2006-02-24 04:48:15 +00:00
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#include "actor.h"
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#include "info.h"
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#include "m_random.h"
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#include "p_local.h"
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#include "p_enemy.h"
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#include "gstrings.h"
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#include "a_action.h"
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static FRandom pr_sargattack ("SargAttack");
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void A_SargAttack (AActor *);
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class ADemon : public AActor
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{
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DECLARE_ACTOR (ADemon, AActor)
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};
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FState ADemon::States[] =
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{
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#define S_SARG_STND 0
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S_NORMAL (SARG, 'A', 10, A_Look , &States[S_SARG_STND+1]),
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S_NORMAL (SARG, 'B', 10, A_Look , &States[S_SARG_STND]),
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#define S_SARG_RUN (S_SARG_STND+2)
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S_NORMAL (SARG, 'A', 2, A_Chase , &States[S_SARG_RUN+1]),
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S_NORMAL (SARG, 'A', 2, A_Chase , &States[S_SARG_RUN+2]),
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S_NORMAL (SARG, 'B', 2, A_Chase , &States[S_SARG_RUN+3]),
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S_NORMAL (SARG, 'B', 2, A_Chase , &States[S_SARG_RUN+4]),
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S_NORMAL (SARG, 'C', 2, A_Chase , &States[S_SARG_RUN+5]),
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S_NORMAL (SARG, 'C', 2, A_Chase , &States[S_SARG_RUN+6]),
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S_NORMAL (SARG, 'D', 2, A_Chase , &States[S_SARG_RUN+7]),
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S_NORMAL (SARG, 'D', 2, A_Chase , &States[S_SARG_RUN+0]),
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#define S_SARG_ATK (S_SARG_RUN+8)
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S_NORMAL (SARG, 'E', 8, A_FaceTarget , &States[S_SARG_ATK+1]),
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S_NORMAL (SARG, 'F', 8, A_FaceTarget , &States[S_SARG_ATK+2]),
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S_NORMAL (SARG, 'G', 8, A_SargAttack , &States[S_SARG_RUN+0]),
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#define S_SARG_PAIN (S_SARG_ATK+3)
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S_NORMAL (SARG, 'H', 2, NULL , &States[S_SARG_PAIN+1]),
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S_NORMAL (SARG, 'H', 2, A_Pain , &States[S_SARG_RUN+0]),
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#define S_SARG_DIE (S_SARG_PAIN+2)
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S_NORMAL (SARG, 'I', 8, NULL , &States[S_SARG_DIE+1]),
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S_NORMAL (SARG, 'J', 8, A_Scream , &States[S_SARG_DIE+2]),
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S_NORMAL (SARG, 'K', 4, NULL , &States[S_SARG_DIE+3]),
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S_NORMAL (SARG, 'L', 4, A_NoBlocking , &States[S_SARG_DIE+4]),
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S_NORMAL (SARG, 'M', 4, NULL , &States[S_SARG_DIE+5]),
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S_NORMAL (SARG, 'N', -1, NULL , NULL),
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#define S_SARG_RAISE (S_SARG_DIE+6)
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S_NORMAL (SARG, 'N', 5, NULL , &States[S_SARG_RAISE+1]),
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S_NORMAL (SARG, 'M', 5, NULL , &States[S_SARG_RAISE+2]),
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S_NORMAL (SARG, 'L', 5, NULL , &States[S_SARG_RAISE+3]),
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S_NORMAL (SARG, 'K', 5, NULL , &States[S_SARG_RAISE+4]),
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S_NORMAL (SARG, 'J', 5, NULL , &States[S_SARG_RAISE+5]),
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S_NORMAL (SARG, 'I', 5, NULL , &States[S_SARG_RUN+0])
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};
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IMPLEMENT_ACTOR (ADemon, Doom, 3002, 8)
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PROP_SpawnHealth (150)
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PROP_PainChance (180)
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PROP_SpeedFixed (10)
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PROP_RadiusFixed (30)
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PROP_HeightFixed (56)
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PROP_Mass (400)
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PROP_Flags (MF_SOLID|MF_SHOOTABLE|MF_COUNTKILL)
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PROP_Flags2 (MF2_MCROSS|MF2_PASSMOBJ|MF2_PUSHWALL|MF2_FLOORCLIP)
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2006-04-16 13:29:50 +00:00
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PROP_Flags5 (MF5_FASTER|MF5_FASTMELEE)
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2006-02-24 04:48:15 +00:00
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PROP_SpawnState (S_SARG_STND)
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PROP_SeeState (S_SARG_RUN)
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PROP_PainState (S_SARG_PAIN)
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PROP_MeleeState (S_SARG_ATK)
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PROP_DeathState (S_SARG_DIE)
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PROP_RaiseState (S_SARG_RAISE)
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PROP_SeeSound ("demon/sight")
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PROP_AttackSound ("demon/melee")
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PROP_PainSound ("demon/pain")
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PROP_DeathSound ("demon/death")
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PROP_ActiveSound ("demon/active")
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2006-06-17 20:29:41 +00:00
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PROP_HitObituary("$OB_DEMONHIT")
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2006-02-24 04:48:15 +00:00
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END_DEFAULTS
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class ASpectre : public ADemon
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{
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DECLARE_STATELESS_ACTOR (ASpectre, ADemon)
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};
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IMPLEMENT_STATELESS_ACTOR (ASpectre, Doom, 58, 9)
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PROP_FlagsSet (MF_SHADOW)
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PROP_RenderStyle (STYLE_OptFuzzy)
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PROP_Alpha (FRACUNIT/5)
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PROP_SeeSound ("spectre/sight")
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PROP_AttackSound ("spectre/melee")
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PROP_PainSound ("spectre/pain")
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PROP_DeathSound ("spectre/death")
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PROP_ActiveSound ("spectre/active")
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2006-06-17 20:29:41 +00:00
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PROP_HitObituary("$OB_SPECTREHIT")
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2006-02-24 04:48:15 +00:00
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END_DEFAULTS
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void A_SargAttack (AActor *self)
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{
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if (!self->target)
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return;
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A_FaceTarget (self);
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if (self->CheckMeleeRange ())
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{
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int damage = ((pr_sargattack()%10)+1)*4;
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P_DamageMobj (self->target, self, self, damage, MOD_HIT);
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P_TraceBleed (damage, self->target, self);
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}
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}
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