mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-11-11 15:21:51 +00:00
3b477d7022
weapon didn't change back when the powerup expired. - Fixed: The powered up version of Heretic's Gauntlets missed the proper state assignments for Ready, Lower and Raise. - Fixed: The Strife player was missing its pain state. - Fixed: Revenant missiles couldn't home in on targets with a height lower than 40. - Fixed: The code which checked for hitscan traces hitting actors from above and below must test whether the calculated hit position is actually inside the actor being checked. If it crosses the top/bottom plane outside the bounding box there can't be a hit. - Changed: State labels in code pointer calls must now be enclosed in quotation marks. This was done to ensure compatibility with parsers that will parse these as identifier-aware script code later. SVN r554 (trunk)
109 lines
1.8 KiB
Text
109 lines
1.8 KiB
Text
ACTOR HereticPlayer : PlayerPawn
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{
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Health 100
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Radius 16
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Height 56
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Mass 100
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Painchance 255
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Speed 1
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Player.ColorRange 225, 240
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Player.DisplayName "Corvus"
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Player.StartItem "GoldWand"
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Player.StartItem "Staff"
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Player.StartItem "GoldWandAmmo", 50
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States
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{
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Spawn:
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PLAY A -1
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Stop
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See:
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PLAY ABCD 4
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Loop
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Melee:
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Missile:
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PLAY F 6 BRIGHT
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PLAY E 12
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Goto Spawn
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Pain:
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PLAY G 4
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PLAY G 4 A_Pain
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Goto Spawn
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Death:
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PLAY H 6 A_PlayerSkinCheck("AltSkinDeath")
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PLAY I 6 A_PlayerScream
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PLAY JK 6
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PLAY L 6 A_NoBlocking
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PLAY MNO 6
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PLAY P -1
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Stop
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XDeath:
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PLAY Q 0 A_PlayerSkinCheck("AltSkinXDeath")
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PLAY Q 5 A_PlayerScream
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PLAY R 0 A_NoBlocking
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PLAY R 5 A_SkullPop
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PLAY STUVWX 5
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PLAY Y -1
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Stop
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Burn:
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FDTH A 5 BRIGHT A_PlaySound("*burndeath")
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FDTH B 4 BRIGHT
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FDTH C 5 BRIGHT
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FDTH D 4 BRIGHT A_PlayerScream
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FDTH E 5 BRIGHT
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FDTH F 4 BRIGHT
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FDTH G 5 BRIGHT A_PlaySound("*burndeath")
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FDTH H 4 BRIGHT
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FDTH I 5 BRIGHT
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FDTH J 4 BRIGHT
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FDTH K 5 BRIGHT
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FDTH L 4 BRIGHT
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FDTH M 5 BRIGHT
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FDTH N 4 BRIGHT
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FDTH O 5 BRIGHT A_NoBlocking
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FDTH P 4 BRIGHT
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FDTH Q 5 BRIGHT
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FDTH R 4 BRIGHT
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ACLO E 35 A_CheckPlayerDone
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Wait
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AltSkinDeath:
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PLAY H 10
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PLAY I 10 A_PlayerScream
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PLAY J 10 A_NoBlocking
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PLAY KLM 10
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PLAY N -1
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Stop
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AltSkinXDeath:
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PLAY O 5
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PLAY P 5 A_XScream
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PLAY Q 5 A_NoBlocking
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PLAY RSTUV 5
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PLAY W -1
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Stop
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}
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}
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// The player's skull -------------------------------------------------------
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ACTOR BloodySkull : PlayerChunk
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{
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Radius 4
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Height 4
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+NOBLOCKMAP
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+DROPOFF
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+LOWGRAVITY
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+CANNOTPUSH
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+SKYEXPLODE
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+NOBLOCKMONST
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+NOSKIN
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States
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{
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Spawn:
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BSKL A 0
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BSKL ABCDE 5 A_CheckFloor("Hit")
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Goto Spawn+1
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Hit:
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BSKL F 16 A_CheckPlayerDone
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Wait
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}
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}
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