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https://github.com/ZDoom/gzdoom.git
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8c2f651bdb
- 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)
90 lines
1.4 KiB
Text
90 lines
1.4 KiB
Text
//===========================================================================
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//
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// Imp
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//
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//===========================================================================
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ACTOR DoomImp 3001
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{
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Game Doom
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SpawnID 5
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Health 60
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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 200
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Monster
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+FLOORCLIP
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SeeSound "imp/sight"
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PainSound "imp/pain"
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DeathSound "imp/death"
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ActiveSound "imp/active"
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HitObituary "$OB_IMPHIT"
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Obituary "$OB_IMP"
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States
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{
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Spawn:
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TROO AB 10 A_Look
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Loop
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See:
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TROO AABBCCDD 3 A_Chase
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Loop
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Melee:
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Missile:
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TROO EF 8 A_FaceTarget
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TROO G 6 A_TroopAttack
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Goto See
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Pain:
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TROO H 2
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TROO H 2 A_Pain
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Goto See
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Death:
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TROO I 8
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TROO J 8 A_Scream
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TROO K 6
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TROO L 6 A_NoBlocking
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TROO M -1
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Stop
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XDeath:
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TROO N 5
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TROO O 5 A_XScream
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TROO P 5
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TROO Q 5 A_NoBlocking
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TROO RST 5
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TROO U -1
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Stop
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Raise:
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TROO M 8
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TROO KLJI 8
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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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// Imp fireball
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//
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//===========================================================================
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ACTOR DoomImpBall
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{
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Radius 6
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Height 8
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Speed 10
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FastSpeed 20
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Damage 3
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Projectile
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+RANDOMIZE
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RenderStyle Add
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Alpha 1
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SeeSound "imp/attack"
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DeathSound "imp/shotx"
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States
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{
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Spawn:
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BAL1 AB 4 BRIGHT
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Loop
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Death:
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BAL1 CDE 6 BRIGHT
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Stop
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}
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}
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