mirror of
https://github.com/ZDoom/qzdoom-gpl.git
synced 2024-11-17 09:41:21 +00:00
784f7ed671
- fixed a few problems that were encountered during conversion: * action specials as action functions were not recognized by the parser. * Player.StartItem could not be parsed. * disabled the naming hack for PowerupType. ZScript, unlike DECORATE will never prepend 'Power' to the power's name, it always needs to specified by its full name. * states and defaults were not checked for empty bodies. * the scope qualifier for goto labels was not properly converted to a string, because it is an ENamedName, not an FName.
135 lines
2 KiB
Text
135 lines
2 KiB
Text
|
|
//===========================================================================
|
|
//
|
|
// Boss Brain
|
|
//
|
|
//===========================================================================
|
|
|
|
class BossBrain : Actor
|
|
{
|
|
Default
|
|
{
|
|
Health 250;
|
|
Mass 10000000;
|
|
PainChance 255;
|
|
+SOLID +SHOOTABLE
|
|
+NOICEDEATH
|
|
+OLDRADIUSDMG
|
|
PainSound "brain/pain";
|
|
DeathSound "brain/death";
|
|
}
|
|
States
|
|
{
|
|
BrainExplode:
|
|
MISL BC 10 Bright;
|
|
MISL D 10 A_BrainExplode;
|
|
Stop;
|
|
Spawn:
|
|
BBRN A -1;
|
|
Stop;
|
|
Pain:
|
|
BBRN B 36 A_BrainPain;
|
|
Goto Spawn;
|
|
Death:
|
|
BBRN A 100 A_BrainScream;
|
|
BBRN AA 10;
|
|
BBRN A -1 A_BrainDie;
|
|
Stop;
|
|
}
|
|
}
|
|
|
|
|
|
//===========================================================================
|
|
//
|
|
// Boss Eye
|
|
//
|
|
//===========================================================================
|
|
|
|
class BossEye : Actor
|
|
{
|
|
Default
|
|
{
|
|
Height 32;
|
|
+NOBLOCKMAP
|
|
+NOSECTOR
|
|
}
|
|
States
|
|
{
|
|
Spawn:
|
|
SSWV A 10 A_Look;
|
|
Loop;
|
|
See:
|
|
SSWV A 181 A_BrainAwake;
|
|
SSWV A 150 A_BrainSpit;
|
|
Wait;
|
|
}
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// Boss Target
|
|
//
|
|
//===========================================================================
|
|
|
|
class BossTarget : SpecialSpot
|
|
{
|
|
Default
|
|
{
|
|
Height 32;
|
|
+NOBLOCKMAP;
|
|
+NOSECTOR;
|
|
}
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// Spawn shot
|
|
//
|
|
//===========================================================================
|
|
|
|
class SpawnShot : Actor
|
|
{
|
|
Default
|
|
{
|
|
Radius 6;
|
|
Height 32;
|
|
Speed 10;
|
|
Damage 3;
|
|
Projectile;
|
|
+NOCLIP
|
|
-ACTIVATEPCROSS
|
|
+RANDOMIZE
|
|
SeeSound "brain/spit";
|
|
DeathSound "brain/cubeboom";
|
|
}
|
|
States
|
|
{
|
|
Spawn:
|
|
BOSF A 3 BRIGHT A_SpawnSound;
|
|
BOSF BCD 3 BRIGHT A_SpawnFly;
|
|
Loop;
|
|
}
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// Spawn fire
|
|
//
|
|
//===========================================================================
|
|
|
|
class SpawnFire : Actor
|
|
{
|
|
Default
|
|
{
|
|
Height 78;
|
|
+NOBLOCKMAP
|
|
+NOGRAVITY
|
|
RenderStyle "Add";
|
|
}
|
|
States
|
|
{
|
|
Spawn:
|
|
FIRE ABCDEFGH 4 Bright A_Fire;
|
|
Stop;
|
|
}
|
|
}
|