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36058df025
Unlike everything else from the IWADs this had to use the 'light' keyword in ZScript because this is merely a base class for many others and the light definitions here need to be inheritable.
68 lines
1.6 KiB
Text
68 lines
1.6 KiB
Text
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// Humanoid Base Class ------------------------------------------------------
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class StrifeHumanoid : Actor
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{
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Default
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{
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MaxStepHeight 16;
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MaxDropoffHeight 32;
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CrushPainSound "misc/pcrush";
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}
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States
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{
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Burn:
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BURN A 3 Bright Light("PhFire_FX1") A_PlaySound("human/imonfire", CHAN_VOICE);
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BURN B 3 Bright Light("PhFire_FX2") A_DropFire;
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BURN C 3 Bright Light("PhFire_FX3") A_Wander;
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BURN D 3 Bright Light("PhFire_FX4") A_NoBlocking;
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BURN E 5 Bright Light("PhFire_FX5") A_DropFire;
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BURN F 5 Bright Light("PhFire_FX6") A_Wander;
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BURN G 5 Bright Light("PhFire_FX7") A_Wander;
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BURN H 5 Bright Light("PhFire_FX6") A_Wander;
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BURN I 5 Bright Light("PhFire_FX5") A_DropFire;
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BURN J 5 Bright Light("PhFire_FX4") A_Wander;
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BURN K 5 Bright Light("PhFire_FX3") A_Wander;
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BURN L 5 Bright Light("PhFire_FX2") A_Wander;
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BURN M 5 Bright Light("PhFire_FX1") A_DropFire;
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BURN N 5 Bright Light("PhFire_FX2");
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BURN O 5 Bright Light("PhFire_FX3");
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BURN P 5 Bright Light("PhFire_FX4");
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BURN Q 5 Bright Light("PhFire_FX5");
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BURN P 5 Bright Light("PhFire_FX4");
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BURN Q 5 Bright Light("PhFire_FX5");
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BURN R 7 Bright Light("PhFire_FX8");
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BURN S 7 Bright Light("PhFire_FX9");
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BURN T 7 Bright Light("PhFire_FX10");
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BURN U 7 Bright Light("PhFire_FX11");
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BURN V -1;
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Stop;
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Disintegrate:
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DISR A 5 A_PlaySound("misc/disruptordeath", CHAN_VOICE);
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DISR BC 5;
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DISR D 5 A_NoBlocking;
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DISR EF 5;
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DISR GHIJ 4;
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MEAT D 700;
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Stop;
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}
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}
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// Fire Droplet -------------------------------------------------------------
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class FireDroplet : Actor
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{
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Default
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{
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+NOBLOCKMAP
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+NOCLIP
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}
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States
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{
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Spawn:
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FFOT ABCD 9 Bright;
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Stop;
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}
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}
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