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