gzdoom/wadsrc/decorate/doom/possessed.txt
Christoph Oelckers 8c2f651bdb - Replaced the static string buffer in ProcessStates with an FString.
- 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)
2006-11-04 22:26:04 +00:00

248 lines
4.1 KiB
Text

//===========================================================================
//
// Zombie man
//
//===========================================================================
ACTOR ZombieMan 3004
{
Game Doom
SpawnID 4
Health 20
Radius 20
Height 56
Speed 8
PainChance 200
Monster
+FLOORCLIP
SeeSound "grunt/sight"
AttackSound "grunt/attack"
PainSound "grunt/pain"
DeathSound "grunt/death"
ActiveSound "grunt/active"
Obituary "$OB_ZOMBIE"
DropItem "Clip"
States
{
Spawn:
POSS AB 10 A_Look
Loop
See:
POSS AABBCCDD 4 A_Chase
Loop
Missile:
POSS E 10 A_FaceTarget
POSS F 8 A_PosAttack
POSS E 8
Goto See
Pain:
POSS G 3
POSS G 3 A_Pain
Goto See
Death:
POSS H 5
POSS I 5 A_Scream
POSS J 5 A_NoBlocking
POSS K 5
POSS L -1
Stop
XDeath:
POSS M 5
POSS N 5 A_XScream
POSS O 5 A_NoBlocking
POSS PQRST 5
POSS U -1
Stop
Raise:
POSS K 5
POSS JIH 5
Goto See
}
}
//===========================================================================
//
// Sergeant / Shotgun guy
//
//===========================================================================
ACTOR ShotgunGuy 9
{
Game Doom
SpawnID 1
Health 30
Radius 20
Height 56
Mass 100
Speed 8
PainChance 170
Monster
+FLOORCLIP
SeeSound "shotguy/sight"
AttackSound "shotguy/attack"
PainSound "shotguy/pain"
DeathSound "shotguy/death"
ActiveSound "shotguy/active"
Obituary "$OB_SHOTGUY"
DropItem "Shotgun"
States
{
Spawn:
SPOS AB 10 A_Look
Loop
See:
SPOS AABBCCDD 3 A_Chase
Loop
Missile:
SPOS E 10 A_FaceTarget
SPOS F 10 BRIGHT A_SposAttackUseAtkSound
SPOS E 10
Goto See
Pain:
SPOS G 3
SPOS G 3 A_Pain
Goto See
Death:
SPOS H 5
SPOS I 5 A_Scream
SPOS J 5 A_NoBlocking
SPOS K 5
SPOS L -1
Stop
XDeath:
SPOS M 5
SPOS N 5 A_XScream
SPOS O 5 A_NoBlocking
SPOS PQRST 5
SPOS U -1
Stop
Raise:
SPOS L 5
SPOS KJIH 5
Goto See
}
}
//===========================================================================
//
// Chaingunner
//
//===========================================================================
ACTOR ChaingunGuy 65
{
Game Doom
SpawnID 2
Health 70
Radius 20
Height 56
Mass 100
Speed 8
PainChance 170
Monster
+FLOORCLIP
SeeSound "chainguy/sight"
PainSound "chainguy/pain"
DeathSound "chainguy/death"
ActiveSound "chainguy/active"
AttackSound "chainguy/attack"
Obituary "$OB_CHAINGUY"
Dropitem "Chaingun"
States
{
Spawn:
CPOS AB 10 A_Look
Loop
See:
CPOS AABBCCDD 3 A_Chase
Loop
Missile:
CPOS E 10 A_FaceTarget
CPOS FE 4 BRIGHT A_CPosAttack
CPOS F 1 A_CPosRefire
Goto Missile+1
Pain:
CPOS G 3
CPOS G 3 A_Pain
Goto See
Death:
CPOS H 5
CPOS I 5 A_Scream
CPOS J 5 A_NoBlocking
CPOS KLM 5
CPOS N -1
Stop
XDeath:
CPOS O 5
CPOS P 5 A_XScream
CPOS Q 5 A_NoBlocking
CPOS RS 5
CPOS T -1
Stop
Raise:
CPOS N 5
CPOS MLKJIH 5
Goto See
}
}
//===========================================================================
//
// SS Nazi
//
//===========================================================================
ACTOR WolfensteinSS 84
{
Game Doom
SpawnID 116
Health 50
Radius 20
Height 56
Speed 8
PainChance 170
Monster
+FLOORCLIP
SeeSound "wolfss/sight"
PainSound "wolfss/pain"
DeathSound "wolfss/death"
ActiveSound "wolfss/active"
AttackSound "wolfss/attack"
Dropitem "Clip"
States
{
Spawn:
SSWV AB 10 A_Look
Loop
See:
SSWV AABBCCDD 3 A_Chase
Loop
Missile:
SSWV E 10 A_FaceTarget
SSWV F 10 A_FaceTarget
SSWV G 4 BRIGHT A_CPosAttack
SSWV F 6 A_FaceTarget
SSWV G 4 BRIGHT A_CPosAttack
SSWV F 1 A_CPosRefire
Goto Missile+1
Pain:
SSWV H 3
SSWV H 3 A_Pain
Goto See
Death:
SSWV I 5
SSWV J 5 A_Scream
SSWV K 5 A_NoBlocking
SSWV L 5
SSWV M -1
Stop
XDeath:
SSWV N 5
SSWV O 5 A_XScream
SSWV P 5 A_NoBlocking
SSWV QRSTU 5
SSWV V -1
Stop
Raise:
SSWV M 5
SSWV LKJI 5
Goto See
}
}