mirror of
https://github.com/ZDoom/qzdoom-gpl.git
synced 2024-11-24 12:51:09 +00:00
122 lines
2 KiB
Text
122 lines
2 KiB
Text
//===========================================================================
|
|
//
|
|
// Imp
|
|
//
|
|
//===========================================================================
|
|
class DoomImp : Actor
|
|
{
|
|
Default
|
|
{
|
|
Health 60;
|
|
Radius 20;
|
|
Height 56;
|
|
Mass 100;
|
|
Speed 8;
|
|
PainChance 200;
|
|
Monster;
|
|
+FLOORCLIP
|
|
SeeSound "imp/sight";
|
|
PainSound "imp/pain";
|
|
DeathSound "imp/death";
|
|
ActiveSound "imp/active";
|
|
HitObituary "$OB_IMPHIT";
|
|
Obituary "$OB_IMP";
|
|
}
|
|
States
|
|
{
|
|
Spawn:
|
|
TROO AB 10 A_Look;
|
|
Loop;
|
|
See:
|
|
TROO AABBCCDD 3 A_Chase;
|
|
Loop;
|
|
Melee:
|
|
Missile:
|
|
TROO EF 8 A_FaceTarget;
|
|
TROO G 6 A_TroopAttack ;
|
|
Goto See;
|
|
Pain:
|
|
TROO H 2;
|
|
TROO H 2 A_Pain;
|
|
Goto See;
|
|
Death:
|
|
TROO I 8;
|
|
TROO J 8 A_Scream;
|
|
TROO K 6;
|
|
TROO L 6 A_NoBlocking;
|
|
TROO M -1;
|
|
Stop;
|
|
XDeath:
|
|
TROO N 5;
|
|
TROO O 5 A_XScream;
|
|
TROO P 5;
|
|
TROO Q 5 A_NoBlocking;
|
|
TROO RST 5;
|
|
TROO U -1;
|
|
Stop;
|
|
Raise:
|
|
TROO ML 8;
|
|
TROO KJI 6;
|
|
Goto See;
|
|
}
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// Imp fireball
|
|
//
|
|
//===========================================================================
|
|
class DoomImpBall : Actor
|
|
{
|
|
Default
|
|
{
|
|
Radius 6;
|
|
Height 8;
|
|
Speed 10;
|
|
FastSpeed 20;
|
|
Damage 3;
|
|
Projectile;
|
|
+RANDOMIZE
|
|
RenderStyle "Add";
|
|
Alpha 1;
|
|
SeeSound "imp/attack";
|
|
DeathSound "imp/shotx";
|
|
}
|
|
States
|
|
{
|
|
Spawn:
|
|
BAL1 AB 4 BRIGHT;
|
|
Loop;
|
|
Death:
|
|
BAL1 CDE 6 BRIGHT;
|
|
Stop;
|
|
}
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// Code (must be attached to Actor)
|
|
//
|
|
//===========================================================================
|
|
|
|
extend class Actor
|
|
{
|
|
void A_TroopAttack()
|
|
{
|
|
if (target)
|
|
{
|
|
if (CheckMeleeRange())
|
|
{
|
|
int damage = random[pr_troopattack](1, 8) * 3;
|
|
A_PlaySound ("imp/melee", CHAN_WEAPON);
|
|
int newdam = target.DamageMobj (self, self, damage, "Melee");
|
|
target.TraceBleed (newdam > 0 ? newdam : damage, self);
|
|
}
|
|
else
|
|
{
|
|
// launch a missile
|
|
SpawnMissile (target, "DoomImpBall");
|
|
}
|
|
}
|
|
}
|
|
}
|