mirror of
https://github.com/ZDoom/gzdoom.git
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9f8a5dae21
- removed 'self' as a dedicated token. Internally this gets handled as a normal but implicitly named variable so the token just gets in the way of proper processing. - removed P_ prefix from SpawnMissile export. - fixed a crash with misnamed function exports.
114 lines
1.9 KiB
Text
114 lines
1.9 KiB
Text
//===========================================================================
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//
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// Arachnotron
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//
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//===========================================================================
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class Arachnotron : Actor
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{
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Default
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{
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Health 500;
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Radius 64;
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Height 64;
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Mass 600;
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Speed 12;
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PainChance 128;
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Monster;
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+FLOORCLIP
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+BOSSDEATH
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SeeSound "baby/sight";
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PainSound "baby/pain";
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DeathSound "baby/death";
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ActiveSound "baby/active";
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Obituary "$OB_BABY";
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}
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States
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{
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Spawn:
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BSPI AB 10 A_Look;
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Loop;
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See:
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BSPI A 20;
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BSPI A 3 A_BabyMetal;
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BSPI ABBCC 3 A_Chase;
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BSPI D 3 A_BabyMetal;
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BSPI DEEFF 3 A_Chase;
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Goto See+1;
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Missile:
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BSPI A 20 BRIGHT A_FaceTarget;
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BSPI G 4 BRIGHT A_BspiAttack;
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BSPI H 4 BRIGHT;
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BSPI H 1 BRIGHT A_SpidRefire;
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Goto Missile+1;
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Pain:
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BSPI I 3;
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BSPI I 3 A_Pain;
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Goto See+1;
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Death:
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BSPI J 20 A_Scream;
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BSPI K 7 A_NoBlocking;
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BSPI LMNO 7;
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BSPI P -1 A_BossDeath;
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Stop;
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Raise:
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BSPI P 5;
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BSPI ONMLKJ 5;
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Goto See+1;
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}
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}
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//===========================================================================
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//
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// Arachnotron plasma
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//
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//===========================================================================
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class ArachnotronPlasma : Actor
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{
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Default
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{
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Radius 13;
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Height 8;
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Speed 25;
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Damage 5;
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Projectile;
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+RANDOMIZE
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RenderStyle "Add";
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Alpha 0.75;
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SeeSound "baby/attack";
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DeathSound "baby/shotx";
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}
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States
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{
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Spawn:
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APLS AB 5 BRIGHT;
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Loop;
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Death:
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APBX ABCDE 5 BRIGHT;
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Stop;
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}
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}
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//===========================================================================
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//
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// Code (must be attached to Actor)
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//
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//===========================================================================
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extend class Actor
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{
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void A_BspiAttack()
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{
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if (target)
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{
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A_FaceTarget();
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SpawnMissile(target, "ArachnotronPlasma");
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}
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}
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void A_BabyMetal()
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{
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A_PlaySound("baby/walk", CHAN_BODY, 1, false, ATTN_IDLE);
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A_Chase();
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}
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}
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