets";
}
States
{
See:
AGRD A 6 A_BeShadowyFoe;
Goto Super::See+1;
Pain:
AGRD O 0 Fast Slow A_SetShadow;
AGRD O 8 Fast Slow A_Pain;
Goto See;
}
}
// Some guy turning into an acolyte -----------------------------------------
class AcolyteToBe : Acolyte
{
Default
{
Health 61;
Radius 20;
Height 56;
DeathSound "becoming/death";
-COUNTKILL
-ISMONSTER
}
States
{
Spawn:
ARMR A -1;
Stop;
Pain:
ARMR A -1 A_HideDecepticon;
Stop;
Death:
Goto XDeath;
}
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//============================================================================
//
// A_HideDecepticon
//
// Hide the Acolyte-to-be ->
// Hide the guy transforming into an Acolyte ->
// Hide the transformer ->
// Transformers are Autobots and Decepticons, and
// Decepticons are the bad guys, so... ->
//
// Hide the Decepticon!
//
//============================================================================
void A_HideDecepticon ()
{
Door_Close(999, 64);
if (target != null && target.player != null)
{
SoundAlert (target);
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}
}
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}