Added slow states to relevant Strife monsters

Namely, acolyte, shadow acolyte, reaver, stalker, and turret. Info on
which states needed the slow flag was obtained with Quasar's permission
by looking at G_InitNew() in g_game.c and the info.c state tables from
Chocolate Strife.
Also added fast flag to acolyte states that needed it, based on the same
source.
This commit is contained in:
Gaerzi 2014-04-17 17:42:16 +02:00
parent 94d47efbb5
commit 60fe07df74
5 changed files with 30 additions and 33 deletions

View file

@ -39,16 +39,16 @@ ACTOR Acolyte : StrifeHumanoid
AGRD ABCDABCD 5 A_Wander AGRD ABCDABCD 5 A_Wander
Loop Loop
See: See:
AGRD A 6 A_AcolyteBits AGRD A 6 Fast Slow A_AcolyteBits
AGRD BCD 6 A_Chase AGRD BCD 6 Fast Slow A_Chase
Loop Loop
Missile: Missile:
AGRD E 8 A_FaceTarget AGRD E 8 Fast Slow A_FaceTarget
AGRD FE 4 A_ShootGun AGRD FE 4 Fast Slow A_ShootGun
AGRD F 6 A_ShootGun AGRD F 6 Fast Slow A_ShootGun
Goto See Goto See
Pain: Pain:
AGRD O 8 A_Pain AGRD O 8 Fast Slow A_Pain
Goto See Goto See
Death: Death:
AGRD G 4 AGRD G 4
@ -170,8 +170,8 @@ ACTOR AcolyteShadow : Acolyte 58
AGRD A 6 A_BeShadowyFoe AGRD A 6 A_BeShadowyFoe
Goto Super::See+1 Goto Super::See+1
Pain: Pain:
AGRD O 0 A_SetShadow AGRD O 0 Fast Slow A_SetShadow
AGRD O 8 A_Pain AGRD O 8 Fast Slow A_Pain
Goto See Goto See
} }
} }

View file

@ -42,19 +42,16 @@ ACTOR Crusader 3005
ROB2 AABBCCDD 3 A_Chase ROB2 AABBCCDD 3 A_Chase
Loop Loop
Missile: Missile:
ROB2 E 3 A_FaceTarget ROB2 E 3 Slow A_FaceTarget
ROB2 F 2 Bright A_CrusaderChoose ROB2 F 2 Slow Bright A_CrusaderChoose
ROB2 E 2 Bright A_CrusaderSweepLeft ROB2 E 2 Slow Bright A_CrusaderSweepLeft
ROB2 F 3 Bright A_CrusaderSweepLeft ROB2 F 3 Slow Bright A_CrusaderSweepLeft
ROB2 E 2 Bright A_CrusaderSweepLeft ROB2 EF 2 Slow Bright A_CrusaderSweepLeft
ROB2 F 2 Bright A_CrusaderSweepLeft ROB2 EFE 2 Slow Bright A_CrusaderSweepRight
ROB2 E 2 Bright A_CrusaderSweepRight ROB2 F 2 Slow A_CrusaderRefire
ROB2 F 2 Bright A_CrusaderSweepRight
ROB2 E 2 Bright A_CrusaderSweepRight
ROB2 F 2 A_CrusaderRefire
Loop Loop
Pain: Pain:
ROB2 D 1 A_Pain ROB2 D 1 Slow A_Pain
Goto See Goto See
Death: Death:
ROB2 G 3 A_Scream ROB2 G 3 A_Scream

View file

@ -32,16 +32,16 @@ ACTOR Reaver 3001
ROB1 BBCCDDEE 3 A_Chase ROB1 BBCCDDEE 3 A_Chase
Loop Loop
Melee: Melee:
ROB1 H 6 A_FaceTarget ROB1 H 6 Slow A_FaceTarget
ROB1 I 8 A_CustomMeleeAttack(random[ReaverMelee](1,8)*3, "reaver/blade") ROB1 I 8 Slow A_CustomMeleeAttack(random[ReaverMelee](1,8)*3, "reaver/blade")
ROB1 H 6 ROB1 H 6 Slow
Goto See Goto See
Missile: Missile:
ROB1 F 8 A_FaceTarget ROB1 F 8 Slow A_FaceTarget
ROB1 G 11 BRIGHT A_ReaverRanged ROB1 G 11 Slow BRIGHT A_ReaverRanged
Goto See Goto See
Pain: Pain:
ROB1 A 2 ROB1 A 2 Slow
ROB1 A 2 A_Pain ROB1 A 2 A_Pain
Goto See Goto See
Death: Death:

View file

@ -45,14 +45,14 @@ ACTOR Stalker 186
STLK J 10 A_Look STLK J 10 A_Look
Loop Loop
See: See:
STLK A 1 A_StalkerChaseDecide STLK A 1 Slow A_StalkerChaseDecide
STLK ABB 3 A_Chase STLK ABB 3 Slow A_Chase
STLK C 3 A_StalkerWalk STLK C 3 Slow A_StalkerWalk
STLK C 3 A_Chase STLK C 3 Slow A_Chase
Loop Loop
Melee: Melee:
STLK J 3 A_FaceTarget STLK J 3 Slow A_FaceTarget
STLK K 3 A_StalkerAttack STLK K 3 Slow A_StalkerAttack
SeeFloor: SeeFloor:
STLK J 3 A_StalkerWalk STLK J 3 A_StalkerWalk
STLK KK 3 A_Chase STLK KK 3 A_Chase

View file

@ -1786,8 +1786,8 @@ ACTOR CeilingTurret 27
Loop Loop
Missile: Missile:
Pain: Pain:
TURT B 4 A_ShootGun TURT B 4 Slow A_ShootGun
TURT D 3 A_SentinelRefire TURT D 3 Slow A_SentinelRefire
TURT A 4 A_SentinelRefire TURT A 4 A_SentinelRefire
Loop Loop
Death: Death: