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

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//===========================================================================
//
// Commander Keen
//
//===========================================================================
class CommanderKeen : Actor
{
Default
{
Health 100;
Radius 16;
Height 72;
Mass 10000000;
PainChance 256;
+SOLID
+SPAWNCEILING
+NOGRAVITY
+SHOOTABLE
+COUNTKILL
+NOICEDEATH
+ISMONSTER
PainSound "keen/pain";
DeathSound "keen/death";
}
States
{
Spawn:
KEEN A -1;
Loop;
Death:
KEEN AB 6;
KEEN C 6 A_Scream;
KEEN DEFGH 6;
KEEN I 6;
KEEN J 6;
KEEN K 6 A_KeenDie;
KEEN L -1;
Stop;
Pain:
KEEN M 4;
KEEN M 8 A_Pain;
Goto Spawn;
}
}
//===========================================================================
//
// Code (must be attached to Actor)
//
//===========================================================================
extend class Actor
{
//
// A_KeenDie
// DOOM II special, map 32.
// Uses special tag 666 by default.
//
void A_KeenDie(int doortag = 666)
{
A_NoBlocking(false);
// scan the remaining thinkers to see if all Keens are dead
ThinkerIterator it = ThinkerIterator.Create(GetClass());
Actor mo;
while (mo = Actor(it.Next(true)))
{
if (mo.health > 0 && mo != self)
{
// Added check for Dehacked and repurposed inventory items.
let inv = Inventory(mo);
if (inv == null || inv.Owner == null)
{
// other Keen not dead
return;
}
}
}
Door_Open(doortag, 16);
}
}