gzdoom/wadsrc/decorate/doom/doomimp.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

90 lines
1.4 KiB
Text

//===========================================================================
//
// Imp
//
//===========================================================================
ACTOR DoomImp 3001
{
Game Doom
SpawnID 5
Health 60
Radius 20
Height 56
Mass 100
Speed 8
PainChance 200
Monster
+FLOORCLIP
SeeSound "imp/sight"
PainSound "imp/pain"
DeathSound "imp/death"
ActiveSound "imp/active"
HitObituary "$OB_IMPHIT"
Obituary "$OB_IMP"
States
{
Spawn:
TROO AB 10 A_Look
Loop
See:
TROO AABBCCDD 3 A_Chase
Loop
Melee:
Missile:
TROO EF 8 A_FaceTarget
TROO G 6 A_TroopAttack
Goto See
Pain:
TROO H 2
TROO H 2 A_Pain
Goto See
Death:
TROO I 8
TROO J 8 A_Scream
TROO K 6
TROO L 6 A_NoBlocking
TROO M -1
Stop
XDeath:
TROO N 5
TROO O 5 A_XScream
TROO P 5
TROO Q 5 A_NoBlocking
TROO RST 5
TROO U -1
Stop
Raise:
TROO M 8
TROO KLJI 8
Goto See
}
}
//===========================================================================
//
// Imp fireball
//
//===========================================================================
ACTOR DoomImpBall
{
Radius 6
Height 8
Speed 10
FastSpeed 20
Damage 3
Projectile
+RANDOMIZE
RenderStyle Add
Alpha 1
SeeSound "imp/attack"
DeathSound "imp/shotx"
States
{
Spawn:
BAL1 AB 4 BRIGHT
Loop
Death:
BAL1 CDE 6 BRIGHT
Stop
}
}