mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-11-14 16:40:56 +00:00
55b549c0c6
- changed some very old A_Explode calls which passed all values as integer literals.
202 lines
3.6 KiB
Text
202 lines
3.6 KiB
Text
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// Crusader -----------------------------------------------------------------
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class Crusader : Actor
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{
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Default
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{
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Speed 8;
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Radius 40;
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Height 56;
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Mass 400;
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Health 400;
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Painchance 128;
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Monster;
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+FLOORCLIP
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+DONTMORPH
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+MISSILEMORE
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+INCOMBAT
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+NOICEDEATH
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+NOBLOOD
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MinMissileChance 120;
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MaxDropoffHeight 32;
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DropItem "EnergyPod", 256, 20;
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SeeSound "crusader/sight";
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PainSound "crusader/pain";
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DeathSound "crusader/death";
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ActiveSound "crusader/active";
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Obituary "$OB_CRUSADER";
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}
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States
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{
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Spawn:
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ROB2 Q 10 A_Look;
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Loop;
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See:
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ROB2 AABBCCDD 3 A_Chase;
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Loop;
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Missile:
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ROB2 E 3 Slow A_FaceTarget;
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ROB2 F 2 Slow Bright A_CrusaderChoose;
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ROB2 E 2 Slow Bright A_CrusaderSweepLeft;
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ROB2 F 3 Slow Bright A_CrusaderSweepLeft;
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ROB2 EF 2 Slow Bright A_CrusaderSweepLeft;
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ROB2 EFE 2 Slow Bright A_CrusaderSweepRight;
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ROB2 F 2 Slow A_CrusaderRefire;
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Loop;
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Pain:
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ROB2 D 1 Slow A_Pain;
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Goto See;
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Death:
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ROB2 G 3 A_Scream;
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ROB2 H 5 A_TossGib;
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ROB2 I 4 Bright A_TossGib;
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ROB2 J 4 Bright A_Explode(64, 64, alert:true);
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ROB2 K 4 Bright A_Fall;
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ROB2 L 4 A_Explode(64, 64, alert:true);
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ROB2 MN 4 A_TossGib;
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ROB2 O 4 A_Explode(64, 64, alert:true);
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ROB2 P -1 A_CrusaderDeath;
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Stop;
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}
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// Crusader -----------------------------------------------------------------
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private bool CrusaderCheckRange ()
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{
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if (reactiontime == 0 && CheckSight (target))
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{
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return Distance2D (target) < 264.;
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}
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return false;
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}
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void A_CrusaderChoose ()
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{
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if (target == null)
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return;
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if (CrusaderCheckRange ())
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{
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A_FaceTarget ();
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angle -= 180./16;
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SpawnMissileZAimed (pos.z + 40, target, "FastFlameMissile");
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}
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else
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{
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if (CheckMissileRange ())
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{
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A_FaceTarget ();
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SpawnMissileZAimed (pos.z + 56, target, "CrusaderMissile");
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angle -= 45./32;
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SpawnMissileZAimed (pos.z + 40, target, "CrusaderMissile");
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angle += 45./16;
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SpawnMissileZAimed (pos.z + 40, target, "CrusaderMissile");
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angle -= 45./16;
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reactiontime += 15;
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}
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SetState (SeeState);
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}
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}
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void A_CrusaderSweepLeft ()
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{
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angle += 90./16;
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Actor misl = SpawnMissileZAimed (pos.z + 48, target, "FastFlameMissile");
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if (misl != null)
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{
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misl.Vel.Z += 1;
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}
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}
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void A_CrusaderSweepRight ()
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{
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angle -= 90./16;
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Actor misl = SpawnMissileZAimed (pos.z + 48, target, "FastFlameMissile");
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if (misl != null)
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{
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misl.Vel.Z += 1;
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}
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}
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void A_CrusaderRefire ()
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{
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if (target == null ||
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target.health <= 0 ||
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!CheckSight (target))
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{
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SetState (SeeState);
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}
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}
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void A_CrusaderDeath ()
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{
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if (CheckBossDeath ())
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{
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Floor_LowerToLowest(667, 8);
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}
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}
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}
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// Fast Flame Projectile (used by Crusader) ---------------------------------
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class FastFlameMissile : FlameMissile
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{
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Default
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{
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Mass 50;
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Damage 1;
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Speed 35;
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}
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}
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// Crusader Missile ---------------------------------------------------------
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// This is just like the mini missile the player shoots, except it doesn't
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// explode when it dies, and it does slightly less damage for a direct hit.
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class CrusaderMissile : Actor
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{
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Default
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{
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Speed 20;
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Radius 10;
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Height 14;
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Damage 7;
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Projectile;
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+STRIFEDAMAGE
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MaxStepHeight 4;
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SeeSound "crusader/misl";
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DeathSound "crusader/mislx";
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}
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States
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{
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Spawn:
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MICR A 6 Bright A_RocketInFlight;
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Loop;
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Death:
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SMIS A 0 Bright A_SetRenderStyle(1, STYLE_Normal);
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SMIS A 5 Bright;
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SMIS B 5 Bright;
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SMIS C 4 Bright;
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SMIS DEFG 2 Bright;
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Stop;
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}
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}
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// Dead Crusader ------------------------------------------------------------
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class DeadCrusader : Actor
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{
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States
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{
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Spawn:
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ROB2 N 4;
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ROB2 O 4;
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ROB2 P -1;
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Stop;
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}
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}
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