qzdoom-gpl/wadsrc/static/actors/hexen/pig.txt

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// Snout puff ---------------------------------------------------------------
ACTOR SnoutPuff
{
+NOBLOCKMAP
+NOGRAVITY
Renderstyle Translucent
Alpha 0.6
States
{
Spawn:
FHFX STUVW 4
Stop
}
}
// Snout --------------------------------------------------------------------
ACTOR Snout : Weapon
{
Weapon.SelectionOrder 10000
+WEAPON.DONTBOB
+WEAPON.MELEEWEAPON
Weapon.Kickback 150
Weapon.YAdjust 10
action native A_SnoutAttack ();
States
{
Ready:
WPIG A 1 A_WeaponReady
Loop
Deselect:
WPIG A 1 A_Lower
Loop
Select:
WPIG A 1 A_Raise
Fire:
WPIG A 4 A_SnoutAttack
WPIG B 8 A_SnoutAttack
Goto Ready
Grunt:
WPIG B 8
Goto Ready
}
}
// Pig player ---------------------------------------------------------------
ACTOR PigPlayer : PlayerPawn native
{
Health 30
ReactionTime 0
PainChance 255
Radius 16
Height 24
Speed 1
+NOSKIN
PainSound "PigPain"
DeathSound "PigDeath"
Player.JumpZ 6
Player.Viewheight 28
Player.ForwardMove 0.96, 0.98
Player.SideMove 0.95833333, 0.975
Player.SpawnClass "Pig"
Player.SoundClass "Pig"
Player.DisplayName "Pig"
Player.MorphWeapon "Snout"
-PICKUP
States
{
Spawn:
PIGY A -1
Stop
See:
PIGY ABCD 3
Loop
Pain:
PIGY D 4 A_PigPain
Goto Spawn
Melee:
Missile:
PIGY A 12
Goto Spawn
Death:
PIGY E 4 A_Scream
PIGY F 3 A_NoBlocking
PIGY G 4
PIGY H 3
PIGY IJK 4
PIGY L -1
Stop
Ice:
PIGY M 5 A_FreezeDeath
PIGY M 1 A_FreezeDeathChunks
Wait
}
}
// Pig (non-player) ---------------------------------------------------------
ACTOR Pig : MorphedMonster
{
Health 25
Painchance 128
Speed 10
Radius 12
Height 22
Mass 60
Monster
-COUNTKILL
+WINDTHRUST
+DONTMORPH
SeeSound "PigActive1"
PainSound "PigPain"
DeathSound "PigDeath"
ActiveSound "PigActive1"
States
{
Spawn:
PIGY B 10 A_Look
Loop
See:
PIGY ABCD 3 A_Chase
Loop
Pain:
PIGY D 4 A_PigPain
Goto See
Melee:
PIGY A 5 A_FaceTarget
PIGY A 10 A_CustomMeleeAttack(random[PigAttack](2,3), "PigAttack")
Goto See
Death:
PIGY E 4 A_Scream
PIGY F 3 A_NoBlocking
PIGY G 4
PIGY H 3
PIGY IJK 4
PIGY L -1
Stop
Ice:
PIGY M 5 A_FreezeDeath
PIGY M 1 A_FreezeDeathChunks
Wait
}
}