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https://github.com/ZDoom/gzdoom.git
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8c2f651bdb
- After doing some tests with state label scopes I had to conclude that using '.' both for separating sub-state-labels and scope resolution identifiers does not work reliably unless all actor class names were prohibited from being used as state labels. Since that is undesirable the only solution is to change the scope resolution operator. Fortunately no WADs so far have used it so implementing such a breaking change isn't a major issue. Now it uses '::', like C++ for this purpose. - Converted Revenant, Mancubus and Pain Elemental to DECORATE. SVN r375 (trunk)
135 lines
2.2 KiB
Text
135 lines
2.2 KiB
Text
//===========================================================================
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//
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// Baron of Hell
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//
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//===========================================================================
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ACTOR BaronOfHell 3003
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{
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Game Doom
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SpawnID 3
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Health 1000
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Radius 24
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Height 64
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Mass 1000
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Speed 8
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PainChance 50
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Monster
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+FLOORCLIP
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SeeSound "baron/sight"
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PainSound "baron/pain"
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DeathSound "baron/death"
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ActiveSound "baron/active"
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Obituary "$OB_BARON"
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HitObituary "$OB_BARONHIT"
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States
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{
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Spawn:
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BOSS AB 10 A_Look
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Loop
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See:
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BOSS AABBCCDD 3 A_Chase
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Loop
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Melee:
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Missile:
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BOSS EF 8 A_FaceTarget
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BOSS G 8 A_BruisAttack
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Goto See
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Pain:
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BOSS H 2
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BOSS H 2 A_Pain
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Goto See
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Death:
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BOSS I 8
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BOSS J 8 A_Scream
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BOSS K 8
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BOSS L 8 A_NoBlocking
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BOSS MN 8
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BOSS O -1 A_BossDeath
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Stop
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Raise:
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BOSS O 8
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BOSS NMLKJI 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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// Hell Knight
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//
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//===========================================================================
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ACTOR HellKnight : BaronOfHell 69
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{
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Game Doom
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SpawnID 113
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Health 500
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SeeSound "knight/sight"
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ActiveSound "knight/active"
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PainSound "knight/pain"
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DeathSound "knight/death"
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HitObituary "$OB_KNIGHTHIT"
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Obituary "$OB_KNIGHT"
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States
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{
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Spawn:
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BOS2 AB 10 A_Look
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Loop
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See:
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BOS2 AABBCCDD 3 A_Chase
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Loop
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Melee:
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Missile:
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BOS2 EF 8 A_FaceTarget
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BOS2 G 8 A_BruisAttack
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Goto See
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Pain:
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BOS2 H 2
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BOS2 H 2 A_Pain
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Goto See
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Death:
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BOS2 I 8
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BOS2 J 8 A_Scream
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BOS2 K 8
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BOS2 L 8 A_NoBlocking
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BOS2 MN 8
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BOS2 O -1
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Stop
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Raise:
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BOS2 O 8
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BOS2 NMLKJI 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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// Baron slime ball
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//
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//===========================================================================
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ACTOR BaronBall
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{
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Game Doom
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SpawnID 154
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Radius 6
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Height 16
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Speed 15
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FastSpeed 20
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Damage 8
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Projectile
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+RANDOMIZE
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RenderStyle Add
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Alpha 1
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SeeSound "baron/attack"
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DeathSound "baron/shotx"
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Decal "BaronScorch"
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States
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{
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Spawn:
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BAL7 AB 4 BRIGHT
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Loop
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Death:
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BAL7 CDE 6 BRIGHT
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Stop
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}
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}
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