//=========================================================================== // // Baron of Hell // //=========================================================================== class BaronOfHell : Actor { Default { Health 1000; Radius 24; Height 64; Mass 1000; Speed 8; PainChance 50; Monster; +FLOORCLIP +BOSSDEATH +E1M8BOSS SeeSound "baron/sight"; PainSound "baron/pain"; DeathSound "baron/death"; ActiveSound "baron/active"; Obituary "$OB_BARON"; HitObituary "$OB_BARONHIT"; Tag "$FN_BARON"; } States { Spawn: BOSS AB 10 A_Look ; Loop; See: BOSS AABBCCDD 3 A_Chase; Loop; Melee: Missile: BOSS EF 8 A_FaceTarget; BOSS G 8 A_BruisAttack; Goto See; Pain: BOSS H 2; BOSS H 2 A_Pain; Goto See; Death: BOSS I 8; BOSS J 8 A_Scream; BOSS K 8; BOSS L 8 A_NoBlocking; BOSS MN 8; BOSS O -1 A_BossDeath; Stop; Raise: BOSS O 8; BOSS NMLKJI 8; Goto See; } } //=========================================================================== // // Hell Knight // //=========================================================================== class HellKnight : BaronOfHell { Default { Health 500; -BOSSDEATH; SeeSound "knight/sight"; ActiveSound "knight/active"; PainSound "knight/pain"; DeathSound "knight/death"; HitObituary "$OB_KNIGHTHIT"; Obituary "$OB_KNIGHT"; Tag "$FN_HELL"; } States { Spawn: BOS2 AB 10 A_Look; Loop; See: BOS2 AABBCCDD 3 A_Chase; Loop; Melee: Missile: BOS2 EF 8 A_FaceTarget; BOS2 G 8 A_BruisAttack; Goto See; Pain: BOS2 H 2; BOS2 H 2 A_Pain; Goto See; Death: BOS2 I 8; BOS2 J 8 A_Scream; BOS2 K 8; BOS2 L 8 A_NoBlocking; BOS2 MN 8; BOS2 O -1; Stop; Raise: BOS2 O 8; BOS2 NMLKJI 8; Goto See; } } //=========================================================================== // // Baron slime ball // //=========================================================================== class BaronBall : Actor { Default { Radius 6; Height 16; Speed 15; FastSpeed 20; Damage 8; Projectile ; +RANDOMIZE +ZDOOMTRANS RenderStyle "Add"; Alpha 1; SeeSound "baron/attack"; DeathSound "baron/shotx"; Decal "BaronScorch"; } States { Spawn: BAL7 AB 4 BRIGHT; Loop; Death: BAL7 CDE 6 BRIGHT; Stop; } } //=========================================================================== // // Code (must be attached to Actor) // //=========================================================================== extend class Actor { void A_BruisAttack() { let targ = target; if (targ) { if (CheckMeleeRange()) { int damage = random[pr_bruisattack](1, 8) * 10; A_StartSound ("baron/melee", CHAN_WEAPON); int newdam = target.DamageMobj (self, self, damage, "Melee"); targ.TraceBleed (newdam > 0 ? newdam : damage, self); } else { // launch a missile SpawnMissile (target, "BaronBall"); } } } }