qzdoom-gpl/wadsrc/static/actors/hexen/firedemon.txt
Christoph Oelckers fddf69e950 - Added DECORATE conversions for Hexen's Cleric Mace, Firedemon and fog by
Karate Chris.
- Added several type checks to the weapon slot code.
- Changed: Players no longer respawn in instant death sectors with 
  the 'Respawn where died' flag on.


SVN r1101 (trunk)
2008-08-02 08:38:07 +00:00

236 lines
3.6 KiB
Text

// FireDemon ----------------------------------------------------------------
ACTOR FireDemon 10060
{
SpawnID 5
Health 80
ReactionTime 8
PainChance 1
Speed 13
Radius 20
Height 68
Mass 75
Damage 1
Monster
+DROPOFF +NOGRAVITY +FLOAT
+FLOORCLIP +INVULNERABLE +TELESTOMP
-CANUSEWALLS
SeeSound "FireDemonSpawn"
PainSound "FireDemonPain"
DeathSound "FireDemonDeath"
ActiveSound "FireDemonActive"
Obituary "$OB_FIREDEMON"
action native A_FiredRocks();
action native A_FiredChase();
action native A_FiredAttack();
action native A_FiredSplotch();
States
{
Spawn:
FDMN X 5 Bright
FDMN EFG 10 Bright A_Look
Goto Spawn + 1
See:
FDMN E 8 Bright
FDMN F 6 Bright
FDMN G 5 Bright
FDMN F 8 Bright
FDMN E 6 Bright
FDMN G 7 Bright A_FiredRocks
FDMN HI 5 Bright
FDMN J 5 Bright A_UnSetInvulnerable
Chase:
FDMN ABC 5 Bright A_FiredChase
Loop
Pain:
FDMN D 6 Bright A_Pain
Goto Chase
Missile:
FDMN K 3 Bright A_FaceTarget
FDMN KKK 5 Bright A_FiredAttack
Goto Chase
Crash:
XDeath:
FDMN M 5 A_FaceTarget
FDMN N 5 A_NoBlocking
FDMN O 5 A_FiredSplotch
Stop
Death:
FDMN D 4 Bright A_FaceTarget
FDMN L 4 Bright A_Scream
FDMN L 4 Bright A_NoBlocking
FDMN L 200 Bright
Stop
Ice:
FDMN R 5 A_FreezeDeath
FDMN R 1 A_FreezeDeathChunks
Wait
}
}
// FireDemonSplotch1 -------------------------------------------------------
ACTOR FireDemonSplotch1
{
Game Hexen
Health 1000
ReactionTime 8
Radius 3
Height 16
Mass 100
+DROPOFF +CORPSE
+NOTELEPORT +FLOORCLIP
States
{
Spawn:
FDMN P 3
FDMN P 6 A_QueueCorpse
FDMN Y -1
Stop
}
}
// FireDemonSplotch2 -------------------------------------------------------
ACTOR FireDemonSplotch2 : FireDemonSplotch1
{
States
{
Spawn:
FDMN Q 3
FDMN Q 6 A_QueueCorpse
FDMN Z -1
Stop
}
}
// FireDemonRock1 ------------------------------------------------------------
ACTOR FireDemonRock1
{
Game Hexen
Health 1000
ReactionTime 8
Radius 3
Height 5
Mass 16
+NOBLOCKMAP +DROPOFF +MISSILE
+NOTELEPORT
action native A_SmBounce();
States
{
Spawn:
FDMN S 4
Loop
Death:
FDMN S 5 A_SmBounce
XDeath:
FDMN S 200
Stop
}
}
// FireDemonRock2 ------------------------------------------------------------
ACTOR FireDemonRock2 : FireDemonRock1
{
Game Hexen
States
{
Spawn:
FDMN T 4
Loop
Death:
FDMN T 5 A_SmBounce
XDeath:
FDMN T 200
Stop
}
}
// FireDemonRock3 ------------------------------------------------------------
ACTOR FireDemonRock3 : FireDemonRock1
{
Game Hexen
States
{
Spawn:
FDMN U 4
Loop
Death:
FDMN U 5 A_SmBounce
XDeath:
FDMN U 200
Stop
}
}
// FireDemonRock4 ------------------------------------------------------------
ACTOR FireDemonRock4 : FireDemonRock1
{
Game Hexen
States
{
Spawn:
FDMN V 4
Loop
Death:
FDMN V 5 A_SmBounce
XDeath:
FDMN V 200
Stop
}
}
// FireDemonRock5 ------------------------------------------------------------
ACTOR FireDemonRock5 : FireDemonRock1
{
Game Hexen
States
{
Spawn:
FDMN W 4
Loop
Death:
FDMN W 5 A_SmBounce
XDeath:
FDMN W 200
Stop
}
}
// FireDemonMissile -----------------------------------------------------------
ACTOR FireDemonMissile
{
Health 1000
ReactionTime 8
Speed 10
Radius 10
Height 6
Mass 5
Damage 1
DamageType "Fire"
Projectile
+FLOORCLIP
-BLOODSPLATTER
RenderStyle Add
DeathSound "FireDemonMissileHit"
States
{
Spawn:
FDMB A 5 Bright
Loop
Death:
FDMB BCDE 5 Bright
Stop
}
}