qzdoom-gpl/wadsrc/static/zscript/doom/lostsoul.txt

121 lines
2.1 KiB
Text

//===========================================================================
//
// Lost Soul
//
//===========================================================================
class LostSoul : Actor
{
Default
{
Health 100;
Radius 16;
Height 56;
Mass 50;
Speed 8;
Damage 3;
PainChance 256;
Monster;
+FLOAT +NOGRAVITY +MISSILEMORE +DONTFALL +NOICEDEATH;
AttackSound "skull/melee";
PainSound "skull/pain";
DeathSound "skull/death";
ActiveSound "skull/active";
RenderStyle "SoulTrans";
Obituary "$OB_SKULL";
}
States
{
Spawn:
SKUL AB 10 BRIGHT A_Look;
Loop;
See:
SKUL AB 6 BRIGHT A_Chase;
Loop;
Missile:
SKUL C 10 BRIGHT A_FaceTarget;
SKUL D 4 BRIGHT A_SkullAttack;
SKUL CD 4 BRIGHT;
Goto Missile+2;
Pain:
SKUL E 3 BRIGHT;
SKUL E 3 BRIGHT A_Pain;
Goto See;
Death:
SKUL F 6 BRIGHT;
SKUL G 6 BRIGHT A_Scream;
SKUL H 6 BRIGHT;
SKUL I 6 BRIGHT A_NoBlocking;
SKUL J 6;
SKUL K 6;
Stop;
}
}
class BetaSkull : LostSoul
{
States
{
Spawn:
SKUL A 10 A_Look;
Loop;
See:
SKUL BCDA 5 A_Chase;
Loop;
Missile:
SKUL E 4 A_FaceTarget;
SKUL F 5 A_BetaSkullAttack;
SKUL F 4;
Goto See;
Pain:
SKUL G 4;
SKUL H 2 A_Pain;
Goto See;
SKUL I 4;
Goto See;
Death:
SKUL JKLM 5;
SKUL N 5 A_Scream;
SKUL O 5;
SKUL P 5 A_Fall;
SKUL Q 5 A_Stop;
Wait;
}
}
//===========================================================================
//
// Code (must be attached to Actor)
//
//===========================================================================
extend class Actor
{
const DEFSKULLSPEED = 20;
void A_SkullAttack(double skullspeed = DEFSKULLSPEED)
{
if (target == null) return;
if (skullspeed <= 0) skullspeed = DEFSKULLSPEED;
bSkullfly = true;
A_PlaySound(AttackSound, CHAN_VOICE);
A_FaceTarget();
VelFromAngle(skullspeed);
Vel.Z = (target.pos.Z + target.Height/2 - pos.Z) / DistanceBySpeed(target, skullspeed);
}
void A_BetaSkullAttack()
{
if (target == null || target.GetSpecies() == self.GetSpecies()) return;
A_PlaySound(AttackSound, CHAN_WEAPON);
A_FaceTarget();
int damage = GetMissileDamage(7,1);
target.DamageMobj(self, self, damage, 'None');
}
}