mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-11-24 21:11:52 +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.
253 lines
4 KiB
Text
253 lines
4 KiB
Text
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//===========================================================================
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//
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// Zombie man
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//
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//===========================================================================
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class ZombieMan : Actor
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{
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Default
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{
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Health 20;
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Radius 20;
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Height 56;
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Speed 8;
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PainChance 200;
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Monster;
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+FLOORCLIP
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SeeSound "grunt/sight";
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AttackSound "grunt/attack";
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PainSound "grunt/pain";
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DeathSound "grunt/death";
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ActiveSound "grunt/active";
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Obituary "$OB_ZOMBIE";
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DropItem "Clip";
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}
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States
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{
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Spawn:
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POSS AB 10 A_Look;
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Loop;
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See:
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POSS AABBCCDD 4 A_Chase;
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Loop;
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Missile:
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POSS E 10 A_FaceTarget;
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POSS F 8 A_PosAttack;
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POSS E 8;
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Goto See;
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Pain:
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POSS G 3;
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POSS G 3 A_Pain;
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Goto See;
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Death:
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POSS H 5;
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POSS I 5 A_Scream;
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POSS J 5 A_NoBlocking;
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POSS K 5;
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POSS L -1;
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Stop;
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XDeath:
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POSS M 5;
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POSS N 5 A_XScream;
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POSS O 5 A_NoBlocking;
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POSS PQRST 5;
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POSS U -1;
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Stop;
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Raise:
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POSS K 5;
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POSS JIH 5;
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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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// Sergeant / Shotgun guy
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//
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//===========================================================================
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class ShotgunGuy : Actor
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{
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Default
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{
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Health 30;
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Radius 20;
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Height 56;
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Mass 100;
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Speed 8;
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PainChance 170;
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Monster;
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+FLOORCLIP
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SeeSound "shotguy/sight";
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AttackSound "shotguy/attack";
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PainSound "shotguy/pain";
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DeathSound "shotguy/death";
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ActiveSound "shotguy/active";
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Obituary "$OB_SHOTGUY";
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DropItem "Shotgun";
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}
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States
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{
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Spawn:
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SPOS AB 10 A_Look;
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Loop;
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See:
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SPOS AABBCCDD 3 A_Chase;
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Loop;
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Missile:
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SPOS E 10 A_FaceTarget;
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SPOS F 10 BRIGHT A_SposAttackUseAtkSound;
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SPOS E 10;
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Goto See;
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Pain:
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SPOS G 3;
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SPOS G 3 A_Pain;
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Goto See;
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Death:
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SPOS H 5;
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SPOS I 5 A_Scream;
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SPOS J 5 A_NoBlocking;
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SPOS K 5;
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SPOS L -1;
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Stop;
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XDeath:
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SPOS M 5;
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SPOS N 5 A_XScream;
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SPOS O 5 A_NoBlocking;
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SPOS PQRST 5;
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SPOS U -1;
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Stop;
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Raise:
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SPOS L 5;
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SPOS KJIH 5;
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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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// Chaingunner
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//
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//===========================================================================
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class ChaingunGuy : Actor
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{
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Default
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{
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Health 70;
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Radius 20;
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Height 56;
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Mass 100;
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Speed 8;
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PainChance 170;
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Monster;
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+FLOORCLIP
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SeeSound "chainguy/sight";
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PainSound "chainguy/pain";
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DeathSound "chainguy/death";
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ActiveSound "chainguy/active";
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AttackSound "chainguy/attack";
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Obituary "$OB_CHAINGUY";
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Dropitem "Chaingun";
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}
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States
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{
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Spawn:
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CPOS AB 10 A_Look;
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Loop;
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See:
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CPOS AABBCCDD 3 A_Chase;
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Loop;
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Missile:
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CPOS E 10 A_FaceTarget;
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CPOS FE 4 BRIGHT A_CPosAttack;
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CPOS F 1 A_CPosRefire;
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Goto Missile+1;
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Pain:
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CPOS G 3;
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CPOS G 3 A_Pain;
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Goto See;
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Death:
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CPOS H 5;
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CPOS I 5 A_Scream;
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CPOS J 5 A_NoBlocking;
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CPOS KLM 5;
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CPOS N -1;
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Stop;
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XDeath:
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CPOS O 5;
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CPOS P 5 A_XScream;
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CPOS Q 5 A_NoBlocking;
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CPOS RS 5;
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CPOS T -1;
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Stop;
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Raise:
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CPOS N 5;
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CPOS MLKJIH 5;
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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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// SS Nazi
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//
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//===========================================================================
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class WolfensteinSS : Actor
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{
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Default
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{
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Health 50;
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Radius 20;
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Height 56;
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Speed 8;
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PainChance 170;
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Monster;
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+FLOORCLIP
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SeeSound "wolfss/sight";
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PainSound "wolfss/pain";
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DeathSound "wolfss/death";
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ActiveSound "wolfss/active";
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AttackSound "wolfss/attack";
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Obituary "$OB_WOLFSS";
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Dropitem "Clip";
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}
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States
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{
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Spawn:
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SSWV AB 10 A_Look;
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Loop;
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See:
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SSWV AABBCCDD 3 A_Chase;
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Loop;
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Missile:
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SSWV E 10 A_FaceTarget;
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SSWV F 10 A_FaceTarget;
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SSWV G 4 BRIGHT A_CPosAttack;
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SSWV F 6 A_FaceTarget;
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SSWV G 4 BRIGHT A_CPosAttack;
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SSWV F 1 A_CPosRefire;
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Goto Missile+1;
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Pain:
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SSWV H 3;
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SSWV H 3 A_Pain;
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Goto See;
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Death:
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SSWV I 5;
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SSWV J 5 A_Scream;
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SSWV K 5 A_NoBlocking;
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SSWV L 5;
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SSWV M -1;
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Stop;
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XDeath:
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SSWV N 5 ;
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SSWV O 5 A_XScream;
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SSWV P 5 A_NoBlocking;
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SSWV QRSTU 5;
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SSWV V -1;
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Stop;
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Raise:
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SSWV M 5;
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SSWV LKJI 5;
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Goto See ;
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}
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}
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