mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-11-06 04:50:26 +00:00
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.
64 lines
1 KiB
Text
64 lines
1 KiB
Text
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//===========================================================================
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//
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// Cyberdemon
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//
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//===========================================================================
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class Cyberdemon : Actor
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{
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Default
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{
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Health 4000;
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Radius 40;
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Height 110;
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Mass 1000;
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Speed 16;
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PainChance 20;
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Monster;
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MinMissileChance 160;
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+BOSS
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+MISSILEMORE
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+FLOORCLIP
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+NORADIUSDMG
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+DONTMORPH
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+BOSSDEATH
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SeeSound "cyber/sight";
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PainSound "cyber/pain";
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DeathSound "cyber/death";
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ActiveSound "cyber/active";
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Obituary "$OB_CYBORG";
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}
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States
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{
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Spawn:
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CYBR AB 10 A_Look;
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Loop;
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See:
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CYBR A 3 A_Hoof;
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CYBR ABBCC 3 A_Chase;
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CYBR D 3 A_Metal;
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CYBR D 3 A_Chase;
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Loop;
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Missile:
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CYBR E 6 A_FaceTarget;
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CYBR F 12 A_CyberAttack;
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CYBR E 12 A_FaceTarget;
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CYBR F 12 A_CyberAttack;
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CYBR E 12 A_FaceTarget;
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CYBR F 12 A_CyberAttack;
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Goto See;
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Pain:
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CYBR G 10 A_Pain;
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Goto See;
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Death:
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CYBR H 10;
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CYBR I 10 A_Scream;
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CYBR JKL 10;
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CYBR M 10 A_NoBlocking;
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CYBR NO 10;
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CYBR P 30;
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CYBR P -1 A_BossDeath;
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Stop;
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}
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}
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