qzdoom-gpl/wadsrc/decorate/doom/bruiser.txt
Christoph Oelckers 063c85b157 - Fixed: The global WeaponSection string was never freed. It has been replaced
with an FString now.
- Fixed: The music strings in the default level info were never freed and
  caused memory leaks when used repeatedly.
- Fixed: The intermusic string in the level info was never freed.
- Fixed: The default fire obituary should only be printed if the damage
  came from the environment. If it comes from a monster the monster specific
  obituary should be used instead.
- Added custom damage types from the floating point test release.
- Changed Pain Elemental's massacre check. Now A_PainDie checks for the damage 
  type and doesn't spawn anything if it is NAME_Massacre. A_PainDie can also 
  be used by other actors so a more generalized approach is needed than hard
  coding it into the Pain Elemental.
- Converted a few of Doom's monsters to DECORATE because I couldn't test the
  first version of the custom state code with the corpses inheriting from them.
- Added custom states from last year's floating point test release and fixed
  some bugs I found in that code. Unfortunately it wasn't all salvageable
  and it was easier to recreate some parts from scratch.



SVN r368 (trunk)
2006-10-31 14:53:21 +00:00

135 lines
2.2 KiB
Text

//===========================================================================
//
// Baron of Hell
//
//===========================================================================
ACTOR BaronOfHell 3003
{
Game Doom
SpawnID 3
Health 1000
Radius 24
Height 64
Mass 1000
Speed 8
PainChance 50
Monster
+FLOORCLIP
SeeSound "baron/sight"
PainSound "baron/pain"
DeathSound "baron/death"
ActiveSound "baron/active"
Obituary "$OB_BARON"
HitObituary "$OB_BARONHIT"
States
{
Spawn:
BOSS AB 10 A_Look
Loop
See:
BOSS AABBCCDD 3 A_Chase
Loop
Melee:
Missile:
BOSS EF 8 A_FaceTarget
BOSS G 8 A_BruisAttack
Goto See
Pain:
BOSS H 2
BOSS H 2 A_Pain
Goto See
Death:
BOSS I 8
BOSS J 8 A_Scream
BOSS K 8
BOSS L 8 A_Fall
BOSS MN 8
BOSS O -1 A_BossDeath
Stop
Raise:
BOSS O 8
BOSS NMLKJI 8
Goto See
}
}
//===========================================================================
//
// Hell Knight
//
//===========================================================================
ACTOR HellKnight : BaronOfHell 69
{
Game Doom
SpawnID 113
Health 500
SeeSound "knight/sight"
ActiveSound "knight/active"
PainSound "knight/pain"
DeathSound "knight/death"
HitObituary "$OB_KNIGHTHIT"
Obituary "$OB_KNIGHT"
States
{
Spawn:
BOS2 AB 10 A_Look
Loop
See:
BOS2 AABBCCDD 3 A_Chase
Loop
Melee:
Missile:
BOS2 EF 8 A_FaceTarget
BOS2 G 8 A_BruisAttack
Goto See
Pain:
BOS2 H 2
BOS2 H 2 A_Pain
Goto See
Death:
BOS2 I 8
BOS2 J 8 A_Scream
BOS2 K 8
BOS2 L 8 A_Fall
BOS2 MN 8
BOS2 O -1
Stop
Raise:
BOS2 O 8
BOS2 NMLKJI 8
Goto See
}
}
//===========================================================================
//
// Baron slime ball
//
//===========================================================================
ACTOR BaronBall
{
Game Doom
SpawnID 154
Radius 6
Height 16
Speed 15
FastSpeed 20
Damage 8
Projectile
+RANDOMIZE
RenderStyle Add
Alpha 1
SeeSound "baron/attack"
DeathSound "baron/shotx"
Decal "BaronScorch"
States
{
Spawn:
BAL7 AB 4 BRIGHT
Loop
Death:
BAL7 CDE 6 BRIGHT
Stop
}
}