qzdoom/wadsrc/static/zscript/actors/hexen/demons.zs

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// Demon, type 1 (green, like D'Sparil's) -----------------------------------
class Demon1 : Actor
{
Default
{
Health 250;
Painchance 50;
Speed 13;
Radius 32;
Height 64;
Mass 220;
Monster;
+TELESTOMP
+FLOORCLIP
SeeSound "DemonSight";
AttackSound "DemonAttack";
PainSound "DemonPain";
DeathSound "DemonDeath";
ActiveSound "DemonActive";
Obituary "$OB_DEMON1";
Tag "$FN_DEMON1";
}
const ChunkFlags = SXF_TRANSFERTRANSLATION | SXF_ABSOLUTEVELOCITY;
States
{
Spawn:
DEMN AA 10 A_Look;
Loop;
See:
DEMN ABCD 4 A_Chase;
Loop;
Pain:
DEMN E 4;
DEMN E 4 A_Pain;
Goto See;
Melee:
DEMN E 6 A_FaceTarget;
DEMN F 8 A_FaceTarget;
DEMN G 6 A_CustomMeleeAttack(random[DemonAttack1](1,8)*2);
Goto See;
Missile:
DEMN E 5 A_FaceTarget;
DEMN F 6 A_FaceTarget;
DEMN G 5 A_SpawnProjectile("Demon1FX1", 62, 0);
Goto See;
Death:
DEMN HI 6;
DEMN J 6 A_Scream;
DEMN K 6 A_NoBlocking;
DEMN L 6 A_QueueCorpse;
DEMN MNO 6;
DEMN P -1;
Stop;
XDeath:
DEMN H 6;
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DEMN I 6
{
static const class<Actor> chunks[] = { "Demon1Chunk1", "Demon1Chunk2", "Demon1Chunk3", "Demon1Chunk4", "Demon1Chunk5" };
for(int i = 0; i < 5; i++)
A_SpawnItemEx(chunks[i], 0,0,45, frandom[DemonChunks](1,4.984375)*cos(Angle+90), frandom[DemonChunks](1,4.984375)*sin(Angle+90), 8, 90, ChunkFlags);
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}
Goto Death+2;
Ice:
DEMN Q 5 A_FreezeDeath;
DEMN Q 1 A_FreezeDeathChunks;
Wait;
}
}
// Demon, type 1, mashed ----------------------------------------------------
class Demon1Mash : Demon1
{
Default
{
+NOBLOOD
+BLASTED
-TELESTOMP
+NOICEDEATH
RenderStyle "Translucent";
Alpha 0.4;
}
States
{
Death:
XDeath:
Ice:
Stop;
}
}
// Demon chunk, base class --------------------------------------------------
class DemonChunk : Actor
{
Default
{
Radius 5;
Height 5;
+NOBLOCKMAP
+DROPOFF
+MISSILE
+CORPSE
+FLOORCLIP
+NOTELEPORT
}
}
// Demon, type 1, chunk 1 ---------------------------------------------------
class Demon1Chunk1 : DemonChunk
{
States
{
Spawn:
DEMA A 4;
DEMA A 10 A_QueueCorpse;
DEMA A 20;
Wait;
Death:
DEMA A -1;
Stop;
}
}
// Demon, type 1, chunk 2 ---------------------------------------------------
class Demon1Chunk2 : DemonChunk
{
States
{
Spawn:
DEMB A 4;
DEMB A 10 A_QueueCorpse;
DEMB A 20;
Wait;
Death:
DEMB A -1;
Stop;
}
}
class Demon1Chunk3 : DemonChunk
{
States
{
Spawn:
DEMC A 4;
DEMC A 10 A_QueueCorpse;
DEMC A 20;
Wait;
Death:
DEMC A -1;
Stop;
}
}
// Demon, type 1, chunk 4 ---------------------------------------------------
class Demon1Chunk4 : DemonChunk
{
States
{
Spawn:
DEMD A 4;
DEMD A 10 A_QueueCorpse;
DEMD A 20;
Wait;
Death:
DEMD A -1;
Stop;
}
}
// Demon, type 1, chunk 5 ---------------------------------------------------
class Demon1Chunk5 : DemonChunk
{
States
{
Spawn:
DEME A 4;
DEME A 10 A_QueueCorpse;
DEME A 20;
Wait;
Death:
DEME A -1;
Stop;
}
}
// Demon, type 1, projectile ------------------------------------------------
class Demon1FX1 : Actor
{
Default
{
Speed 15;
Radius 10;
Height 6;
Damage 5;
DamageType "Fire";
Projectile;
+SPAWNSOUNDSOURCE
+ZDOOMTRANS
RenderStyle "Add";
SeeSound "DemonMissileFire";
DeathSound "DemonMissileExplode";
}
States
{
Spawn:
DMFX ABC 4 Bright;
Loop;
Death:
DMFX DE 4 Bright;
DMFX FGH 3 Bright;
Stop;
}
}
// Demon, type 2 (brown) ----------------------------------------------------
class Demon2 : Demon1
{
Default
{
Obituary "$OB_DEMON2";
Species "Demon2";
}
States
{
Spawn:
DEM2 AA 10 A_Look;
Loop;
See:
DEM2 ABCD 4 A_Chase;
Loop;
Pain:
DEM2 E 4;
DEM2 E 4 A_Pain;
Goto See;
Melee:
DEM2 E 6 A_FaceTarget;
DEM2 F 8 A_FaceTarget;
DEM2 G 6 A_CustomMeleeAttack(random[DemonAttack1](1,8)*2);
Goto See;
Missile:
DEM2 E 5 A_FaceTarget;
DEM2 F 6 A_FaceTarget;
DEM2 G 5 A_SpawnProjectile("Demon2FX1", 62, 0);
Goto See;
Death:
DEM2 HI 6;
DEM2 J 6 A_Scream;
DEM2 K 6 A_NoBlocking;
DEM2 L 6 A_QueueCorpse;
DEM2 MNO 6;
DEM2 P -1;
Stop;
XDeath:
DEM2 H 6;
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DEM2 I 6
{
static const class<Actor> chunks[] = { "Demon2Chunk1", "Demon2Chunk2", "Demon2Chunk3", "Demon2Chunk4", "Demon2Chunk5" };
for(int i = 0; i < 5; i++)
A_SpawnItemEx(chunks[i], 0,0,45, frandom[DemonChunks](1,4.984375)*cos(Angle+90), frandom[DemonChunks](1,4.984375)*sin(Angle+90), 8, 90, ChunkFlags);
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}
Goto Death+2;
}
}
// Demon, type 2, mashed ----------------------------------------------------
class Demon2Mash : Demon2
{
Default
{
+NOBLOOD
+BLASTED
-TELESTOMP
+NOICEDEATH
RenderStyle "Translucent";
Alpha 0.4;
}
States
{
Death:
XDeath:
Ice:
Stop;
}
}
// Demon, type 2, chunk 1 ---------------------------------------------------
class Demon2Chunk1 : DemonChunk
{
States
{
Spawn:
DMBA A 4;
DMBA A 10 A_QueueCorpse;
DMBA A 20;
Wait;
Death:
DMBA A -1;
Stop;
}
}
// Demon, type 2, chunk 2 ---------------------------------------------------
class Demon2Chunk2 : DemonChunk
{
States
{
Spawn:
DMBB A 4;
DMBB A 10 A_QueueCorpse;
DMBB A 20;
Wait;
Death:
DMBB A -1;
Stop;
}
}
// Demon, type 2, chunk 3 ---------------------------------------------------
class Demon2Chunk3 : DemonChunk
{
States
{
Spawn:
DMBC A 4;
DMBC A 10 A_QueueCorpse;
DMBC A 20;
Wait;
Death:
DMBC A -1;
Stop;
}
}
// Demon, type 2, chunk 4 ---------------------------------------------------
class Demon2Chunk4 : DemonChunk
{
States
{
Spawn:
DMBD A 4;
DMBD A 10 A_QueueCorpse;
DMBD A 20;
Wait;
Death:
DMBD A -1;
Stop;
}
}
// Demon, type 2, chunk 5 ---------------------------------------------------
class Demon2Chunk5 : DemonChunk
{
States
{
Spawn:
DMBE A 4;
DMBE A 10 A_QueueCorpse;
DMBE A 20;
Wait;
Death:
DMBE A -1;
Stop;
}
}
// Demon, type 2, projectile ------------------------------------------------
class Demon2FX1 : Actor
{
Default
{
Speed 15;
Radius 10;
Height 6;
Damage 5;
DamageType "Fire";
Projectile;
+SPAWNSOUNDSOURCE
+ZDOOMTRANS
RenderStyle "Add";
SeeSound "DemonMissileFire";
DeathSound "DemonMissileExplode";
}
States
{
Spawn:
D2FX ABCDEF 4 Bright;
Loop;
Death:
D2FX GHIJ 4 Bright;
D2FX KL 3 Bright;
Stop;
}
}