mirror of
https://github.com/ZDoom/gzdoom.git
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385350efae
- Fixed: Even though P_DamageMobj checked an attack's originator for MF2_NODMGTHRUST the same check was missing from P_RadiusAttack. - Fixed: A_MinotaurRoam should not assume without check that it was called by a MinotaurFriend. - Fixed: The Minotaur declared A_MntrFloorFire which it did not use. - Fixed: All Spawnspot functions did not check for a spot tid of 0 as the script's activator. - Fixed: Friendly monsters ignored team association of their owning players. SVN r1770 (trunk)
217 lines
3.5 KiB
Text
217 lines
3.5 KiB
Text
ACTOR Minotaur 9 native
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{
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Game Heretic
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Health 3000
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Radius 28
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Height 100
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Mass 800
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Speed 16
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Damage 7
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Painchance 25
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Monster
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+DROPOFF
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+FLOORCLIP
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+BOSS
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+NORADIUSDMG
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+DONTMORPH
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+NOTARGET
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+BOSSDEATH
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SeeSound "minotaur/sight"
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AttackSound "minotaur/attack1"
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PainSound "minotaur/pain"
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DeathSound "minotaur/death"
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ActiveSound "minotaur/active"
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DropItem "ArtiSuperHealth", 51
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DropItem "PhoenixRodAmmo", 84, 10
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action native A_MinotaurDecide();
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action native A_MinotaurAtk1();
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action native A_MinotaurAtk2();
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action native A_MinotaurAtk3();
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action native A_MinotaurCharge();
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action native A_MinotaurLook();
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action native A_MinotaurRoam();
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action native A_MinotaurChase();
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action native A_MinotaurDeath();
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States
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{
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Spawn:
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MNTR AB 10 A_MinotaurLook
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Loop
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Roam:
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MNTR ABCD 5 A_MinotaurRoam
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Loop
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See:
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MNTR ABCD 5 A_MinotaurChase
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Loop
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Melee:
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MNTR V 10 A_FaceTarget
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MNTR W 7 A_FaceTarget
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MNTR X 12 A_MinotaurAtk1
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Goto See
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Missile:
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MNTR V 10 A_MinotaurDecide
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MNTR Y 4 A_FaceTarget
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MNTR Z 9 A_MinotaurAtk2
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Goto See
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Hammer:
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MNTR V 10 A_FaceTarget
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MNTR W 7 A_FaceTarget
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MNTR X 12 A_MinotaurAtk3
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Goto See
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HammerLoop:
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MNTR X 12
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Goto Hammer
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Charge:
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MNTR U 2 A_MinotaurCharge
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Loop
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Pain:
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MNTR E 3
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MNTR E 6 A_Pain
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Goto See
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Death:
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MNTR F 6 A_MinotaurDeath
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MNTR G 5
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MNTR H 6 A_Scream
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MNTR I 5
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MNTR J 6
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MNTR K 5
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MNTR L 6
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MNTR M 5 A_NoBlocking
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MNTR N 6
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MNTR O 5
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MNTR P 6
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MNTR Q 5
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MNTR R 6
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MNTR S 5
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MNTR T -1 A_BossDeath
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Stop
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FadeOut:
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MNTR E 6
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MNTR E 2 A_Scream
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MNTR E 5 A_SpawnItemEx("MinotaurSmokeExit")
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MNTR E 5
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MNTR E 5 A_NoBlocking
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MNTR E 5
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MNTR E 5 A_SetTranslucent(0.66, 0)
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MNTR E 5 A_SetTranslucent(0.33, 0)
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MNTR E 10 A_BossDeath
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Stop
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}
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}
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ACTOR MinotaurFriend : Minotaur native
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{
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Health 2500
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-DROPOFF
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-BOSS
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-DONTMORPH
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+FRIENDLY
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+NOTARGETSWITCH
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+STAYMORPHED
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+TELESTOMP
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+SUMMONEDMONSTER
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RenderStyle Translucent
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Alpha 0.3333
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DropItem "None"
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States
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{
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Spawn:
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MNTR A 15
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MNTR A 15 A_SetTranslucent(0.66, 0)
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MNTR A 3 A_SetTranslucent(1, 0)
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Goto Super::Spawn
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Death:
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Goto FadeOut
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}
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}
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// Minotaur FX 1 ------------------------------------------------------------
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ACTOR MinotaurFX1
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{
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Radius 10
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Height 6
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Speed 20
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FastSpeed 26
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Damage 3
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DamageType Fire
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Projectile
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-ACTIVATEIMPACT
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-ACTIVATEPCROSS
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RenderStyle Add
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States
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{
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Spawn:
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FX12 AB 6 Bright
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Loop
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Death:
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FX12 CDEFGH 5 Bright
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Stop
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}
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}
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// Minotaur FX 2 ------------------------------------------------------------
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ACTOR MinotaurFX2 : MinotaurFX1
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{
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Radius 5
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Height 12
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Speed 14
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FastSpeed 20
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Damage 4
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+FLOORHUGGER
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ExplosionDamage 24
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DeathSound "minotaur/fx2hit"
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action native A_MntrFloorFire();
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states
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{
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Spawn:
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FX13 A 2 Bright A_MntrFloorFire
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Loop
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Death:
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FX13 I 4 Bright A_Explode
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FX13 JKLM 4 Bright
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Stop
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}
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}
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// Minotaur FX 3 ------------------------------------------------------------
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ACTOR MinotaurFX3 : MinotaurFX2
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{
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Radius 8
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Height 16
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Speed 0
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DeathSound "minotaur/fx3hit"
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ExplosionDamage 128
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States
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{
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Spawn:
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FX13 DC 4 Bright
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FX13 BCDE 5 Bright
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FX13 FGH 4 Bright
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Stop
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}
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}
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// Minotaur Smoke Exit ------------------------------------------------------
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ACTOR MinotaurSmokeExit
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{
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+NOBLOCKMAP
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+NOTELEPORT
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RenderStyle Translucent
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Alpha 0.4
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States
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{
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Spawn:
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MNSM ABCDEFGHIJIHGFEDCBA 3
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Stop
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}
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}
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