mirror of
https://github.com/ZDoom/gzdoom.git
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97aba0c416
Why? So mods that reveal enemy names don't show internal monster class names. Tags are based on language.enu lump: - Tags for Doom/Doom 2 monsters are referring directly to CC_* strings. - Tags for Heretic monsters are based on obituaries. - All tags match corresponding obituaries.
98 lines
1.8 KiB
Text
98 lines
1.8 KiB
Text
//===========================================================================
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//
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// Pink Demon
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//
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//===========================================================================
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class Demon : Actor
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{
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Default
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{
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Health 150;
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PainChance 180;
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Speed 10;
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Radius 30;
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Height 56;
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Mass 400;
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Monster;
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+FLOORCLIP
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SeeSound "demon/sight";
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AttackSound "demon/melee";
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PainSound "demon/pain";
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DeathSound "demon/death";
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ActiveSound "demon/active";
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Obituary "$OB_DEMONHIT";
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Tag "$FN_DEMON";
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}
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States
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{
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Spawn:
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SARG AB 10 A_Look;
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Loop;
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See:
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SARG AABBCCDD 2 Fast A_Chase;
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Loop;
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Melee:
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SARG EF 8 Fast A_FaceTarget;
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SARG G 8 Fast A_SargAttack;
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Goto See;
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Pain:
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SARG H 2 Fast;
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SARG H 2 Fast A_Pain;
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Goto See;
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Death:
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SARG I 8;
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SARG J 8 A_Scream;
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SARG K 4;
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SARG L 4 A_NoBlocking;
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SARG M 4;
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SARG N -1;
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Stop;
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Raise:
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SARG N 5;
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SARG MLKJI 5;
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Goto See;
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}
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}
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//===========================================================================
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//
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// Spectre
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//
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//===========================================================================
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class Spectre : Demon
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{
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Default
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{
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+SHADOW
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RenderStyle "OptFuzzy";
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Alpha 0.5;
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SeeSound "spectre/sight";
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AttackSound "spectre/melee";
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PainSound "spectre/pain";
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DeathSound "spectre/death";
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ActiveSound "spectre/active";
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HitObituary "$OB_SPECTREHIT";
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Tag "$FN_SPECTRE";
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}
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}
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//===========================================================================
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//
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// Code (must be attached to Actor)
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//
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//===========================================================================
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extend class Actor
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{
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void A_SargAttack()
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{
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let targ = target;
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if (targ && CheckMeleeRange())
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{
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int damage = random[pr_sargattack](1, 10) * 4;
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int newdam = targ.DamageMobj (self, self, damage, "Melee");
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targ.TraceBleed (newdam > 0 ? newdam : damage, self);
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}
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}
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}
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