mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-12-18 16:41:24 +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.
133 lines
2 KiB
Text
133 lines
2 KiB
Text
class Korax : Actor
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{
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Default
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{
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Health 5000;
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Painchance 20;
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Speed 10;
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Radius 65;
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Height 115;
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Mass 2000;
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Damage 15;
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Monster;
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+BOSS
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+FLOORCLIP
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+TELESTOMP
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+DONTMORPH
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+NOTARGET
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+NOICEDEATH
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SeeSound "KoraxSight";
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AttackSound "KoraxAttack";
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PainSound "KoraxPain";
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DeathSound "KoraxDeath";
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ActiveSound "KoraxActive";
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Obituary "$OB_KORAX";
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}
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native void A_KoraxChase();
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native void A_KoraxDecide();
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native void A_KoraxBonePop();
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native void A_KoraxMissile();
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native void A_KoraxCommand();
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States
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{
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Spawn:
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KORX A 5 A_Look;
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Loop;
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See:
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KORX AAA 3 A_KoraxChase;
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KORX B 3 A_Chase;
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KORX BBB 3 A_KoraxChase;
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KORX C 0 A_PlaySound("KoraxStep");
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KORX C 3 A_Chase;
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KORX CCC 3 A_KoraxChase;
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KORX D 3 A_Chase;
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KORX DDD 3 A_KoraxChase;
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KORX A 0 A_PlaySound("KoraxStep");
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KORX A 3 A_Chase;
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Loop;
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Pain:
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KORX H 5 A_Pain;
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KORX H 5;
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Goto See;
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Missile:
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KORX E 2 Bright A_FaceTarget;
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KORX E 5 Bright A_KoraxDecide;
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Wait;
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Death:
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KORX I 5;
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KORX J 5 A_FaceTarget;
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KORX K 5 A_Scream;
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KORX LMNOP 5;
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KORX Q 10;
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KORX R 5 A_KoraxBonePop;
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KORX S 5 A_NoBlocking;
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KORX TU 5;
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KORX V -1;
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Stop;
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Attack:
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KORX E 4 Bright A_FaceTarget;
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KORX F 8 Bright A_KoraxMissile;
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KORX E 8 Bright;
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Goto See;
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Command:
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KORX E 5 Bright A_FaceTarget;
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KORX W 10 Bright A_FaceTarget;
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KORX G 15 Bright A_KoraxCommand;
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KORX W 10 Bright;
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KORX E 5 Bright;
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Goto See;
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}
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}
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class KoraxSpirit : Actor
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{
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Default
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{
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Speed 8;
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Projectile;
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+NOCLIP
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-ACTIVATEPCROSS
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-ACTIVATEIMPACT
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RenderStyle "Translucent";
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Alpha 0.4;
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}
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native void A_KSpiritRoam();
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States
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{
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Spawn:
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SPIR AB 5 A_KSpiritRoam;
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Loop;
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Death:
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SPIR DEFGHI 5;
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Stop;
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}
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}
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class KoraxBolt : Actor
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{
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Default
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{
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Radius 15;
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Height 35;
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Projectile;
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-ACTIVATEPCROSS
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-ACTIVATEIMPACT
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RenderStyle "Add";
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}
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native void A_KBolt();
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native void A_KBoltRaise();
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States
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{
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Spawn:
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MLFX I 2 Bright;
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MLFX J 2 Bright A_KBoltRaise;
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MLFX IJKLM 2 Bright A_KBolt;
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Stop;
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}
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}
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