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a210aaea3e
DamageMobj can destroy the damaged actor if the death state sequence has zero duration. But Actor.target is a garbage collected member variable, i.e. it will be null, once the actor it points to gets destroyed. This was originally done correctly in the C++ code but during the scriptification all those 'AActor *target = self->target' lines were removed because they looked redundant, but were not.
119 lines
2 KiB
Text
119 lines
2 KiB
Text
//===========================================================================
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//
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// Cacodemon
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//
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//===========================================================================
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class Cacodemon : 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 +NOGRAVITY
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SeeSound "caco/sight";
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PainSound "caco/pain";
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DeathSound "caco/death";
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ActiveSound "caco/active";
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Obituary "$OB_CACO";
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HitObituary "$OB_CACOHIT";
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}
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States
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{
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Spawn:
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HEAD A 10 A_Look;
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Loop;
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See:
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HEAD A 3 A_Chase;
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Loop;
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Missile:
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HEAD B 5 A_FaceTarget;
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HEAD C 5 A_FaceTarget;
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HEAD D 5 BRIGHT A_HeadAttack;
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Goto See;
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Pain:
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HEAD E 3;
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HEAD E 3 A_Pain;
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HEAD F 6;
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Goto See;
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Death:
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HEAD G 8;
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HEAD H 8 A_Scream;
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HEAD I 8;
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HEAD J 8;
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HEAD K 8 A_NoBlocking;
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HEAD L -1 A_SetFloorClip;
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Stop;
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Raise:
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HEAD L 8 A_UnSetFloorClip;
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HEAD KJIHG 8;
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Goto See;
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}
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}
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//===========================================================================
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//
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// Cacodemon plasma ball
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//
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//===========================================================================
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class CacodemonBall : Actor
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{
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Default
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{
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Radius 6;
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Height 8;
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Speed 10;
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FastSpeed 20;
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Damage 5;
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Projectile;
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+RANDOMIZE
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+ZDOOMTRANS
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RenderStyle "Add";
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Alpha 1;
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SeeSound "caco/attack";
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DeathSound "caco/shotx";
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}
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States
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{
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Spawn:
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BAL2 AB 4 BRIGHT;
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Loop;
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Death:
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BAL2 CDE 6 BRIGHT;
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Stop;
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}
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}
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//===========================================================================
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//
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// Code (must be attached to Actor)
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//
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//===========================================================================
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extend class Actor
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{
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void A_HeadAttack()
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{
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let targ = target;
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if (targ)
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{
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if (CheckMeleeRange())
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{
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int damage = random[pr_headattack](1, 6) * 10;
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A_PlaySound (AttackSound, CHAN_WEAPON);
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int newdam = target.DamageMobj (self, self, damage, "Melee");
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targ.TraceBleed (newdam > 0 ? newdam : damage, self);
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}
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else
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{
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// launch a missile
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SpawnMissile (targ, "CacodemonBall");
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}
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}
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}
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}
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