// Snout puff --------------------------------------------------------------- class SnoutPuff : Actor { Default { +NOBLOCKMAP +NOGRAVITY Renderstyle "Translucent"; Alpha 0.6; } States { Spawn: FHFX STUVW 4; Stop; } } // Snout -------------------------------------------------------------------- class Snout : Weapon { Default { Weapon.SelectionOrder 10000; +WEAPON.DONTBOB +WEAPON.MELEEWEAPON Weapon.Kickback 150; Weapon.YAdjust 10; } native void A_SnoutAttack (); States { Ready: WPIG A 1 A_WeaponReady; Loop; Deselect: WPIG A 1 A_Lower; Loop; Select: WPIG A 1 A_Raise; Fire: WPIG A 4 A_SnoutAttack; WPIG B 8 A_SnoutAttack; Goto Ready; Grunt: WPIG B 8; Goto Ready; } } // Pig player --------------------------------------------------------------- class PigPlayer : PlayerPawn native { Default { Health 30; ReactionTime 0; PainChance 255; Radius 16; Height 24; Speed 1; +WINDTHRUST +NOSKIN -PICKUP PainSound "PigPain"; DeathSound "PigDeath"; Player.JumpZ 6; Player.Viewheight 28; Player.ForwardMove 0.96, 0.98; Player.SideMove 0.95833333, 0.975; Player.SpawnClass "Pig"; Player.SoundClass "Pig"; Player.DisplayName "Pig"; Player.MorphWeapon "Snout"; } States { Spawn: PIGY A -1; Stop; See: PIGY ABCD 3; Loop; Pain: PIGY D 4 A_PigPain; Goto Spawn; Melee: Missile: PIGY A 12; Goto Spawn; Death: PIGY E 4 A_Scream; PIGY F 3 A_NoBlocking; PIGY G 4; PIGY H 3; PIGY IJK 4; PIGY L -1; Stop; Ice: PIGY M 5 A_FreezeDeath; PIGY M 1 A_FreezeDeathChunks; Wait; } } // Pig (non-player) --------------------------------------------------------- class Pig : MorphedMonster { Default { Health 25; Painchance 128; Speed 10; Radius 12; Height 22; Mass 60; Monster; -COUNTKILL +WINDTHRUST +DONTMORPH SeeSound "PigActive1"; PainSound "PigPain"; DeathSound "PigDeath"; ActiveSound "PigActive1"; } States { Spawn: PIGY B 10 A_Look; Loop; See: PIGY ABCD 3 A_Chase; Loop; Pain: PIGY D 4 A_PigPain; Goto See; Melee: PIGY A 5 A_FaceTarget; PIGY A 10 A_CustomMeleeAttack(random[PigAttack](2,3), "PigAttack"); Goto See; Death: PIGY E 4 A_Scream; PIGY F 3 A_NoBlocking; PIGY G 4 A_QueueCorpse; PIGY H 3; PIGY IJK 4; PIGY L -1; Stop; Ice: PIGY M 5 A_FreezeDeath; PIGY M 1 A_FreezeDeathChunks; Wait; } }