qzdoom-gpl/wadsrc/static/zscript/doom/possessed.txt
Christoph Oelckers 784f7ed671 - converted all of Doom's actors.
- 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.
2016-10-14 20:08:41 +02:00

253 lines
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Text

//===========================================================================
//
// Zombie man
//
//===========================================================================
class ZombieMan : Actor
{
Default
{
Health 20;
Radius 20;
Height 56;
Speed 8;
PainChance 200;
Monster;
+FLOORCLIP
SeeSound "grunt/sight";
AttackSound "grunt/attack";
PainSound "grunt/pain";
DeathSound "grunt/death";
ActiveSound "grunt/active";
Obituary "$OB_ZOMBIE";
DropItem "Clip";
}
States
{
Spawn:
POSS AB 10 A_Look;
Loop;
See:
POSS AABBCCDD 4 A_Chase;
Loop;
Missile:
POSS E 10 A_FaceTarget;
POSS F 8 A_PosAttack;
POSS E 8;
Goto See;
Pain:
POSS G 3;
POSS G 3 A_Pain;
Goto See;
Death:
POSS H 5;
POSS I 5 A_Scream;
POSS J 5 A_NoBlocking;
POSS K 5;
POSS L -1;
Stop;
XDeath:
POSS M 5;
POSS N 5 A_XScream;
POSS O 5 A_NoBlocking;
POSS PQRST 5;
POSS U -1;
Stop;
Raise:
POSS K 5;
POSS JIH 5;
Goto See;
}
}
//===========================================================================
//
// Sergeant / Shotgun guy
//
//===========================================================================
class ShotgunGuy : Actor
{
Default
{
Health 30;
Radius 20;
Height 56;
Mass 100;
Speed 8;
PainChance 170;
Monster;
+FLOORCLIP
SeeSound "shotguy/sight";
AttackSound "shotguy/attack";
PainSound "shotguy/pain";
DeathSound "shotguy/death";
ActiveSound "shotguy/active";
Obituary "$OB_SHOTGUY";
DropItem "Shotgun";
}
States
{
Spawn:
SPOS AB 10 A_Look;
Loop;
See:
SPOS AABBCCDD 3 A_Chase;
Loop;
Missile:
SPOS E 10 A_FaceTarget;
SPOS F 10 BRIGHT A_SposAttackUseAtkSound;
SPOS E 10;
Goto See;
Pain:
SPOS G 3;
SPOS G 3 A_Pain;
Goto See;
Death:
SPOS H 5;
SPOS I 5 A_Scream;
SPOS J 5 A_NoBlocking;
SPOS K 5;
SPOS L -1;
Stop;
XDeath:
SPOS M 5;
SPOS N 5 A_XScream;
SPOS O 5 A_NoBlocking;
SPOS PQRST 5;
SPOS U -1;
Stop;
Raise:
SPOS L 5;
SPOS KJIH 5;
Goto See;
}
}
//===========================================================================
//
// Chaingunner
//
//===========================================================================
class ChaingunGuy : Actor
{
Default
{
Health 70;
Radius 20;
Height 56;
Mass 100;
Speed 8;
PainChance 170;
Monster;
+FLOORCLIP
SeeSound "chainguy/sight";
PainSound "chainguy/pain";
DeathSound "chainguy/death";
ActiveSound "chainguy/active";
AttackSound "chainguy/attack";
Obituary "$OB_CHAINGUY";
Dropitem "Chaingun";
}
States
{
Spawn:
CPOS AB 10 A_Look;
Loop;
See:
CPOS AABBCCDD 3 A_Chase;
Loop;
Missile:
CPOS E 10 A_FaceTarget;
CPOS FE 4 BRIGHT A_CPosAttack;
CPOS F 1 A_CPosRefire;
Goto Missile+1;
Pain:
CPOS G 3;
CPOS G 3 A_Pain;
Goto See;
Death:
CPOS H 5;
CPOS I 5 A_Scream;
CPOS J 5 A_NoBlocking;
CPOS KLM 5;
CPOS N -1;
Stop;
XDeath:
CPOS O 5;
CPOS P 5 A_XScream;
CPOS Q 5 A_NoBlocking;
CPOS RS 5;
CPOS T -1;
Stop;
Raise:
CPOS N 5;
CPOS MLKJIH 5;
Goto See;
}
}
//===========================================================================
//
// SS Nazi
//
//===========================================================================
class WolfensteinSS : Actor
{
Default
{
Health 50;
Radius 20;
Height 56;
Speed 8;
PainChance 170;
Monster;
+FLOORCLIP
SeeSound "wolfss/sight";
PainSound "wolfss/pain";
DeathSound "wolfss/death";
ActiveSound "wolfss/active";
AttackSound "wolfss/attack";
Obituary "$OB_WOLFSS";
Dropitem "Clip";
}
States
{
Spawn:
SSWV AB 10 A_Look;
Loop;
See:
SSWV AABBCCDD 3 A_Chase;
Loop;
Missile:
SSWV E 10 A_FaceTarget;
SSWV F 10 A_FaceTarget;
SSWV G 4 BRIGHT A_CPosAttack;
SSWV F 6 A_FaceTarget;
SSWV G 4 BRIGHT A_CPosAttack;
SSWV F 1 A_CPosRefire;
Goto Missile+1;
Pain:
SSWV H 3;
SSWV H 3 A_Pain;
Goto See;
Death:
SSWV I 5;
SSWV J 5 A_Scream;
SSWV K 5 A_NoBlocking;
SSWV L 5;
SSWV M -1;
Stop;
XDeath:
SSWV N 5 ;
SSWV O 5 A_XScream;
SSWV P 5 A_NoBlocking;
SSWV QRSTU 5;
SSWV V -1;
Stop;
Raise:
SSWV M 5;
SSWV LKJI 5;
Goto See ;
}
}