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

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//===========================================================================
//
// Spider boss
//
//===========================================================================
class SpiderMastermind : Actor
{
Default
{
Health 3000;
Radius 128;
Height 100;
Mass 1000;
Speed 12;
PainChance 40;
Monster;
+BOSS
+MISSILEMORE
+FLOORCLIP
+NORADIUSDMG
+DONTMORPH
+BOSSDEATH
SeeSound "spider/sight";
AttackSound "spider/attack";
PainSound "spider/pain";
DeathSound "spider/death";
ActiveSound "spider/active";
Obituary "$OB_SPIDER";
Tag "$FN_SPIDER";
}
States
{
Spawn:
SPID AB 10 A_Look;
Loop;
See:
SPID A 3 A_Metal;
SPID ABB 3 A_Chase;
SPID C 3 A_Metal;
SPID CDD 3 A_Chase;
SPID E 3 A_Metal;
SPID EFF 3 A_Chase;
Loop;
Missile:
SPID A 20 BRIGHT A_FaceTarget;
SPID G 4 BRIGHT A_SPosAttackUseAtkSound;
SPID H 4 BRIGHT A_SposAttackUseAtkSound;
SPID H 1 BRIGHT A_SpidRefire;
Goto Missile+1;
Pain:
SPID I 3;
SPID I 3 A_Pain;
Goto See;
Death:
SPID J 20 A_Scream;
SPID K 10 A_NoBlocking;
SPID LMNOPQR 10;
SPID S 30;
SPID S -1 A_BossDeath;
Stop;
}
}
//===========================================================================
//
// Code (must be attached to Actor)
//
//===========================================================================
extend class Actor
{
void A_SpidRefire()
{
// keep firing unless target got out of sight
A_FaceTarget();
if (Random[CPosRefire](0, 255) >= 10)
{
if (!target
|| HitFriend()
|| target.health <= 0
|| !CheckSight(target, SF_SEEPASTBLOCKEVERYTHING|SF_SEEPASTSHOOTABLELINES))
{
SetState(SeeState);
}
}
}
void A_Metal()
{
A_PlaySound("spider/walk", CHAN_BODY, 1, false, ATTN_IDLE);
A_Chase();
}
}