// 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"; } 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; } //--------------------------------------------------------------------------- // // PROC A_BeakRaise // //--------------------------------------------------------------------------- action void A_BeakRaise () { if (player == null) { return; } player.GetPSprite(PSP_WEAPON).y = WEAPONTOP; player.SetPsprite(PSP_WEAPON, player.ReadyWeapon.GetReadyState()); } //---------------------------------------------------------------------------- // // PROC A_BeakAttackPL1 // //---------------------------------------------------------------------------- action void A_BeakAttackPL1() { FTranslatedLineTarget t; if (player == null) { return; } int damage = random[BeakAtk](1,3); double ang = angle; double slope = AimLineAttack (ang, DEFMELEERANGE); LineAttack (ang, DEFMELEERANGE, slope, damage, 'Melee', "BeakPuff", true, t); if (t.linetarget) { angle = t.angleFromSource; } A_PlaySound ("chicken/peck", CHAN_VOICE); player.chickenPeck = 12; player.GetPSprite(PSP_WEAPON).Tics -= random[BeakAtk](0,7); } } // BeakPowered --------------------------------------------------------------------- class BeakPowered : Beak { Default { +WEAPON.POWERED_UP Weapon.SisterWeapon "Beak"; } States { Fire: BEAK A 12 A_BeakAttackPL2; Goto Ready; } //---------------------------------------------------------------------------- // // PROC A_BeakAttackPL2 // //---------------------------------------------------------------------------- action void A_BeakAttackPL2() { FTranslatedLineTarget t; if (player == null) { return; } int damage = random[BeakAtk](1,8) * 4; double ang = angle; double slope = AimLineAttack (ang, DEFMELEERANGE); LineAttack (ang, DEFMELEERANGE, slope, damage, 'Melee', "BeakPuff", true, t); if (t.linetarget) { angle = t.angleFromSource; } A_PlaySound ("chicken/peck", CHAN_VOICE); player.chickenPeck = 12; player.GetPSprite(PSP_WEAPON).Tics -= random[BeakAtk](0,3); } } // Chicken player ----------------------------------------------------------- class ChickenPlayer : PlayerPawn { 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; } //--------------------------------------------------------------------------- // // PROC P_UpdateBeak // //--------------------------------------------------------------------------- override void MorphPlayerThink () { if (health > 0) { // Handle beak movement PSprite pspr; if (player != null && (pspr = player.FindPSprite(PSP_WEAPON)) != null) { pspr.y = WEAPONTOP + player.chickenPeck / 2; } } if (player.morphTics & 15) { return; } if (Vel.X == 0 && Vel.Y == 0 && random[ChickenPlayerThink]() < 160) { // Twitch view ang angle += Random2[ChickenPlayerThink]() * (360. / 256. / 32.); } if ((pos.z <= floorz) && (random[ChickenPlayerThink]() < 32)) { // Jump and noise Vel.Z += JumpZ; State painstate = FindState('Pain'); if (painstate != null) SetState (painstate); } if (random[ChickenPlayerThink]() < 48) { // Just noise A_PlaySound ("chicken/active", CHAN_VOICE); } } } // 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; } } extend class Actor { //---------------------------------------------------------------------------- // // PROC A_Feathers // This is used by both the chicken player and monster and must be in the // common base class to be accessible by both // //---------------------------------------------------------------------------- void A_Feathers() { int count; if (health > 0) { // Pain count = random[Feathers]() < 32 ? 2 : 1; } else { // Death count = 5 + (random[Feathers]()&3); } for (int i = 0; i < count; i++) { Actor mo = Spawn("Feather", pos + (0, 0, 20), NO_REPLACE); if (mo != null) { mo.target = self; mo.Vel.X = Random2[Feathers]() / 256.; mo.Vel.Y = Random2[Feathers]() / 256.; mo.Vel.Z = 1. + random[Feathers]() / 128.; mo.SetState (mo.SpawnState + (random[Feathers]()&7)); } } } }