qzdoom/wadsrc/static/zscript/actors/strife/inquisitor.zs

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// Inquisitor ---------------------------------------------------------------
class Inquisitor : Actor
{
Default
{
Health 1000;
Speed 12;
Radius 40;
Height 110;
Mass 0x7fffffff;
Monster;
+DROPOFF
+NOBLOOD
+BOSS
+FLOORCLIP
+DONTMORPH
+NORADIUSDMG
MaxDropOffHeight 32;
MinMissileChance 150;
SeeSound "inquisitor/sight";
DeathSound "inquisitor/death";
ActiveSound "inquisitor/active";
Obituary "$OB_INQUISITOR";
}
States
{
Spawn:
ROB3 AB 10 A_Look;
Loop;
See:
ROB3 B 3 A_InquisitorWalk;
ROB3 B 3 A_Chase;
ROB3 CCDD 4 A_Chase;
ROB3 E 3 A_InquisitorWalk;
ROB3 E 3 A_InquisitorDecide;
Loop;
Missile:
ROB3 A 2 A_InquisitorDecide;
ROB3 F 6 A_FaceTarget;
ROB3 G 8 Bright A_ReaverRanged;
ROB3 G 8 A_ReaverRanged;
Goto See;
Grenade:
ROB3 K 12 A_FaceTarget;
ROB3 J 6 Bright A_InquisitorAttack;
ROB3 K 12;
Goto See;
Jump:
ROB3 H 8 Bright A_InquisitorJump;
ROB3 I 4 Bright A_InquisitorCheckLand;
ROB3 H 4 Bright A_InquisitorCheckLand;
Goto Jump+1;
Death:
ROB3 L 0 A_StopSound(CHAN_ITEM);
ROB3 L 4 A_TossGib;
ROB3 M 4 A_Scream;
ROB3 N 4 A_TossGib;
ROB3 O 4 Bright A_Explode(128, 128, alert:true);
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ROB3 P 4 Bright A_TossGib;
ROB3 Q 4 Bright A_NoBlocking;
ROB3 RSTUV 4 A_TossGib;
ROB3 W 4 Bright A_Explode(128, 128, alert:true);
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ROB3 XY 4 Bright A_TossGib;
ROB3 Z 4 A_TossGib;
ROB3 [ 4 A_TossGib;
ROB3 \ 3 A_TossGib;
ROB3 ] 3 Bright A_Explode(128, 128, alert:true);
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RBB3 A 3 Bright A_TossArm;
RBB3 B 3 Bright A_TossGib;
RBB3 CD 3 A_TossGib;
RBB3 E -1;
Stop;
}
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// Inquisitor ---------------------------------------------------------------
void A_InquisitorWalk ()
{
A_StartSound ("inquisitor/walk", CHAN_BODY);
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A_Chase ();
}
private bool InquisitorCheckDistance ()
{
if (reactiontime == 0 && CheckSight (target))
{
return Distance2D (target) < 264.;
}
return false;
}
void A_InquisitorDecide ()
{
if (target == null)
return;
A_FaceTarget ();
if (!InquisitorCheckDistance ())
{
SetStateLabel("Grenade");
}
if (target.pos.z != pos.z)
{
if (pos.z + height + 54 < ceilingz)
{
SetStateLabel("Jump");
}
}
}
void A_InquisitorAttack ()
{
if (target == null)
return;
A_FaceTarget ();
AddZ(32);
angle -= 45./32;
Actor proj = SpawnMissileZAimed (pos.z, target, "InquisitorShot");
if (proj != null)
{
proj.Vel.Z += 9;
}
angle += 45./16;
proj = SpawnMissileZAimed (pos.z, target, "InquisitorShot");
if (proj != null)
{
proj.Vel.Z += 16;
}
AddZ(-32);
}
void A_InquisitorJump ()
{
if (target == null)
return;
A_StartSound ("inquisitor/jump", CHAN_ITEM, 1, true);
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AddZ(64);
A_FaceTarget ();
let localspeed = Speed * (2./3);
VelFromAngle(localspeed);
double dist = DistanceBySpeed(target, localspeed);
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Vel.Z = (target.pos.z - pos.z) / dist;
reactiontime = 60;
bNoGravity = true;
}
void A_InquisitorCheckLand ()
{
reactiontime--;
if (reactiontime < 0 ||
Vel.X == 0 ||
Vel.Y == 0 ||
pos.z <= floorz)
{
SetState (SeeState);
reactiontime = 0;
bNoGravity = false;
A_StopSound (CHAN_ITEM);
return;
}
A_StartSound ("inquisitor/jump", CHAN_ITEM, CHANF_LOOPING);
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}
void A_TossArm ()
{
Actor foo = Spawn("InquisitorArm", Pos + (0,0,24), ALLOW_REPLACE);
if (foo != null)
{
foo.angle = angle - 90. + Random2[Inquisitor]() * (360./1024.);
foo.VelFromAngle(foo.Speed / 8);
foo.Vel.Z = random[Inquisitor]() / 64.;
}
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}
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}
// Inquisitor Shot ----------------------------------------------------------
class InquisitorShot : Actor
{
Default
{
ReactionTime 15;
Speed 25;
Radius 13;
Height 13;
Mass 15;
Projectile;
-ACTIVATEIMPACT
-ACTIVATEPCROSS
-NOGRAVITY
+STRIFEDAMAGE
MaxStepHeight 4;
SeeSound "inquisitor/attack";
DeathSound "inquisitor/atkexplode";
}
States
{
Spawn:
UBAM AB 3 A_Countdown;
Loop;
Death:
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BNG2 A 0 Bright A_SetRenderStyle(1, STYLE_Normal);
BNG2 A 4 Bright A_Explode(192, 192, alert:true);
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BNG2 B 4 Bright;
BNG2 C 4 Bright;
BNG2 D 4 Bright;
BNG2 E 4 Bright;
BNG2 F 4 Bright;
BNG2 G 4 Bright;
BNG2 H 4 Bright;
BNG2 I 4 Bright;
Stop;
}
}
// The Dead Inquisitor's Detached Arm ---------------------------------------
class InquisitorArm : Actor
{
Default
{
Speed 25;
+NOBLOCKMAP
+NOCLIP
+NOBLOOD
}
States
{
Spawn:
RBB3 FG 5 Bright;
RBB3 H -1;
Stop;
}
}