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https://github.com/ZDoom/qzdoom-gpl.git
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e010561088
- 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)
118 lines
2 KiB
Text
118 lines
2 KiB
Text
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// Dragon -------------------------------------------------------------------
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ACTOR Dragon 254
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{
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Game Hexen
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Health 640
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PainChance 128
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Speed 10
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Height 65
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Mass 0x7fffffff
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Monster
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+NOGRAVITY +FLOAT +NOBLOOD
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+BOSS
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+DONTMORPH +NOTARGET
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+NOICEDEATH
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SeeSound "DragonSight"
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AttackSound "DragonAttack"
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PainSound "DragonPain"
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DeathSound "DragonDeath"
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ActiveSound "DragonActive"
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Obituary "$OB_DRAGON"
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action native A_DragonInitFlight();
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action native A_DragonFlap();
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action native A_DragonFlight();
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action native A_DragonPain();
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action native A_DragonAttack();
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action native A_DragonCheckCrash();
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States
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{
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Spawn:
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DRAG D 10 A_Look
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Loop
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See:
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DRAG CB 5
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DRAG A 5 A_DragonInitFlight
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DRAG B 3 A_DragonFlap
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DRAG BCCDDCCBBAA 3 A_DragonFlight
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Goto See + 3
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Pain:
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DRAG F 10 A_DragonPain
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Goto See + 3
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Missile:
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DRAG E 8 A_DragonAttack
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Goto See + 3
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Death:
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DRAG G 5 A_Scream
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DRAG H 4 A_NoBlocking
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DRAG I 4
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DRAG J 4 A_DragonCheckCrash
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Wait
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Crash:
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DRAG KL 5
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DRAG M -1
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Stop
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}
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}
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// Dragon Fireball ----------------------------------------------------------
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ACTOR DragonFireball
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{
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Speed 24
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Radius 12
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Height 10
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Damage 6
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DamageType "Fire"
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Projectile
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-ACTIVATEIMPACT -ACTIVATEPCROSS
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RenderStyle Add
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DeathSound "DragonFireballExplode"
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action native A_DragonFX2();
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States
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{
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Spawn:
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DRFX ABCDEF 4 Bright
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Loop
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Death:
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DRFX GHI 4 Bright
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DRFX J 4 Bright A_DragonFX2
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DRFX KL 3 Bright
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Stop
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}
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}
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// Dragon Fireball Secondary Explosion --------------------------------------
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ACTOR DragonExplosion
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{
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Radius 8
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Height 8
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DamageType "Fire"
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+NOBLOCKMAP
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+NOTELEPORT
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+INVISIBLE
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RenderStyle Add
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DeathSound "DragonFireballExplode"
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States
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{
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Spawn:
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CFCF Q 1 Bright
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CFCF Q 4 Bright A_UnHideThing
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CFCF R 3 Bright A_Scream
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CFCF S 4 Bright
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CFCF T 3 Bright A_Explode (80, 128, 0)
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CFCF U 4 Bright
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CFCF V 3 Bright
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CFCF W 4 Bright
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CFCF X 3 Bright
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CFCF Y 4 Bright
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CFCF Z 3 Bright
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Stop
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}
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}
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