mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-11-24 21:11:39 +00:00
- converted the rest of Heretic's actors.
- fixed: Boolean constants were not properly handled.
This commit is contained in:
parent
c13916ea18
commit
552f094ec1
13 changed files with 928 additions and 850 deletions
|
@ -2385,6 +2385,10 @@ FxExpression *ZCCCompiler::ConvertNode(ZCC_TreeNode *ast)
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{
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return new FxConstant(cnst->IntVal, *ast);
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}
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else if (cnst->Type->IsA(RUNTIME_CLASS(PBool)))
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{
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return new FxConstant(!!cnst->IntVal, *ast);
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}
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else if (cnst->Type->IsA(RUNTIME_CLASS(PFloat)))
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{
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return new FxConstant(cnst->DoubleVal, *ast);
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@ -2396,7 +2400,7 @@ FxExpression *ZCCCompiler::ConvertNode(ZCC_TreeNode *ast)
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else
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{
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// can there be other types?
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Error(cnst, "Unknown constant type");
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Error(cnst, "Unknown constant type %s", cnst->Type->DescriptiveName());
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return new FxConstant(0, *ast);
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}
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}
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@ -1,181 +0,0 @@
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// Beak puff ----------------------------------------------------------------
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ACTOR BeakPuff : StaffPuff
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{
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Mass 5
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Renderstyle Translucent
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Alpha 0.4
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AttackSound "chicken/attack"
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VSpeed 1
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}
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// Beak ---------------------------------------------------------------------
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ACTOR Beak : Weapon
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{
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Weapon.SelectionOrder 10000
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+WEAPON.DONTBOB
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+WEAPON.MELEEWEAPON
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Weapon.YAdjust 15
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Weapon.SisterWeapon "BeakPowered"
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action native A_BeakRaise ();
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action native A_BeakAttackPL1();
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States
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{
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Ready:
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BEAK A 1 A_WeaponReady
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Loop
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Deselect:
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BEAK A 1 A_Lower
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Loop
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Select:
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BEAK A 1 A_BeakRaise
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Loop
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Fire:
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BEAK A 18 A_BeakAttackPL1
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Goto Ready
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}
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}
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ACTOR BeakPowered : Beak
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{
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+WEAPON.POWERED_UP
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Weapon.SisterWeapon "Beak"
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action native A_BeakAttackPL2();
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States
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{
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Fire:
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BEAK A 12 A_BeakAttackPL2
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Goto Ready
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}
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}
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// Chicken player -----------------------------------------------------------
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ACTOR ChickenPlayer : PlayerPawn native
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{
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Health 30
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ReactionTime 0
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PainChance 255
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Radius 16
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Height 24
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Speed 1
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Gravity 0.125
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+NOSKIN
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+CANSUPERMORPH
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PainSound "chicken/pain"
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DeathSound "chicken/death"
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Player.JumpZ 1
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Player.Viewheight 21
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Player.ForwardMove 1.22, 1.22
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Player.SideMove 1.22, 1.22
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Player.SpawnClass "Chicken"
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Player.SoundClass "Chicken"
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Player.DisplayName "Chicken"
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Player.MorphWeapon "Beak"
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-PICKUP
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States
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{
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Spawn:
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CHKN A -1
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Stop
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See:
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CHKN ABAB 3
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Loop
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Melee:
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Missile:
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CHKN C 12
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Goto Spawn
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Pain:
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CHKN D 4 A_Feathers
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CHKN C 4 A_Pain
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Goto Spawn
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Death:
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CHKN E 6 A_Scream
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CHKN F 6 A_Feathers
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CHKN G 6
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CHKN H 6 A_NoBlocking
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CHKN IJK 6
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CHKN L -1
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Stop
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}
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}
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// Chicken (non-player) -----------------------------------------------------
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ACTOR Chicken : MorphedMonster
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{
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Health 10
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Radius 9
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Height 22
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Mass 40
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Speed 4
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Painchance 200
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Monster
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-COUNTKILL
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+WINDTHRUST
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+DONTMORPH
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+FLOORCLIP
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SeeSound "chicken/pain"
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AttackSound "chicken/attack"
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PainSound "chicken/pain"
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DeathSound "chicken/death"
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ActiveSound "chicken/active"
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Obituary "$OB_CHICKEN"
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States
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{
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Spawn:
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CHKN AB 10 A_Look
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Loop
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See:
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CHKN AB 3 A_Chase
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Loop
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Pain:
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CHKN D 5 A_Feathers
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CHKN C 5 A_Pain
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Goto See
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Melee:
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CHKN A 8 A_FaceTarget
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CHKN C 10 A_CustomMeleeAttack(random[ChicAttack](1,2))
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Goto See
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Death:
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CHKN E 6 A_Scream
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CHKN F 6 A_Feathers
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CHKN G 6
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CHKN H 6 A_NoBlocking
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CHKN IJK 6
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CHKN L -1
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Stop
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}
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}
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// Feather ------------------------------------------------------------------
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ACTOR Feather
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{
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Radius 2
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Height 4
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+MISSILE +DROPOFF
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+NOTELEPORT +CANNOTPUSH
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+WINDTHRUST +DONTSPLASH
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Gravity 0.125
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States
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{
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Spawn:
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CHKN MNOPQPON 3
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Loop
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Death:
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CHKN N 6
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Stop
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}
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}
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@ -1,270 +0,0 @@
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// Boss spot ----------------------------------------------------------------
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ACTOR BossSpot : SpecialSpot
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{
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+INVISIBLE
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}
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// Sorcerer (D'Sparil on his serpent) ---------------------------------------
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ACTOR Sorcerer1
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{
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Health 2000
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Radius 28
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Height 100
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Mass 800
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Speed 16
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PainChance 56
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Monster
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+BOSS
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+DONTMORPH
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+NORADIUSDMG
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+NOTARGET
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+NOICEDEATH
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+FLOORCLIP
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+DONTGIB
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SeeSound "dsparilserpent/sight"
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AttackSound "dsparilserpent/attack"
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PainSound "dsparilserpent/pain"
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DeathSound "dsparilserpent/death"
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ActiveSound "dsparilserpent/active"
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Obituary "$OB_DSPARIL1"
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HitObituary "$OB_DSPARIL1HIT"
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action native A_Sor1Pain ();
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action native A_Sor1Chase ();
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action native A_Srcr1Attack ();
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action native A_SorcererRise ();
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States
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{
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Spawn:
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SRCR AB 10 A_Look
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Loop
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See:
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SRCR ABCD 5 A_Sor1Chase
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Loop
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Pain:
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SRCR Q 6 A_Sor1Pain
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Goto See
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Missile:
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SRCR Q 7 A_FaceTarget
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SRCR R 6 A_FaceTarget
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SRCR S 10 A_Srcr1Attack
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Goto See
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Missile2:
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SRCR S 10 A_FaceTarget
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SRCR Q 7 A_FaceTarget
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SRCR R 6 A_FaceTarget
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SRCR S 10 A_Srcr1Attack
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Goto See
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Death:
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SRCR E 7
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SRCR F 7 A_Scream
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SRCR G 7
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SRCR HIJK 6
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SRCR L 25 A_PlaySound("dsparil/zap", CHAN_BODY, 1, false, ATTN_NONE)
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SRCR MN 5
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SRCR O 4
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SRCR L 20 A_PlaySound("dsparil/zap", CHAN_BODY, 1, false, ATTN_NONE)
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SRCR MN 5
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SRCR O 4
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SRCR L 12
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SRCR P -1 A_SorcererRise
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}
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}
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// Sorcerer FX 1 ------------------------------------------------------------
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ACTOR SorcererFX1
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{
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Radius 10
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Height 10
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Speed 20
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FastSpeed 28
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Damage 10
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DamageType Fire
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Projectile
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-ACTIVATEIMPACT
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-ACTIVATEPCROSS
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RenderStyle Add
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States
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{
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Spawn:
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FX14 ABC 6 BRIGHT
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Loop
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Death:
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FX14 DEFGH 5 BRIGHT
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Stop
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}
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}
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// Sorcerer 2 (D'Sparil without his serpent) --------------------------------
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ACTOR Sorcerer2
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{
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Health 3500
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Radius 16
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Height 70
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Mass 300
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Speed 14
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Painchance 32
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Monster
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+DROPOFF
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+BOSS
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+DONTMORPH
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+FULLVOLACTIVE
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+NORADIUSDMG
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+NOTARGET
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+NOICEDEATH
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+FLOORCLIP
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+BOSSDEATH
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SeeSound "dsparil/sight"
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AttackSound "dsparil/attack"
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PainSound "dsparil/pain"
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ActiveSound "dsparil/active"
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Obituary "$OB_DSPARIL2"
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HitObituary "$OB_DSPARIL2HIT"
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action native A_Srcr2Decide ();
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action native A_Srcr2Attack ();
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action native A_Sor2DthInit ();
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action native A_Sor2DthLoop ();
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States
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{
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Spawn:
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SOR2 MN 10 A_Look
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Loop
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See:
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SOR2 MNOP 4 A_Chase
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Loop
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Rise:
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SOR2 AB 4
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SOR2 C 4 A_PlaySound("dsparil/rise", CHAN_BODY, 1, false, ATTN_NONE)
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SOR2 DEF 4
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SOR2 G 12 A_PlaySound("dsparil/sight", CHAN_BODY, 1, false, ATTN_NONE)
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Goto See
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Pain:
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SOR2 Q 3
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SOR2 Q 6 A_Pain
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Goto See
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Missile:
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SOR2 R 9 A_Srcr2Decide
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SOR2 S 9 A_FaceTarget
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SOR2 T 20 A_Srcr2Attack
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Goto See
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Teleport:
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SOR2 LKJIHG 6
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Goto See
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Death:
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SDTH A 8 A_Sor2DthInit
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SDTH B 8
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SDTH C 8 A_PlaySound("dsparil/scream", CHAN_BODY, 1, false, ATTN_NONE)
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DeathLoop:
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SDTH DE 7
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SDTH F 7 A_Sor2DthLoop
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SDTH G 6 A_PlaySound("dsparil/explode", CHAN_BODY, 1, false, ATTN_NONE)
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SDTH H 6
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SDTH I 18
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SDTH J 6 A_NoBlocking
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SDTH K 6 A_PlaySound("dsparil/bones", CHAN_BODY, 1, false, ATTN_NONE)
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SDTH LMN 6
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SDTH O -1 A_BossDeath
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Stop
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}
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}
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// Sorcerer 2 FX 1 ----------------------------------------------------------
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ACTOR Sorcerer2FX1
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{
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Radius 10
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Height 6
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Speed 20
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FastSpeed 28
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Damage 1
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Projectile
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-ACTIVATEIMPACT
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-ACTIVATEPCROSS
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RenderStyle Add
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action native A_BlueSpark ();
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States
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{
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Spawn:
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FX16 ABC 3 BRIGHT A_BlueSpark
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Loop
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Death:
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FX16 G 5 BRIGHT A_Explode(random[S2FX1](80,111))
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FX16 HIJKL 5 BRIGHT
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Stop
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}
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}
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// Sorcerer 2 FX Spark ------------------------------------------------------
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ACTOR Sorcerer2FXSpark
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{
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Radius 20
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Height 16
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+NOBLOCKMAP
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+NOGRAVITY
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+NOTELEPORT
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+CANNOTPUSH
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RenderStyle Add
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States
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{
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Spawn:
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FX16 DEF 12 BRIGHT
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Stop
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}
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}
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// Sorcerer 2 FX 2 ----------------------------------------------------------
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ACTOR Sorcerer2FX2
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{
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Radius 10
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Height 6
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Speed 6
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Damage 10
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Projectile
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-ACTIVATEIMPACT
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-ACTIVATEPCROSS
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RenderStyle Add
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action native A_GenWizard ();
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States
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{
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Spawn:
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FX11 A 35 BRIGHT
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FX11 A 5 BRIGHT A_GenWizard
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FX11 B 5 BRIGHT
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Goto Spawn+1
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Death:
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FX11 CDEFG 5 BRIGHT
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Stop
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}
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}
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// Sorcerer 2 Telefade ------------------------------------------------------
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ACTOR Sorcerer2Telefade
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{
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+NOBLOCKMAP
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States
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{
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Spawn:
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SOR2 GHIJKL 6
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Stop
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}
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}
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@ -1,175 +0,0 @@
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// Ironlich -----------------------------------------------------------------
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ACTOR Ironlich
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{
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Health 700
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Radius 40
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Height 72
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Mass 325
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Speed 6
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Painchance 32
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Monster
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+NOBLOOD
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+DONTMORPH
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+DONTSQUASH
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+BOSSDEATH
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SeeSound "ironlich/sight"
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AttackSound "ironlich/attack"
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PainSound "ironlich/pain"
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DeathSound "ironlich/death"
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ActiveSound "ironlich/active"
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Obituary "$OB_IRONLICH"
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HitObituary "$OB_IRONLICHHIT"
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DropItem "BlasterAmmo", 84, 10
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DropItem "ArtiEgg", 51, 0
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action native A_LichAttack ();
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States
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{
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Spawn:
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LICH A 10 A_Look
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Loop
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See:
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LICH A 4 A_Chase
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Loop
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Missile:
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LICH A 5 A_FaceTarget
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LICH B 20 A_LichAttack
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Goto See
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Pain:
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LICH A 4
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LICH A 4 A_Pain
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Goto See
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Death:
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LICH C 7
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LICH D 7 A_Scream
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LICH EF 7
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LICH G 7 A_NoBlocking
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LICH H 7
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LICH I -1 A_BossDeath
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Stop
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}
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}
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// Head FX 1 ----------------------------------------------------------------
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ACTOR HeadFX1
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{
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Radius 12
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Height 6
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Speed 13
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FastSpeed 20
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Damage 1
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Projectile
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-ACTIVATEIMPACT
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-ACTIVATEPCROSS
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+THRUGHOST
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RenderStyle Add
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action native A_LichIceImpact();
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States
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{
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Spawn:
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FX05 ABC 6 BRIGHT
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Loop
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Death:
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FX05 D 5 BRIGHT A_LichIceImpact
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FX05 EFG 5 BRIGHT
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Stop
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}
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}
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// Head FX 2 ----------------------------------------------------------------
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ACTOR HeadFX2
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{
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Radius 12
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Height 6
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Speed 8
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Damage 3
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Projectile
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-ACTIVATEIMPACT
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-ACTIVATEPCROSS
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RenderStyle Add
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||||
States
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{
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Spawn:
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FX05 HIJ 6 BRIGHT
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Loop
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Death:
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FX05 DEFG 5 BRIGHT
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Stop
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}
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}
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// Head FX 3 ----------------------------------------------------------------
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ACTOR HeadFX3
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{
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Radius 14
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Height 12
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Speed 10
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FastSpeed 18
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Damage 5
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||||
Projectile
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+WINDTHRUST
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-ACTIVATEIMPACT
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-ACTIVATEPCROSS
|
||||
-NOBLOCKMAP
|
||||
RenderStyle Add
|
||||
|
||||
action native A_LichFireGrow ();
|
||||
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
FX06 ABC 4 BRIGHT A_LichFireGrow
|
||||
Loop
|
||||
NoGrow:
|
||||
FX06 ABC 5 BRIGHT
|
||||
Loop
|
||||
Death:
|
||||
FX06 DEFG 5 BRIGHT
|
||||
Stop
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
// Whirlwind ----------------------------------------------------------------
|
||||
|
||||
ACTOR Whirlwind native
|
||||
{
|
||||
Radius 16
|
||||
Height 74
|
||||
Speed 10
|
||||
Damage 1
|
||||
Projectile
|
||||
-ACTIVATEIMPACT
|
||||
-ACTIVATEMCROSS
|
||||
+SEEKERMISSILE
|
||||
+EXPLOCOUNT
|
||||
+StepMissile
|
||||
RenderStyle Translucent
|
||||
DefThreshold 60
|
||||
Threshold 50
|
||||
Alpha 0.4
|
||||
|
||||
action native A_WhirlwindSeek();
|
||||
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
FX07 DEFG 3
|
||||
FX07 ABC 3 A_WhirlwindSeek
|
||||
Goto Spawn+4
|
||||
Death:
|
||||
FX07 GFED 4
|
||||
Stop
|
||||
}
|
||||
}
|
||||
|
||||
|
|
@ -1,118 +0,0 @@
|
|||
|
||||
// Knight -------------------------------------------------------------------
|
||||
|
||||
ACTOR Knight
|
||||
{
|
||||
Health 200
|
||||
Radius 24
|
||||
Height 78
|
||||
Mass 150
|
||||
Speed 12
|
||||
Painchance 100
|
||||
Monster
|
||||
+FLOORCLIP
|
||||
SeeSound "hknight/sight"
|
||||
AttackSound "hknight/attack"
|
||||
PainSound "hknight/pain"
|
||||
DeathSound "hknight/death"
|
||||
ActiveSound "hknight/active"
|
||||
Obituary "$OB_BONEKNIGHT"
|
||||
HitObituary "$OB_BONEKNIGHTHIT"
|
||||
DropItem "CrossbowAmmo", 84, 5
|
||||
|
||||
action native A_KnightAttack ();
|
||||
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
KNIG AB 10 A_Look
|
||||
Loop
|
||||
See:
|
||||
KNIG ABCD 4 A_Chase
|
||||
Loop
|
||||
Melee:
|
||||
Missile:
|
||||
KNIG E 10 A_FaceTarget
|
||||
KNIG F 8 A_FaceTarget
|
||||
KNIG G 8 A_KnightAttack
|
||||
KNIG E 10 A_FaceTarget
|
||||
KNIG F 8 A_FaceTarget
|
||||
KNIG G 8 A_KnightAttack
|
||||
Goto See
|
||||
Pain:
|
||||
KNIG H 3
|
||||
KNIG H 3 A_Pain
|
||||
Goto See
|
||||
Death:
|
||||
KNIG I 6
|
||||
KNIG J 6 A_Scream
|
||||
KNIG K 6
|
||||
KNIG L 6 A_NoBlocking
|
||||
KNIG MN 6
|
||||
KNIG O -1
|
||||
Stop
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
// Knight ghost -------------------------------------------------------------
|
||||
|
||||
ACTOR KnightGhost : Knight
|
||||
{
|
||||
+SHADOW
|
||||
+GHOST
|
||||
RenderStyle Translucent
|
||||
Alpha 0.4
|
||||
}
|
||||
|
||||
// Knight axe ---------------------------------------------------------------
|
||||
|
||||
ACTOR KnightAxe
|
||||
{
|
||||
Radius 10
|
||||
Height 8
|
||||
Speed 9
|
||||
FastSpeed 18
|
||||
Damage 2
|
||||
Projectile
|
||||
-NOBLOCKMAP
|
||||
-ACTIVATEIMPACT
|
||||
-ACTIVATEPCROSS
|
||||
+WINDTHRUST
|
||||
+THRUGHOST
|
||||
DeathSound "hknight/hit"
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
SPAX A 3 BRIGHT A_PlaySound("hknight/axewhoosh")
|
||||
SPAX BC 3 BRIGHT
|
||||
Loop
|
||||
Death:
|
||||
SPAX DEF 6 BRIGHT
|
||||
Stop
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
// Red axe ------------------------------------------------------------------
|
||||
|
||||
ACTOR RedAxe : KnightAxe
|
||||
{
|
||||
+NOBLOCKMAP
|
||||
-WINDTHRUST
|
||||
Damage 7
|
||||
|
||||
action native A_DripBlood ();
|
||||
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
RAXE AB 5 BRIGHT A_DripBlood
|
||||
Loop
|
||||
Death:
|
||||
RAXE CDE 6 BRIGHT
|
||||
Stop
|
||||
}
|
||||
}
|
||||
|
|
@ -1,96 +0,0 @@
|
|||
|
||||
// Wizard --------------------------------------------------------
|
||||
|
||||
ACTOR Wizard
|
||||
{
|
||||
Health 180
|
||||
Radius 16
|
||||
Height 68
|
||||
Mass 100
|
||||
Speed 12
|
||||
Painchance 64
|
||||
Monster
|
||||
+FLOAT
|
||||
+NOGRAVITY
|
||||
+DONTOVERLAP
|
||||
SeeSound "wizard/sight"
|
||||
AttackSound "wizard/attack"
|
||||
PainSound "wizard/pain"
|
||||
DeathSound "wizard/death"
|
||||
ActiveSound "wizard/active"
|
||||
Obituary "$OB_WIZARD"
|
||||
HitObituary "$OB_WIZARDHIT"
|
||||
DropItem "BlasterAmmo", 84, 10
|
||||
DropItem "ArtiTomeOfPower", 4, 0
|
||||
|
||||
action native A_GhostOff ();
|
||||
action native A_WizAtk1 ();
|
||||
action native A_WizAtk2 ();
|
||||
action native A_WizAtk3 ();
|
||||
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
WZRD AB 10 A_Look
|
||||
Loop
|
||||
See:
|
||||
WZRD A 3 A_Chase
|
||||
WZRD A 4 A_Chase
|
||||
WZRD A 3 A_Chase
|
||||
WZRD A 4 A_Chase
|
||||
WZRD B 3 A_Chase
|
||||
WZRD B 4 A_Chase
|
||||
WZRD B 3 A_Chase
|
||||
WZRD B 4 A_Chase
|
||||
Loop
|
||||
Missile:
|
||||
WZRD C 4 A_WizAtk1
|
||||
WZRD C 4 A_WizAtk2
|
||||
WZRD C 4 A_WizAtk1
|
||||
WZRD C 4 A_WizAtk2
|
||||
WZRD C 4 A_WizAtk1
|
||||
WZRD C 4 A_WizAtk2
|
||||
WZRD C 4 A_WizAtk1
|
||||
WZRD C 4 A_WizAtk2
|
||||
WZRD D 12 A_WizAtk3
|
||||
Goto See
|
||||
Pain:
|
||||
WZRD E 3 A_GhostOff
|
||||
WZRD E 3 A_Pain
|
||||
Goto See
|
||||
Death:
|
||||
WZRD F 6 A_GhostOff
|
||||
WZRD G 6 A_Scream
|
||||
WZRD HI 6
|
||||
WZRD J 6 A_NoBlocking
|
||||
WZRD KL 6
|
||||
WZRD M -1 A_SetFloorClip
|
||||
Stop
|
||||
}
|
||||
}
|
||||
|
||||
// Projectile --------------------------------------------------------
|
||||
|
||||
ACTOR WizardFX1
|
||||
{
|
||||
Radius 10
|
||||
Height 6
|
||||
Speed 18
|
||||
FastSpeed 24
|
||||
Damage 3
|
||||
Projectile
|
||||
-ACTIVATEIMPACT
|
||||
-ACTIVATEPCROSS
|
||||
RenderStyle Add
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
FX11 AB 6 BRIGHT
|
||||
Loop
|
||||
Death:
|
||||
FX11 CDEFG 5 BRIGHT
|
||||
Stop
|
||||
}
|
||||
}
|
||||
|
||||
|
|
@ -1,9 +1,3 @@
|
|||
#include "actors/heretic/knight.txt"
|
||||
#include "actors/heretic/wizard.txt"
|
||||
#include "actors/heretic/ironlich.txt"
|
||||
#include "actors/heretic/dsparil.txt"
|
||||
#include "actors/heretic/chicken.txt"
|
||||
|
||||
#include "actors/hexen/baseweapons.txt"
|
||||
#include "actors/hexen/korax.txt"
|
||||
#include "actors/hexen/fighterplayer.txt"
|
||||
|
|
|
@ -79,11 +79,8 @@ zscript/heretic/clink.txt
|
|||
zscript/heretic/beast.txt
|
||||
zscript/heretic/snake.txt
|
||||
zscript/heretic/hereticimp.txt
|
||||
/*
|
||||
zscript/heretic/knight.txt
|
||||
zscript/heretic/wizard.txt
|
||||
zscript/heretic/ironlich.txt
|
||||
zscript/heretic/dsparil.txt
|
||||
zscript/heretic/chicken.txt
|
||||
*/
|
||||
|
||||
|
|
201
wadsrc/static/zscript/heretic/chicken.txt
Normal file
201
wadsrc/static/zscript/heretic/chicken.txt
Normal file
|
@ -0,0 +1,201 @@
|
|||
|
||||
// Beak puff ----------------------------------------------------------------
|
||||
|
||||
class BeakPuff : StaffPuff
|
||||
{
|
||||
Default
|
||||
{
|
||||
Mass 5;
|
||||
Renderstyle "Translucent";
|
||||
Alpha 0.4;
|
||||
AttackSound "chicken/attack";
|
||||
VSpeed 1;
|
||||
}
|
||||
}
|
||||
|
||||
// Beak ---------------------------------------------------------------------
|
||||
|
||||
class Beak : Weapon
|
||||
{
|
||||
Default
|
||||
{
|
||||
Weapon.SelectionOrder 10000;
|
||||
+WEAPON.DONTBOB
|
||||
+WEAPON.MELEEWEAPON
|
||||
Weapon.YAdjust 15;
|
||||
Weapon.SisterWeapon "BeakPowered";
|
||||
}
|
||||
|
||||
action native void A_BeakRaise ();
|
||||
action native void A_BeakAttackPL1();
|
||||
|
||||
States
|
||||
{
|
||||
Ready:
|
||||
BEAK A 1 A_WeaponReady;
|
||||
Loop;
|
||||
Deselect:
|
||||
BEAK A 1 A_Lower;
|
||||
Loop;
|
||||
Select:
|
||||
BEAK A 1 A_BeakRaise;
|
||||
Loop;
|
||||
Fire:
|
||||
BEAK A 18 A_BeakAttackPL1;
|
||||
Goto Ready;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
class BeakPowered : Beak
|
||||
{
|
||||
Default
|
||||
{
|
||||
+WEAPON.POWERED_UP
|
||||
Weapon.SisterWeapon "Beak";
|
||||
}
|
||||
|
||||
action native void A_BeakAttackPL2();
|
||||
|
||||
States
|
||||
{
|
||||
Fire:
|
||||
BEAK A 12 A_BeakAttackPL2;
|
||||
Goto Ready;
|
||||
}
|
||||
}
|
||||
|
||||
// Chicken player -----------------------------------------------------------
|
||||
|
||||
class ChickenPlayer : PlayerPawn native
|
||||
{
|
||||
Default
|
||||
{
|
||||
Health 30;
|
||||
ReactionTime 0;
|
||||
PainChance 255;
|
||||
Radius 16;
|
||||
Height 24;
|
||||
Speed 1;
|
||||
Gravity 0.125;
|
||||
+NOSKIN
|
||||
+PLAYERPAWN.CANSUPERMORPH
|
||||
PainSound "chicken/pain";
|
||||
DeathSound "chicken/death";
|
||||
Player.JumpZ 1;
|
||||
Player.Viewheight 21;
|
||||
Player.ForwardMove 1.22, 1.22;
|
||||
Player.SideMove 1.22, 1.22;
|
||||
Player.SpawnClass "Chicken";
|
||||
Player.SoundClass "Chicken";
|
||||
Player.DisplayName "Chicken";
|
||||
Player.MorphWeapon "Beak";
|
||||
-PICKUP
|
||||
}
|
||||
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
CHKN A -1;
|
||||
Stop;
|
||||
See:
|
||||
CHKN ABAB 3;
|
||||
Loop;
|
||||
Melee:
|
||||
Missile:
|
||||
CHKN C 12;
|
||||
Goto Spawn;
|
||||
Pain:
|
||||
CHKN D 4 A_Feathers;
|
||||
CHKN C 4 A_Pain;
|
||||
Goto Spawn;
|
||||
Death:
|
||||
CHKN E 6 A_Scream;
|
||||
CHKN F 6 A_Feathers;
|
||||
CHKN G 6;
|
||||
CHKN H 6 A_NoBlocking;
|
||||
CHKN IJK 6;
|
||||
CHKN L -1;
|
||||
Stop;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
// Chicken (non-player) -----------------------------------------------------
|
||||
|
||||
class Chicken : MorphedMonster
|
||||
{
|
||||
Default
|
||||
{
|
||||
Health 10;
|
||||
Radius 9;
|
||||
Height 22;
|
||||
Mass 40;
|
||||
Speed 4;
|
||||
Painchance 200;
|
||||
Monster;
|
||||
-COUNTKILL
|
||||
+WINDTHRUST
|
||||
+DONTMORPH
|
||||
+FLOORCLIP
|
||||
SeeSound "chicken/pain";
|
||||
AttackSound "chicken/attack";
|
||||
PainSound "chicken/pain";
|
||||
DeathSound "chicken/death";
|
||||
ActiveSound "chicken/active";
|
||||
Obituary "$OB_CHICKEN";
|
||||
}
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
CHKN AB 10 A_Look;
|
||||
Loop;
|
||||
See:
|
||||
CHKN AB 3 A_Chase;
|
||||
Loop;
|
||||
Pain:
|
||||
CHKN D 5 A_Feathers;
|
||||
CHKN C 5 A_Pain;
|
||||
Goto See;
|
||||
Melee:
|
||||
CHKN A 8 A_FaceTarget;
|
||||
CHKN C 10 A_CustomMeleeAttack(random[ChicAttack](1,2));
|
||||
Goto See;
|
||||
Death:
|
||||
CHKN E 6 A_Scream;
|
||||
CHKN F 6 A_Feathers;
|
||||
CHKN G 6;
|
||||
CHKN H 6 A_NoBlocking;
|
||||
CHKN IJK 6;
|
||||
CHKN L -1;
|
||||
Stop;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
// Feather ------------------------------------------------------------------
|
||||
|
||||
class Feather : Actor
|
||||
{
|
||||
Default
|
||||
{
|
||||
Radius 2;
|
||||
Height 4;
|
||||
+MISSILE +DROPOFF
|
||||
+NOTELEPORT +CANNOTPUSH
|
||||
+WINDTHRUST +DONTSPLASH
|
||||
Gravity 0.125;
|
||||
}
|
||||
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
CHKN MNOPQPON 3;
|
||||
Loop;
|
||||
Death:
|
||||
CHKN N 6;
|
||||
Stop;
|
||||
}
|
||||
}
|
||||
|
297
wadsrc/static/zscript/heretic/dsparil.txt
Normal file
297
wadsrc/static/zscript/heretic/dsparil.txt
Normal file
|
@ -0,0 +1,297 @@
|
|||
|
||||
// Boss spot ----------------------------------------------------------------
|
||||
|
||||
class BossSpot : SpecialSpot
|
||||
{
|
||||
Default
|
||||
{
|
||||
+INVISIBLE
|
||||
}
|
||||
}
|
||||
|
||||
// Sorcerer (D'Sparil on his serpent) ---------------------------------------
|
||||
|
||||
class Sorcerer1 : Actor
|
||||
{
|
||||
Default
|
||||
{
|
||||
Health 2000;
|
||||
Radius 28;
|
||||
Height 100;
|
||||
Mass 800;
|
||||
Speed 16;
|
||||
PainChance 56;
|
||||
Monster;
|
||||
+BOSS
|
||||
+DONTMORPH
|
||||
+NORADIUSDMG
|
||||
+NOTARGET
|
||||
+NOICEDEATH
|
||||
+FLOORCLIP
|
||||
+DONTGIB
|
||||
SeeSound "dsparilserpent/sight";
|
||||
AttackSound "dsparilserpent/attack";
|
||||
PainSound "dsparilserpent/pain";
|
||||
DeathSound "dsparilserpent/death";
|
||||
ActiveSound "dsparilserpent/active";
|
||||
Obituary "$OB_DSPARIL1";
|
||||
HitObituary "$OB_DSPARIL1HIT";
|
||||
}
|
||||
|
||||
action native void A_Sor1Pain ();
|
||||
action native void A_Sor1Chase ();
|
||||
action native void A_Srcr1Attack ();
|
||||
action native void A_SorcererRise ();
|
||||
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
SRCR AB 10 A_Look;
|
||||
Loop;
|
||||
See:
|
||||
SRCR ABCD 5 A_Sor1Chase;
|
||||
Loop;
|
||||
Pain:
|
||||
SRCR Q 6 A_Sor1Pain;
|
||||
Goto See;
|
||||
Missile:
|
||||
SRCR Q 7 A_FaceTarget;
|
||||
SRCR R 6 A_FaceTarget;
|
||||
SRCR S 10 A_Srcr1Attack;
|
||||
Goto See;
|
||||
Missile2:
|
||||
SRCR S 10 A_FaceTarget;
|
||||
SRCR Q 7 A_FaceTarget;
|
||||
SRCR R 6 A_FaceTarget;
|
||||
SRCR S 10 A_Srcr1Attack;
|
||||
Goto See;
|
||||
Death:
|
||||
SRCR E 7;
|
||||
SRCR F 7 A_Scream;
|
||||
SRCR G 7;
|
||||
SRCR HIJK 6;
|
||||
SRCR L 25 A_PlaySound("dsparil/zap", CHAN_BODY, 1, false, ATTN_NONE);
|
||||
SRCR MN 5;
|
||||
SRCR O 4;
|
||||
SRCR L 20 A_PlaySound("dsparil/zap", CHAN_BODY, 1, false, ATTN_NONE);
|
||||
SRCR MN 5;
|
||||
SRCR O 4;
|
||||
SRCR L 12;
|
||||
SRCR P -1 A_SorcererRise;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
// Sorcerer FX 1 ------------------------------------------------------------
|
||||
|
||||
class SorcererFX1 : Actor
|
||||
{
|
||||
Default
|
||||
{
|
||||
Radius 10;
|
||||
Height 10;
|
||||
Speed 20;
|
||||
FastSpeed 28;
|
||||
Damage 10;
|
||||
DamageType "Fire";
|
||||
Projectile;
|
||||
-ACTIVATEIMPACT
|
||||
-ACTIVATEPCROSS
|
||||
RenderStyle "Add";
|
||||
}
|
||||
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
FX14 ABC 6 BRIGHT;
|
||||
Loop;
|
||||
Death:
|
||||
FX14 DEFGH 5 BRIGHT;
|
||||
Stop;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
// Sorcerer 2 (D'Sparil without his serpent) --------------------------------
|
||||
|
||||
class Sorcerer2 : Actor
|
||||
{
|
||||
Default
|
||||
{
|
||||
Health 3500;
|
||||
Radius 16;
|
||||
Height 70;
|
||||
Mass 300;
|
||||
Speed 14;
|
||||
Painchance 32;
|
||||
Monster;
|
||||
+DROPOFF
|
||||
+BOSS
|
||||
+DONTMORPH
|
||||
+FULLVOLACTIVE
|
||||
+NORADIUSDMG
|
||||
+NOTARGET
|
||||
+NOICEDEATH
|
||||
+FLOORCLIP
|
||||
+BOSSDEATH
|
||||
SeeSound "dsparil/sight";
|
||||
AttackSound "dsparil/attack";
|
||||
PainSound "dsparil/pain";
|
||||
ActiveSound "dsparil/active";
|
||||
Obituary "$OB_DSPARIL2";
|
||||
HitObituary "$OB_DSPARIL2HIT";
|
||||
}
|
||||
|
||||
action native void A_Srcr2Decide ();
|
||||
action native void A_Srcr2Attack ();
|
||||
action native void A_Sor2DthInit ();
|
||||
action native void A_Sor2DthLoop ();
|
||||
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
SOR2 MN 10 A_Look;
|
||||
Loop;
|
||||
See:
|
||||
SOR2 MNOP 4 A_Chase;
|
||||
Loop;
|
||||
Rise:
|
||||
SOR2 AB 4;
|
||||
SOR2 C 4 A_PlaySound("dsparil/rise", CHAN_BODY, 1, false, ATTN_NONE);
|
||||
SOR2 DEF 4;
|
||||
SOR2 G 12 A_PlaySound("dsparil/sight", CHAN_BODY, 1, false, ATTN_NONE);
|
||||
Goto See;
|
||||
Pain:
|
||||
SOR2 Q 3;
|
||||
SOR2 Q 6 A_Pain;
|
||||
Goto See;
|
||||
Missile:
|
||||
SOR2 R 9 A_Srcr2Decide;
|
||||
SOR2 S 9 A_FaceTarget;
|
||||
SOR2 T 20 A_Srcr2Attack;
|
||||
Goto See;
|
||||
Teleport:
|
||||
SOR2 LKJIHG 6;
|
||||
Goto See;
|
||||
Death:
|
||||
SDTH A 8 A_Sor2DthInit;
|
||||
SDTH B 8;
|
||||
SDTH C 8 A_PlaySound("dsparil/scream", CHAN_BODY, 1, false, ATTN_NONE);
|
||||
DeathLoop:
|
||||
SDTH DE 7;
|
||||
SDTH F 7 A_Sor2DthLoop;
|
||||
SDTH G 6 A_PlaySound("dsparil/explode", CHAN_BODY, 1, false, ATTN_NONE);
|
||||
SDTH H 6;
|
||||
SDTH I 18;
|
||||
SDTH J 6 A_NoBlocking;
|
||||
SDTH K 6 A_PlaySound("dsparil/bones", CHAN_BODY, 1, false, ATTN_NONE);
|
||||
SDTH LMN 6;
|
||||
SDTH O -1 A_BossDeath;
|
||||
Stop;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
// Sorcerer 2 FX 1 ----------------------------------------------------------
|
||||
|
||||
class Sorcerer2FX1 : Actor
|
||||
{
|
||||
Default
|
||||
{
|
||||
Radius 10;
|
||||
Height 6;
|
||||
Speed 20;
|
||||
FastSpeed 28;
|
||||
Damage 1;
|
||||
Projectile;
|
||||
-ACTIVATEIMPACT
|
||||
-ACTIVATEPCROSS
|
||||
RenderStyle "Add";
|
||||
}
|
||||
|
||||
action native void A_BlueSpark ();
|
||||
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
FX16 ABC 3 BRIGHT A_BlueSpark;
|
||||
Loop;
|
||||
Death:
|
||||
FX16 G 5 BRIGHT A_Explode(random[S2FX1](80,111));
|
||||
FX16 HIJKL 5 BRIGHT;
|
||||
Stop;
|
||||
}
|
||||
}
|
||||
|
||||
// Sorcerer 2 FX Spark ------------------------------------------------------
|
||||
|
||||
class Sorcerer2FXSpark : Actor
|
||||
{
|
||||
Default
|
||||
{
|
||||
Radius 20;
|
||||
Height 16;
|
||||
+NOBLOCKMAP
|
||||
+NOGRAVITY
|
||||
+NOTELEPORT
|
||||
+CANNOTPUSH
|
||||
RenderStyle "Add";
|
||||
}
|
||||
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
FX16 DEF 12 BRIGHT;
|
||||
Stop;
|
||||
}
|
||||
}
|
||||
|
||||
// Sorcerer 2 FX 2 ----------------------------------------------------------
|
||||
|
||||
class Sorcerer2FX2 : Actor
|
||||
{
|
||||
Default
|
||||
{
|
||||
Radius 10;
|
||||
Height 6;
|
||||
Speed 6;
|
||||
Damage 10;
|
||||
Projectile;
|
||||
-ACTIVATEIMPACT
|
||||
-ACTIVATEPCROSS
|
||||
RenderStyle "Add";
|
||||
}
|
||||
|
||||
action native void A_GenWizard ();
|
||||
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
FX11 A 35 BRIGHT;
|
||||
FX11 A 5 BRIGHT A_GenWizard;
|
||||
FX11 B 5 BRIGHT;
|
||||
Goto Spawn+1;
|
||||
Death:
|
||||
FX11 CDEFG 5 BRIGHT;
|
||||
Stop;
|
||||
|
||||
}
|
||||
}
|
||||
// Sorcerer 2 Telefade ------------------------------------------------------
|
||||
|
||||
class Sorcerer2Telefade : Actor
|
||||
{
|
||||
Default
|
||||
{
|
||||
+NOBLOCKMAP
|
||||
}
|
||||
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
SOR2 GHIJKL 6;
|
||||
Stop;
|
||||
}
|
||||
}
|
||||
|
191
wadsrc/static/zscript/heretic/ironlich.txt
Normal file
191
wadsrc/static/zscript/heretic/ironlich.txt
Normal file
|
@ -0,0 +1,191 @@
|
|||
|
||||
// Ironlich -----------------------------------------------------------------
|
||||
|
||||
class Ironlich : Actor
|
||||
{
|
||||
Default
|
||||
{
|
||||
Health 700;
|
||||
Radius 40;
|
||||
Height 72;
|
||||
Mass 325;
|
||||
Speed 6;
|
||||
Painchance 32;
|
||||
Monster;
|
||||
+NOBLOOD
|
||||
+DONTMORPH
|
||||
+DONTSQUASH
|
||||
+BOSSDEATH
|
||||
SeeSound "ironlich/sight";
|
||||
AttackSound "ironlich/attack";
|
||||
PainSound "ironlich/pain";
|
||||
DeathSound "ironlich/death";
|
||||
ActiveSound "ironlich/active";
|
||||
Obituary "$OB_IRONLICH";
|
||||
HitObituary "$OB_IRONLICHHIT";
|
||||
DropItem "BlasterAmmo", 84, 10;
|
||||
DropItem "ArtiEgg", 51, 0;
|
||||
}
|
||||
|
||||
action native void A_LichAttack ();
|
||||
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
LICH A 10 A_Look;
|
||||
Loop;
|
||||
See:
|
||||
LICH A 4 A_Chase;
|
||||
Loop;
|
||||
Missile:
|
||||
LICH A 5 A_FaceTarget;
|
||||
LICH B 20 A_LichAttack;
|
||||
Goto See;
|
||||
Pain:
|
||||
LICH A 4;
|
||||
LICH A 4 A_Pain;
|
||||
Goto See;
|
||||
Death:
|
||||
LICH C 7;
|
||||
LICH D 7 A_Scream;
|
||||
LICH EF 7;
|
||||
LICH G 7 A_NoBlocking;
|
||||
LICH H 7;
|
||||
LICH I -1 A_BossDeath;
|
||||
Stop;
|
||||
}
|
||||
}
|
||||
|
||||
// Head FX 1 ----------------------------------------------------------------
|
||||
|
||||
class HeadFX1 : Actor
|
||||
{
|
||||
Default
|
||||
{
|
||||
Radius 12;
|
||||
Height 6;
|
||||
Speed 13;
|
||||
FastSpeed 20;
|
||||
Damage 1;
|
||||
Projectile;
|
||||
-ACTIVATEIMPACT
|
||||
-ACTIVATEPCROSS
|
||||
+THRUGHOST
|
||||
RenderStyle "Add";
|
||||
}
|
||||
|
||||
action native void A_LichIceImpact();
|
||||
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
FX05 ABC 6 BRIGHT;
|
||||
Loop;
|
||||
Death:
|
||||
FX05 D 5 BRIGHT A_LichIceImpact;
|
||||
FX05 EFG 5 BRIGHT;
|
||||
Stop;
|
||||
}
|
||||
}
|
||||
|
||||
// Head FX 2 ----------------------------------------------------------------
|
||||
|
||||
class HeadFX2 : Actor
|
||||
{
|
||||
Default
|
||||
{
|
||||
Radius 12;
|
||||
Height 6;
|
||||
Speed 8;
|
||||
Damage 3;
|
||||
Projectile;
|
||||
-ACTIVATEIMPACT
|
||||
-ACTIVATEPCROSS
|
||||
RenderStyle "Add";
|
||||
}
|
||||
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
FX05 HIJ 6 BRIGHT;
|
||||
Loop;
|
||||
Death:
|
||||
FX05 DEFG 5 BRIGHT;
|
||||
Stop;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
// Head FX 3 ----------------------------------------------------------------
|
||||
|
||||
class HeadFX3 : Actor
|
||||
{
|
||||
Default
|
||||
{
|
||||
Radius 14;
|
||||
Height 12;
|
||||
Speed 10;
|
||||
FastSpeed 18;
|
||||
Damage 5;
|
||||
Projectile;
|
||||
+WINDTHRUST
|
||||
-ACTIVATEIMPACT
|
||||
-ACTIVATEPCROSS
|
||||
-NOBLOCKMAP
|
||||
RenderStyle "Add";
|
||||
}
|
||||
|
||||
action native void A_LichFireGrow ();
|
||||
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
FX06 ABC 4 BRIGHT A_LichFireGrow;
|
||||
Loop;
|
||||
NoGrow:
|
||||
FX06 ABC 5 BRIGHT;
|
||||
Loop;
|
||||
Death:
|
||||
FX06 DEFG 5 BRIGHT;
|
||||
Stop;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
// Whirlwind ----------------------------------------------------------------
|
||||
|
||||
class Whirlwind : Actor native
|
||||
{
|
||||
Default
|
||||
{
|
||||
Radius 16;
|
||||
Height 74;
|
||||
Speed 10;
|
||||
Damage 1;
|
||||
Projectile;
|
||||
-ACTIVATEIMPACT
|
||||
-ACTIVATEMCROSS
|
||||
+SEEKERMISSILE
|
||||
+EXPLOCOUNT
|
||||
+StepMissile
|
||||
RenderStyle "Translucent";
|
||||
DefThreshold 60;
|
||||
Threshold 50;
|
||||
Alpha 0.4;
|
||||
}
|
||||
|
||||
action native void A_WhirlwindSeek();
|
||||
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
FX07 DEFG 3;
|
||||
FX07 ABC 3 A_WhirlwindSeek;
|
||||
Goto Spawn+4;
|
||||
Death:
|
||||
FX07 GFED 4;
|
||||
Stop;
|
||||
}
|
||||
}
|
||||
|
||||
|
131
wadsrc/static/zscript/heretic/knight.txt
Normal file
131
wadsrc/static/zscript/heretic/knight.txt
Normal file
|
@ -0,0 +1,131 @@
|
|||
|
||||
// Knight -------------------------------------------------------------------
|
||||
|
||||
class Knight : Actor
|
||||
{
|
||||
Default
|
||||
{
|
||||
Health 200;
|
||||
Radius 24;
|
||||
Height 78;
|
||||
Mass 150;
|
||||
Speed 12;
|
||||
Painchance 100;
|
||||
Monster;
|
||||
+FLOORCLIP
|
||||
SeeSound "hknight/sight";
|
||||
AttackSound "hknight/attack";
|
||||
PainSound "hknight/pain";
|
||||
DeathSound "hknight/death";
|
||||
ActiveSound "hknight/active";
|
||||
Obituary "$OB_BONEKNIGHT";
|
||||
HitObituary "$OB_BONEKNIGHTHIT";
|
||||
DropItem "CrossbowAmmo", 84, 5;
|
||||
}
|
||||
|
||||
action native void A_KnightAttack ();
|
||||
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
KNIG AB 10 A_Look;
|
||||
Loop;
|
||||
See:
|
||||
KNIG ABCD 4 A_Chase;
|
||||
Loop;
|
||||
Melee:
|
||||
Missile:
|
||||
KNIG E 10 A_FaceTarget;
|
||||
KNIG F 8 A_FaceTarget;
|
||||
KNIG G 8 A_KnightAttack;
|
||||
KNIG E 10 A_FaceTarget;
|
||||
KNIG F 8 A_FaceTarget;
|
||||
KNIG G 8 A_KnightAttack;
|
||||
Goto See;
|
||||
Pain:
|
||||
KNIG H 3;
|
||||
KNIG H 3 A_Pain;
|
||||
Goto See;
|
||||
Death:
|
||||
KNIG I 6;
|
||||
KNIG J 6 A_Scream;
|
||||
KNIG K 6;
|
||||
KNIG L 6 A_NoBlocking;
|
||||
KNIG MN 6;
|
||||
KNIG O -1;
|
||||
Stop;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
// Knight ghost -------------------------------------------------------------
|
||||
|
||||
class KnightGhost : Knight
|
||||
{
|
||||
Default
|
||||
{
|
||||
+SHADOW
|
||||
+GHOST
|
||||
RenderStyle "Translucent";
|
||||
Alpha 0.4;
|
||||
}
|
||||
}
|
||||
|
||||
// Knight axe ---------------------------------------------------------------
|
||||
|
||||
class KnightAxe : Actor
|
||||
{
|
||||
Default
|
||||
{
|
||||
Radius 10;
|
||||
Height 8;
|
||||
Speed 9;
|
||||
FastSpeed 18;
|
||||
Damage 2;
|
||||
Projectile;
|
||||
-NOBLOCKMAP
|
||||
-ACTIVATEIMPACT
|
||||
-ACTIVATEPCROSS
|
||||
+WINDTHRUST
|
||||
+THRUGHOST
|
||||
DeathSound "hknight/hit";
|
||||
}
|
||||
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
SPAX A 3 BRIGHT A_PlaySound("hknight/axewhoosh");
|
||||
SPAX BC 3 BRIGHT;
|
||||
Loop;
|
||||
Death:
|
||||
SPAX DEF 6 BRIGHT;
|
||||
Stop;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
// Red axe ------------------------------------------------------------------
|
||||
|
||||
class RedAxe : KnightAxe
|
||||
{
|
||||
Default
|
||||
{
|
||||
+NOBLOCKMAP
|
||||
-WINDTHRUST
|
||||
Damage 7;
|
||||
}
|
||||
|
||||
action native void A_DripBlood ();
|
||||
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
RAXE AB 5 BRIGHT A_DripBlood;
|
||||
Loop;
|
||||
Death:
|
||||
RAXE CDE 6 BRIGHT;
|
||||
Stop;
|
||||
}
|
||||
}
|
||||
|
103
wadsrc/static/zscript/heretic/wizard.txt
Normal file
103
wadsrc/static/zscript/heretic/wizard.txt
Normal file
|
@ -0,0 +1,103 @@
|
|||
|
||||
// Wizard --------------------------------------------------------
|
||||
|
||||
class Wizard : Actor
|
||||
{
|
||||
Default
|
||||
{
|
||||
Health 180;
|
||||
Radius 16;
|
||||
Height 68;
|
||||
Mass 100;
|
||||
Speed 12;
|
||||
Painchance 64;
|
||||
Monster;
|
||||
+FLOAT
|
||||
+NOGRAVITY
|
||||
+DONTOVERLAP
|
||||
SeeSound "wizard/sight";
|
||||
AttackSound "wizard/attack";
|
||||
PainSound "wizard/pain";
|
||||
DeathSound "wizard/death";
|
||||
ActiveSound "wizard/active";
|
||||
Obituary "$OB_WIZARD";
|
||||
HitObituary "$OB_WIZARDHIT";
|
||||
DropItem "BlasterAmmo", 84, 10;
|
||||
DropItem "ArtiTomeOfPower", 4, 0;
|
||||
}
|
||||
|
||||
action native void A_GhostOff ();
|
||||
action native void A_WizAtk1 ();
|
||||
action native void A_WizAtk2 ();
|
||||
action native void A_WizAtk3 ();
|
||||
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
WZRD AB 10 A_Look;
|
||||
Loop;
|
||||
See:
|
||||
WZRD A 3 A_Chase;
|
||||
WZRD A 4 A_Chase;
|
||||
WZRD A 3 A_Chase;
|
||||
WZRD A 4 A_Chase;
|
||||
WZRD B 3 A_Chase;
|
||||
WZRD B 4 A_Chase;
|
||||
WZRD B 3 A_Chase;
|
||||
WZRD B 4 A_Chase;
|
||||
Loop;
|
||||
Missile:
|
||||
WZRD C 4 A_WizAtk1;
|
||||
WZRD C 4 A_WizAtk2;
|
||||
WZRD C 4 A_WizAtk1;
|
||||
WZRD C 4 A_WizAtk2;
|
||||
WZRD C 4 A_WizAtk1;
|
||||
WZRD C 4 A_WizAtk2;
|
||||
WZRD C 4 A_WizAtk1;
|
||||
WZRD C 4 A_WizAtk2;
|
||||
WZRD D 12 A_WizAtk3;
|
||||
Goto See;
|
||||
Pain:
|
||||
WZRD E 3 A_GhostOff;
|
||||
WZRD E 3 A_Pain;
|
||||
Goto See;
|
||||
Death:
|
||||
WZRD F 6 A_GhostOff;
|
||||
WZRD G 6 A_Scream;
|
||||
WZRD HI 6;
|
||||
WZRD J 6 A_NoBlocking;
|
||||
WZRD KL 6;
|
||||
WZRD M -1 A_SetFloorClip;
|
||||
Stop;
|
||||
}
|
||||
}
|
||||
|
||||
// Projectile --------------------------------------------------------
|
||||
|
||||
class WizardFX1 : Actor
|
||||
{
|
||||
Default
|
||||
{
|
||||
Radius 10;
|
||||
Height 6;
|
||||
Speed 18;
|
||||
FastSpeed 24;
|
||||
Damage 3;
|
||||
Projectile;
|
||||
-ACTIVATEIMPACT
|
||||
-ACTIVATEPCROSS
|
||||
RenderStyle "Add";
|
||||
}
|
||||
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
FX11 AB 6 BRIGHT;
|
||||
Loop;
|
||||
Death:
|
||||
FX11 CDEFG 5 BRIGHT;
|
||||
Stop;
|
||||
}
|
||||
}
|
||||
|
||||
|
Loading…
Reference in a new issue