mirror of
https://github.com/ZDoom/gzdoom.git
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784f7ed671
- fixed a few problems that were encountered during conversion: * action specials as action functions were not recognized by the parser. * Player.StartItem could not be parsed. * disabled the naming hack for PowerupType. ZScript, unlike DECORATE will never prepend 'Power' to the power's name, it always needs to specified by its full name. * states and defaults were not checked for empty bodies. * the scope qualifier for goto labels was not properly converted to a string, because it is an ENamedName, not an FName.
53 lines
891 B
Text
53 lines
891 B
Text
//===========================================================================
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//
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// Pain Elemental
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//
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//===========================================================================
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class PainElemental : Actor
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{
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Default
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{
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Health 400;
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Radius 31;
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Height 56;
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Mass 400;
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Speed 8;
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PainChance 128;
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Monster;
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+FLOAT
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+NOGRAVITY
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SeeSound "pain/sight";
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PainSound "pain/pain";
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DeathSound "pain/death";
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ActiveSound "pain/active";
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}
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States
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{
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Spawn:
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PAIN A 10 A_Look;
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Loop;
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See:
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PAIN AABBCC 3 A_Chase;
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Loop;
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Missile:
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PAIN D 5 A_FaceTarget;
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PAIN E 5 A_FaceTarget;
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PAIN F 5 BRIGHT A_FaceTarget;
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PAIN F 0 BRIGHT A_PainAttack;
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Goto See;
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Pain:
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PAIN G 6;
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PAIN G 6 A_Pain;
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Goto See;
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Death:
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PAIN H 8 BRIGHT;
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PAIN I 8 BRIGHT A_Scream;
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PAIN JK 8 BRIGHT;
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PAIN L 8 BRIGHT A_PainDie;
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PAIN M 8 BRIGHT;
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Stop;
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Raise:
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PAIN MLKJIH 8;
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Goto See;
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}
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}
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