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

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// Crusader -----------------------------------------------------------------
class Crusader : Actor
{
Default
{
Speed 8;
Radius 40;
Height 56;
Mass 400;
Health 400;
Painchance 128;
Monster;
+FLOORCLIP
+DONTMORPH
+MISSILEMORE
+INCOMBAT
+NOICEDEATH
+NOBLOOD
MinMissileChance 120;
MaxDropoffHeight 32;
DropItem "EnergyPod", 256, 20;
SeeSound "crusader/sight";
PainSound "crusader/pain";
DeathSound "crusader/death";
ActiveSound "crusader/active";
Obituary "$OB_CRUSADER";
}
States
{
Spawn:
ROB2 Q 10 A_Look;
Loop;
See:
ROB2 AABBCCDD 3 A_Chase;
Loop;
Missile:
ROB2 E 3 Slow A_FaceTarget;
ROB2 F 2 Slow Bright A_CrusaderChoose;
ROB2 E 2 Slow Bright A_CrusaderSweepLeft;
ROB2 F 3 Slow Bright A_CrusaderSweepLeft;
ROB2 EF 2 Slow Bright A_CrusaderSweepLeft;
ROB2 EFE 2 Slow Bright A_CrusaderSweepRight;
ROB2 F 2 Slow A_CrusaderRefire;
Loop;
Pain:
ROB2 D 1 Slow A_Pain;
Goto See;
Death:
ROB2 G 3 A_Scream;
ROB2 H 5 A_TossGib;
ROB2 I 4 Bright A_TossGib;
ROB2 J 4 Bright A_Explode(64, 64, alert:true);
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ROB2 K 4 Bright A_Fall;
ROB2 L 4 A_Explode(64, 64, alert:true);
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ROB2 MN 4 A_TossGib;
ROB2 O 4 A_Explode(64, 64, alert:true);
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ROB2 P -1 A_CrusaderDeath;
Stop;
}
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// Crusader -----------------------------------------------------------------
private bool CrusaderCheckRange ()
{
if (reactiontime == 0 && CheckSight (target))
{
return Distance2D (target) < 264.;
}
return false;
}
void A_CrusaderChoose ()
{
if (target == null)
return;
if (CrusaderCheckRange ())
{
A_FaceTarget ();
angle -= 180./16;
SpawnMissileZAimed (pos.z + 40, target, "FastFlameMissile");
}
else
{
if (CheckMissileRange ())
{
A_FaceTarget ();
SpawnMissileZAimed (pos.z + 56, target, "CrusaderMissile");
angle -= 45./32;
SpawnMissileZAimed (pos.z + 40, target, "CrusaderMissile");
angle += 45./16;
SpawnMissileZAimed (pos.z + 40, target, "CrusaderMissile");
angle -= 45./16;
reactiontime += 15;
}
SetState (SeeState);
}
}
void A_CrusaderSweepLeft ()
{
angle += 90./16;
Actor misl = SpawnMissileZAimed (pos.z + 48, target, "FastFlameMissile");
if (misl != null)
{
misl.Vel.Z += 1;
}
}
void A_CrusaderSweepRight ()
{
angle -= 90./16;
Actor misl = SpawnMissileZAimed (pos.z + 48, target, "FastFlameMissile");
if (misl != null)
{
misl.Vel.Z += 1;
}
}
void A_CrusaderRefire ()
{
if (target == null ||
target.health <= 0 ||
!CheckSight (target))
{
SetState (SeeState);
}
}
void A_CrusaderDeath ()
{
if (CheckBossDeath ())
{
Floor_LowerToLowest(667, 8);
}
}
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}
// Fast Flame Projectile (used by Crusader) ---------------------------------
class FastFlameMissile : FlameMissile
{
Default
{
Mass 50;
Damage 1;
Speed 35;
}
}
// Crusader Missile ---------------------------------------------------------
// This is just like the mini missile the player shoots, except it doesn't
// explode when it dies, and it does slightly less damage for a direct hit.
class CrusaderMissile : Actor
{
Default
{
Speed 20;
Radius 10;
Height 14;
Damage 7;
Projectile;
+STRIFEDAMAGE
MaxStepHeight 4;
SeeSound "crusader/misl";
DeathSound "crusader/mislx";
}
States
{
Spawn:
MICR A 6 Bright A_RocketInFlight;
Loop;
Death:
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SMIS A 0 Bright A_SetRenderStyle(1, STYLE_Normal);
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SMIS A 5 Bright;
SMIS B 5 Bright;
SMIS C 4 Bright;
SMIS DEFG 2 Bright;
Stop;
}
}
// Dead Crusader ------------------------------------------------------------
class DeadCrusader : Actor
{
States
{
Spawn:
ROB2 N 4;
ROB2 O 4;
ROB2 P -1;
Stop;
}
}