// Beak puff ---------------------------------------------------------------- class BeakPuff : StaffPuff { Default { Mass 5; Renderstyle "Translucent"; Alpha 0.4; AttackSound "chicken/attack"; VSpeed 1; } } // Beak --------------------------------------------------------------------- class Beak : Weapon { Default { Weapon.SelectionOrder 10000; +WEAPON.DONTBOB +WEAPON.MELEEWEAPON Weapon.YAdjust 15; Weapon.SisterWeapon "BeakPowered"; } action native void A_BeakRaise (); action native void A_BeakAttackPL1(); States { Ready: BEAK A 1 A_WeaponReady; Loop; Deselect: BEAK A 1 A_Lower; Loop; Select: BEAK A 1 A_BeakRaise; Loop; Fire: BEAK A 18 A_BeakAttackPL1; Goto Ready; } } class BeakPowered : Beak { Default { +WEAPON.POWERED_UP Weapon.SisterWeapon "Beak"; } action native void A_BeakAttackPL2(); States { Fire: BEAK A 12 A_BeakAttackPL2; Goto Ready; } } // Chicken player ----------------------------------------------------------- class ChickenPlayer : PlayerPawn native { Default { Health 30; ReactionTime 0; PainChance 255; Radius 16; Height 24; Speed 1; Gravity 0.125; +NOSKIN +PLAYERPAWN.CANSUPERMORPH PainSound "chicken/pain"; DeathSound "chicken/death"; Player.JumpZ 1; Player.Viewheight 21; Player.ForwardMove 1.22, 1.22; Player.SideMove 1.22, 1.22; Player.SpawnClass "Chicken"; Player.SoundClass "Chicken"; Player.DisplayName "Chicken"; Player.MorphWeapon "Beak"; -PICKUP } States { Spawn: CHKN A -1; Stop; See: CHKN ABAB 3; Loop; Melee: Missile: CHKN C 12; Goto Spawn; Pain: CHKN D 4 A_Feathers; CHKN C 4 A_Pain; Goto Spawn; Death: CHKN E 6 A_Scream; CHKN F 6 A_Feathers; CHKN G 6; CHKN H 6 A_NoBlocking; CHKN IJK 6; CHKN L -1; Stop; } } // Chicken (non-player) ----------------------------------------------------- class Chicken : MorphedMonster { Default { Health 10; Radius 9; Height 22; Mass 40; Speed 4; Painchance 200; Monster; -COUNTKILL +WINDTHRUST +DONTMORPH +FLOORCLIP SeeSound "chicken/pain"; AttackSound "chicken/attack"; PainSound "chicken/pain"; DeathSound "chicken/death"; ActiveSound "chicken/active"; Obituary "$OB_CHICKEN"; } States { Spawn: CHKN AB 10 A_Look; Loop; See: CHKN AB 3 A_Chase; Loop; Pain: CHKN D 5 A_Feathers; CHKN C 5 A_Pain; Goto See; Melee: CHKN A 8 A_FaceTarget; CHKN C 10 A_CustomMeleeAttack(random[ChicAttack](1,2)); Goto See; Death: CHKN E 6 A_Scream; CHKN F 6 A_Feathers; CHKN G 6; CHKN H 6 A_NoBlocking; CHKN IJK 6; CHKN L -1; Stop; } } // Feather ------------------------------------------------------------------ class Feather : Actor { Default { Radius 2; Height 4; +MISSILE +DROPOFF +NOTELEPORT +CANNOTPUSH +WINDTHRUST +DONTSPLASH Gravity 0.125; } States { Spawn: CHKN MNOPQPON 3; Loop; Death: CHKN N 6; Stop; } }