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.
83 lines
1.3 KiB
Text
83 lines
1.3 KiB
Text
//===========================================================================
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//
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// Lost Soul
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//
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//===========================================================================
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class LostSoul : Actor
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{
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Default
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{
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Health 100;
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Radius 16;
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Height 56;
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Mass 50;
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Speed 8;
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Damage 3;
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PainChance 256;
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Monster;
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+FLOAT +NOGRAVITY +MISSILEMORE +DONTFALL +NOICEDEATH;
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AttackSound "skull/melee";
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PainSound "skull/pain";
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DeathSound "skull/death";
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ActiveSound "skull/active";
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RenderStyle "SoulTrans";
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Obituary "$OB_SKULL";
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}
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States
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{
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Spawn:
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SKUL AB 10 BRIGHT A_Look;
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Loop;
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See:
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SKUL AB 6 BRIGHT A_Chase;
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Loop;
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Missile:
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SKUL C 10 BRIGHT A_FaceTarget;
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SKUL D 4 BRIGHT A_SkullAttack;
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SKUL CD 4 BRIGHT;
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Goto Missile+2;
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Pain:
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SKUL E 3 BRIGHT;
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SKUL E 3 BRIGHT A_Pain;
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Goto See;
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Death:
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SKUL F 6 BRIGHT;
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SKUL G 6 BRIGHT A_Scream;
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SKUL H 6 BRIGHT;
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SKUL I 6 BRIGHT A_NoBlocking;
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SKUL J 6;
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SKUL K 6;
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Stop;
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}
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}
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class BetaSkull : LostSoul
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{
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States
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{
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Spawn:
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SKUL A 10 A_Look;
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Loop;
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See:
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SKUL BCDA 5 A_Chase;
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Loop;
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Missile:
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SKUL E 4 A_FaceTarget;
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SKUL F 5 A_BetaSkullAttack;
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SKUL F 4;
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Goto See;
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Pain:
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SKUL G 4;
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SKUL H 2 A_Pain;
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Goto See;
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SKUL I 4;
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Goto See;
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Death:
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SKUL JKLM 5;
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SKUL N 5 A_Scream;
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SKUL O 5;
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SKUL P 5 A_Fall;
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SKUL Q 5 A_Stop;
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Wait;
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}
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}
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