mirror of
https://github.com/ZDoom/gzdoom.git
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97aba0c416
Why? So mods that reveal enemy names don't show internal monster class names. Tags are based on language.enu lump: - Tags for Doom/Doom 2 monsters are referring directly to CC_* strings. - Tags for Heretic monsters are based on obituaries. - All tags match corresponding obituaries.
246 lines
4 KiB
Text
246 lines
4 KiB
Text
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// Heretic imp (as opposed to the Doom variety) -----------------------------
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class HereticImp : Actor
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{
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bool extremecrash;
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Default
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{
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Health 40;
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Radius 16;
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Height 36;
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Mass 50;
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Speed 10;
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Painchance 200;
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Monster;
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+FLOAT
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+NOGRAVITY
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+SPAWNFLOAT
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+DONTOVERLAP
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+MISSILEMORE
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SeeSound "himp/sight";
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AttackSound "himp/attack";
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PainSound "himp/pain";
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DeathSound "himp/death";
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ActiveSound "himp/active";
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Obituary "$OB_HERETICIMP";
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HitObituary "$OB_HERETICIMPHIT";
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Tag "$FN_HERETICIMP";
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}
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States
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{
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Spawn:
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IMPX ABCB 10 A_Look;
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Loop;
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See:
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IMPX AABBCCBB 3 A_Chase;
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Loop;
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Melee:
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IMPX DE 6 A_FaceTarget;
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IMPX F 6 A_CustomMeleeAttack(random[ImpMeAttack](5,12), "himp/attack", "himp/attack");
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Goto See;
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Missile:
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IMPX A 10 A_FaceTarget;
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IMPX B 6 A_ImpMsAttack;
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IMPX CBAB 6;
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Goto Missile+2;
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Pain:
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IMPX G 3;
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IMPX G 3 A_Pain;
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Goto See;
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Death:
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IMPX G 4 A_ImpDeath;
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IMPX H 5;
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Wait;
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XDeath:
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IMPX S 5 A_ImpXDeath1;
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IMPX TU 5;
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IMPX V 5 A_Gravity;
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IMPX W 5;
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Wait;
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Crash:
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IMPX I 7 A_ImpExplode;
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IMPX J 7 A_Scream;
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IMPX K 7;
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IMPX L -1;
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Stop;
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XCrash:
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IMPX X 7;
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IMPX Y 7;
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IMPX Z -1;
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Stop;
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}
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//----------------------------------------------------------------------------
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//
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// PROC A_ImpMsAttack
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//
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//----------------------------------------------------------------------------
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void A_ImpMsAttack()
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{
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if (!target || random[ImpMSAtk]() > 64)
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{
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SetState (SeeState);
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return;
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}
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A_SkullAttack(12);
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}
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//----------------------------------------------------------------------------
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//
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// PROC A_ImpExplode
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//
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//----------------------------------------------------------------------------
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void A_ImpExplode()
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{
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Actor chunk;
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bNoGravity = false;
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chunk = Spawn("HereticImpChunk1", pos, ALLOW_REPLACE);
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if (chunk != null)
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{
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chunk.vel.x = random2[ImpExplode]() / 64.;
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chunk.vel.y = random2[ImpExplode]() / 64.;
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chunk.vel.z = 9;
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}
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chunk = Spawn("HereticImpChunk2", pos, ALLOW_REPLACE);
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if (chunk != null)
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{
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chunk.vel.x = random2[ImpExplode]() / 64.;
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chunk.vel.y = random2[ImpExplode]() / 64.;
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chunk.vel.z = 9;
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}
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if (extremecrash)
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{
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SetStateLabel ("XCrash");
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}
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}
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//----------------------------------------------------------------------------
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//
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// PROC A_ImpDeath
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//
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//----------------------------------------------------------------------------
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void A_ImpDeath()
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{
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bSolid = false;
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bFloorClip = true;
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}
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//----------------------------------------------------------------------------
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//
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// PROC A_ImpXDeath1
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//
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//----------------------------------------------------------------------------
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void A_ImpXDeath1()
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{
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bSolid = false;
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bFloorClip = true;
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bNoGravity = true;
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extremecrash = true;
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}
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}
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// Heretic imp leader -------------------------------------------------------
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class HereticImpLeader : HereticImp
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{
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Default
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{
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Species "HereticImpLeader";
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Health 80;
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-MISSILEMORE
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AttackSound "himp/leaderattack";
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}
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States
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{
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Melee:
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Stop;
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Missile:
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IMPX DE 6 A_FaceTarget;
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IMPX F 6 A_CustomComboAttack("HereticImpBall", 32, random[ImpMsAttack2](5,12), "himp/leaderattack");
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Goto See;
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}
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}
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// Heretic imp chunk 1 ------------------------------------------------------
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class HereticImpChunk1 : Actor
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{
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Default
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{
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Mass 5;
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Radius 4;
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+NOBLOCKMAP
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+MOVEWITHSECTOR
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}
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States
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{
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Spawn:
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IMPX M 5;
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IMPX NO 700;
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Stop;
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}
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}
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// Heretic imp chunk 2 ------------------------------------------------------
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class HereticImpChunk2 : Actor
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{
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Default
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{
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Mass 5;
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Radius 4;
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+NOBLOCKMAP
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+MOVEWITHSECTOR
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}
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States
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{
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Spawn:
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IMPX P 5;
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IMPX QR 700;
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Stop;
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}
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}
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// Heretic imp ball ---------------------------------------------------------
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class HereticImpBall : Actor
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{
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Default
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{
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Radius 8;
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Height 8;
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Speed 10;
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FastSpeed 20;
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Damage 1;
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Projectile;
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SeeSound "himp/leaderattack";
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+SPAWNSOUNDSOURCE
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-ACTIVATEPCROSS
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-ACTIVATEIMPACT
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+ZDOOMTRANS
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RenderStyle "Add";
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}
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States
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{
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Spawn:
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FX10 ABC 6 Bright;
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Loop;
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Death:
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FX10 DEFG 5 Bright;
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Stop;
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}
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}
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