gzdoom/wadsrc/decorate/doom/painelemental.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

52 lines
868 B
Text

//===========================================================================
//
// Pain Elemental
//
//===========================================================================
ACTOR PainElemental 71
{
Game Doom
SpawnID 115
Health 400
Radius 31
Height 56
Mass 400
Speed 8
PainChance 128
Monster
+FLOAT
+NOGRAVITY
SeeSound "pain/sight"
PainSound "pain/pain"
DeathSound "pain/death"
ActiveSound "pain/active"
States
{
Spawn:
PAIN A 10 A_Look
Loop
See:
PAIN AABBCC 3 A_Chase
Loop
Missile:
PAIN D 5 A_FaceTarget
PAIN E 5 A_FaceTarget
PAIN F 4 BRIGHT A_FaceTarget
PAIN F 1 BRIGHT A_PainAttack
Goto See
Pain:
PAIN G 6
PAIN G 6 A_Pain
Goto See
Death:
PAIN H 8
PAIN I 8 A_Scream
PAIN JK 8
PAIN L 8 A_PainDie
PAIN M 8
Stop
Raise:
PAIN MLKJIH 8
Goto See
}
}