mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-12-19 00:52:01 +00:00
371712c53a
- fixed emission of the self pointer in FxVMFunctionCall. I did not realize that the self expression only sets up a register for the value, not pushing it onto the stack.
309 lines
5.1 KiB
Text
309 lines
5.1 KiB
Text
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// Scriptable marine -------------------------------------------------------
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class ScriptedMarine : Actor native
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{
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Default
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{
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Health 100;
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Radius 16;
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Height 56;
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Mass 100;
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Speed 8;
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Painchance 160;
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MONSTER;
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-COUNTKILL
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Translation 0;
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Damage 100;
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DeathSound "*death";
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PainSound "*pain50";
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}
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native void A_M_Refire (bool ignoremissile=false);
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native void A_M_CheckAttack ();
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native void A_MarineChase ();
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native void A_MarineLook ();
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native void A_MarineNoise ();
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native void A_M_Punch (int force);
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native void A_M_SawRefire ();
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native void A_M_FirePistol (bool accurate);
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native void A_M_FireShotgun ();
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native void A_M_FireShotgun2 ();
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native void A_M_FireCGun(bool accurate);
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native void A_M_FireMissile ();
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native void A_M_FirePlasma ();
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native void A_M_FireRailgun ();
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native void A_M_BFGsound ();
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native void A_M_FireBFG ();
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States
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{
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Spawn:
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PLAY A 4 A_MarineLook;
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PLAY A 4 A_MarineNoise;
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Loop;
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Idle:
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PLAY A 4 A_MarineLook;
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PLAY A 4 A_MarineNoise;
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PLAY A 4 A_MarineLook;
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PLAY B 4 A_MarineNoise;
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PLAY B 4 A_MarineLook;
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PLAY B 4 A_MarineNoise;
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Loop;
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See:
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PLAY ABCD 4 A_MarineChase;
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Loop;
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Melee.Fist:
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PLAY E 4 A_FaceTarget;
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PLAY E 4 A_M_Punch(1);
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PLAY A 9;
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PLAY A 0 A_M_Refire(1);
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Loop;
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PLAY A 5 A_FaceTarget;
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Goto See;
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Melee.Berserk:
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PLAY E 4 A_FaceTarget;
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PLAY E 4 A_M_Punch(10);
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PLAY A 9;
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PLAY A 0 A_M_Refire(1);
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Loop;
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PLAY A 5 A_FaceTarget;
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Goto See;
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Melee.Chainsaw:
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PLAY E 4 A_MarineNoise;
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PLAY E 4 A_M_Saw;
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PLAY E 0 A_M_SawRefire;
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goto Melee.Chainsaw+1;
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PLAY A 0;
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Goto See;
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Missile:
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Missile.None:
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PLAY E 12 A_FaceTarget;
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Goto Idle;
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PLAY F 6 BRIGHT;
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Loop;
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Missile.Pistol:
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PLAY E 4 A_FaceTarget;
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PLAY F 6 BRIGHT A_M_FirePistol(1);
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PLAY A 4 A_FaceTarget;
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PLAY A 0 A_M_Refire;
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PLAY A 5;
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Goto See;
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Fireloop.Pistol:
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PLAY F 6 BRIGHT A_M_FirePistol(0);
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PLAY A 4 A_FaceTarget;
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PLAY A 0 A_M_Refire;
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Goto Fireloop.Pistol;
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PLAY A 5;
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Goto See;
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Missile.Shotgun:
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PLAY E 3 A_M_CheckAttack;
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PLAY F 7 BRIGHT A_M_FireShotgun;
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Goto See;
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Missile.SSG:
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PLAY E 3 A_M_CheckAttack;
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PLAY F 7 BRIGHT A_M_FireShotgun2;
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Goto See;
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Missile.Chaingun:
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PLAY E 4 A_FaceTarget;
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PLAY FF 4 BRIGHT A_M_FireCGun(1);
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PLAY FF 4 BRIGHT A_M_FireCGun(0);
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PLAY A 0 A_M_Refire;
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Goto Missile.Chaingun+3;
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PLAY A 0;
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Goto See;
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Missile.Rocket:
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PLAY E 8;
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PLAY F 6 BRIGHT A_M_FireMissile;
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PLAY E 6;
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PLAY A 0 A_M_Refire;
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Loop;
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PLAY A 0;
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Goto See;
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Missile.Plasma:
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PLAY E 2 A_FaceTarget;
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PLAY E 0 A_FaceTarget;
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PLAY F 3 BRIGHT A_M_FirePlasma;
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PLAY A 0 A_M_Refire;
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Goto Missile.Plasma+1;
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PLAY A 0;
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Goto See;
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Missile.Railgun:
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PLAY E 4 A_M_CheckAttack;
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PLAY F 6 BRIGHT A_M_FireRailgun;
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Goto See;
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Missile.BFG:
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PLAY E 5 A_M_BFGSound;
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PLAY EEEEE 5 A_FaceTarget;
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PLAY F 6 BRIGHT A_M_FireBFG;
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PLAY A 4 A_FaceTarget;
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PLAY A 0 A_M_Refire;
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Loop;
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PLAY A 0;
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Goto See;
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SkipAttack:
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PLAY A 1;
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Goto See;
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Pain:
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PLAY G 4;
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PLAY G 4 A_Pain;
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Goto Idle;
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Death:
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PLAY H 10;
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PLAY I 10 A_Scream;
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PLAY J 10 A_NoBlocking;
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PLAY KLM 10;
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PLAY N -1;
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Stop;
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XDeath:
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PLAY O 5;
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PLAY P 5 A_XScream;
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PLAY Q 5 A_NoBlocking;
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PLAY RSTUV 5;
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PLAY W -1;
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Stop;
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Raise:
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PLAY MLKJIH 5;
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Goto See;
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}
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}
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//---------------------------------------------------------------------------
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class MarineFist : ScriptedMarine
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{
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States
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{
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Melee:
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Goto Super::Melee.Fist;
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Missile:
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Stop;
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}
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}
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//---------------------------------------------------------------------------
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class MarineBerserk : MarineFist
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{
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States
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{
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Melee:
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Goto Super::Melee.Berserk;
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Missile:
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Stop;
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}
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}
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//---------------------------------------------------------------------------
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class MarineChainsaw : ScriptedMarine
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{
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States
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{
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Melee:
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Goto Super::Melee.Chainsaw;
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Missile:
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Stop;
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}
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}
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//---------------------------------------------------------------------------
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class MarinePistol : ScriptedMarine
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{
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States
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{
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Missile:
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Goto Super::Missile.Pistol;
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}
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}
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//---------------------------------------------------------------------------
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class MarineShotgun : ScriptedMarine
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{
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States
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{
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Missile:
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Goto Super::Missile.Shotgun;
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}
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}
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//---------------------------------------------------------------------------
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class MarineSSG : ScriptedMarine
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{
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States
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{
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Missile:
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Goto Super::Missile.SSG;
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}
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}
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//---------------------------------------------------------------------------
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class MarineChaingun : ScriptedMarine
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{
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States
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{
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Missile:
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Goto Super::Missile.Chaingun;
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}
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}
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//---------------------------------------------------------------------------
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class MarineRocket : MarineFist
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{
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States
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{
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Missile:
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Goto Super::Missile.Rocket;
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}
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}
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//---------------------------------------------------------------------------
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class MarinePlasma : ScriptedMarine
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{
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States
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{
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Missile:
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Goto Super::Missile.Plasma;
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}
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}
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//---------------------------------------------------------------------------
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class MarineRailgun : ScriptedMarine
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{
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States
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{
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Missile:
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Goto Super::Missile.Railgun;
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}
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}
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//---------------------------------------------------------------------------
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class MarineBFG : ScriptedMarine
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{
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States
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{
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Missile:
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Goto Super::Missile.BFG;
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}
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}
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