qzdoom-gpl/wadsrc/static/actors/hexen/dragon.txt
Christoph Oelckers e010561088 - Changed increased lightning damage for Centaurs into a damage factor.
- Changed PoisonCloud and Lightning special treatment in P_DamageMobj to use damage
  types instead to keep dependencies on specific actor types out of the main engine code.
- Added Korax DECORATE conversion by Gez and a few others by Karate Chris.


SVN r1130 (trunk)
2008-08-08 15:18:23 +00:00

118 lines
2 KiB
Text

// Dragon -------------------------------------------------------------------
ACTOR Dragon 254
{
Game Hexen
Health 640
PainChance 128
Speed 10
Height 65
Mass 0x7fffffff
Monster
+NOGRAVITY +FLOAT +NOBLOOD
+BOSS
+DONTMORPH +NOTARGET
+NOICEDEATH
SeeSound "DragonSight"
AttackSound "DragonAttack"
PainSound "DragonPain"
DeathSound "DragonDeath"
ActiveSound "DragonActive"
Obituary "$OB_DRAGON"
action native A_DragonInitFlight();
action native A_DragonFlap();
action native A_DragonFlight();
action native A_DragonPain();
action native A_DragonAttack();
action native A_DragonCheckCrash();
States
{
Spawn:
DRAG D 10 A_Look
Loop
See:
DRAG CB 5
DRAG A 5 A_DragonInitFlight
DRAG B 3 A_DragonFlap
DRAG BCCDDCCBBAA 3 A_DragonFlight
Goto See + 3
Pain:
DRAG F 10 A_DragonPain
Goto See + 3
Missile:
DRAG E 8 A_DragonAttack
Goto See + 3
Death:
DRAG G 5 A_Scream
DRAG H 4 A_NoBlocking
DRAG I 4
DRAG J 4 A_DragonCheckCrash
Wait
Crash:
DRAG KL 5
DRAG M -1
Stop
}
}
// Dragon Fireball ----------------------------------------------------------
ACTOR DragonFireball
{
Speed 24
Radius 12
Height 10
Damage 6
DamageType "Fire"
Projectile
-ACTIVATEIMPACT -ACTIVATEPCROSS
RenderStyle Add
DeathSound "DragonFireballExplode"
action native A_DragonFX2();
States
{
Spawn:
DRFX ABCDEF 4 Bright
Loop
Death:
DRFX GHI 4 Bright
DRFX J 4 Bright A_DragonFX2
DRFX KL 3 Bright
Stop
}
}
// Dragon Fireball Secondary Explosion --------------------------------------
ACTOR DragonExplosion
{
Radius 8
Height 8
DamageType "Fire"
+NOBLOCKMAP
+NOTELEPORT
+INVISIBLE
RenderStyle Add
DeathSound "DragonFireballExplode"
States
{
Spawn:
CFCF Q 1 Bright
CFCF Q 4 Bright A_UnHideThing
CFCF R 3 Bright A_Scream
CFCF S 4 Bright
CFCF T 3 Bright A_Explode (80, 128, 0)
CFCF U 4 Bright
CFCF V 3 Bright
CFCF W 4 Bright
CFCF X 3 Bright
CFCF Y 4 Bright
CFCF Z 3 Bright
Stop
}
}