qzdoom/wadsrc/static/zscript/doom/revenant.txt

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//===========================================================================
//
// Revenant
//
//===========================================================================
class Revenant : Actor
{
Default
{
Health 300;
Radius 20;
Height 56;
Mass 500;
Speed 10;
PainChance 100;
Monster;
MeleeThreshold 196;
+MISSILEMORE
+FLOORCLIP
SeeSound "skeleton/sight";
PainSound "skeleton/pain";
DeathSound "skeleton/death";
ActiveSound "skeleton/active";
MeleeSound "skeleton/melee";
HitObituary "$OB_UNDEADHIT";
Obituary "$OB_UNDEAD";
Tag "$FN_REVEN";
}
States
{
Spawn:
SKEL AB 10 A_Look;
Loop;
See:
SKEL AABBCCDDEEFF 2 A_Chase;
Loop;
Melee:
SKEL G 0 A_FaceTarget;
SKEL G 6 A_SkelWhoosh;
SKEL H 6 A_FaceTarget;
SKEL I 6 A_SkelFist;
Goto See;
Missile:
SKEL J 0 BRIGHT A_FaceTarget;
SKEL J 10 BRIGHT A_FaceTarget;
SKEL K 10 A_SkelMissile;
SKEL K 10 A_FaceTarget;
Goto See;
Pain:
SKEL L 5;
SKEL L 5 A_Pain;
Goto See;
Death:
SKEL LM 7;
SKEL N 7 A_Scream;
SKEL O 7 A_NoBlocking;
SKEL P 7;
SKEL Q -1;
Stop;
Raise:
SKEL Q 5;
SKEL PONML 5;
Goto See;
}
}
//===========================================================================
//
// Revenant Tracer
//
//===========================================================================
class RevenantTracer : Actor
{
Default
{
Radius 11;
Height 8;
Speed 10;
Damage 10;
Projectile;
+SEEKERMISSILE
+RANDOMIZE
+ZDOOMTRANS
SeeSound "skeleton/attack";
DeathSound "skeleton/tracex";
RenderStyle "Add";
}
States
{
Spawn:
FATB AB 2 BRIGHT A_Tracer;
Loop;
Death:
FBXP A 8 BRIGHT;
FBXP B 6 BRIGHT;
FBXP C 4 BRIGHT;
Stop;
}
}
//===========================================================================
//
// Revenant Tracer Smoke
//
//===========================================================================
class RevenantTracerSmoke : Actor
{
Default
{
+NOBLOCKMAP
+NOGRAVITY
+NOTELEPORT
+ZDOOMTRANS
RenderStyle "Translucent";
Alpha 0.5;
}
States
{
Spawn:
PUFF ABABC 4;
Stop;
}
}
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//===========================================================================
//
// Code (must be attached to Actor)
//
//===========================================================================
extend class Actor
{
void A_SkelMissile()
{
if (target == null) return;
A_FaceTarget();
AddZ(16);
Actor missile = SpawnMissile(target, "RevenantTracer");
AddZ(-16);
if (missile != null)
{
missile.SetOrigin(missile.Vec3Offset(missile.Vel.X, missile.Vel.Y, 0.), false);
missile.tracer = target;
}
}
void A_SkelWhoosh()
{
if (target == null) return;
A_FaceTarget();
A_PlaySound("skeleton/swing", CHAN_WEAPON);
}
void A_SkelFist()
{
let targ = target;
if (targ == null) return;
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A_FaceTarget();
if (CheckMeleeRange ())
{
int damage = random[SkelFist](1, 10) * 6;
A_PlaySound("skeleton/melee", CHAN_WEAPON);
int newdam = targ.DamageMobj (self, self, damage, 'Melee');
targ.TraceBleed (newdam > 0 ? newdam : damage, self);
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}
}
void A_Tracer2(double traceang = 19.6875)
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{
double dist;
double slope;
Actor dest;
// adjust direction
dest = tracer;
if (!dest || dest.health <= 0 || Speed == 0 || !CanSeek(dest))
return;
// change angle
double exact = AngleTo(dest);
double diff = deltaangle(angle, exact);
if (diff < 0)
{
angle -= traceang;
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if (deltaangle(angle, exact) > 0)
angle = exact;
}
else if (diff > 0)
{
angle += traceang;
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if (deltaangle(angle, exact) < 0.)
angle = exact;
}
VelFromAngle();
if (!bFloorHugger && !bCeilingHugger)
{
// change slope
dist = DistanceBySpeed(dest, Speed);
if (dest.Height >= 56.)
{
slope = (dest.pos.z + 40. - pos.z) / dist;
}
else
{
slope = (dest.pos.z + Height*(2./3) - pos.z) / dist;
}
if (slope < Vel.Z)
Vel.Z -= 1. / 8;
else
Vel.Z += 1. / 8;
}
}
void A_Tracer()
{
// killough 1/18/98: this is why some missiles do not have smoke
// and some do. Also, internal demos start at random gametics, thus
// the bug in which revenants cause internal demos to go out of sync.
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if (level.maptime & 3) return;
// spawn a puff of smoke behind the rocket
SpawnPuff ("BulletPuff", pos, angle, angle, 3);
Actor smoke = Spawn ("RevenantTracerSmoke", Vec3Offset(-Vel.X, -Vel.Y, 0.), ALLOW_REPLACE);
if (smoke != null)
{
smoke.Vel.Z = 1.;
smoke.tics -= random[Tracer](0, 3);
if (smoke.tics < 1)
smoke.tics = 1;
}
// The rest of this function was identical with Strife's version, except for the angle being used.
A_Tracer2(16.875);
}
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}