// The fighter -------------------------------------------------------------- class FighterPlayer : PlayerPawn { Default { Health 100; PainChance 255; Radius 16; Height 64; Speed 1; +NOSKIN +NODAMAGETHRUST +PLAYERPAWN.NOTHRUSTWHENINVUL PainSound "PlayerFighterPain"; RadiusDamageFactor 0.25; Player.JumpZ 9; Player.Viewheight 48; Player.SpawnClass "Fighter"; Player.DisplayName "Fighter"; Player.SoundClass "fighter"; Player.ScoreIcon "FITEFACE"; Player.HealRadiusType "Armor"; Player.Hexenarmor 15, 25, 20, 15, 5; Player.StartItem "FWeapFist"; Player.ForwardMove 1.08, 1.2; Player.SideMove 1.125, 1.475; Player.Portrait "P_FWALK1"; Player.WeaponSlot 1, "FWeapFist"; Player.WeaponSlot 2, "FWeapAxe"; Player.WeaponSlot 3, "FWeapHammer"; Player.WeaponSlot 4, "FWeapQuietus"; Player.ColorRange 246, 254; Player.Colorset 0, "$TXT_COLOR_GOLD", 246, 254, 253; Player.ColorsetFile 1, "$TXT_COLOR_RED", "TRANTBL0", 0xAC; Player.ColorsetFile 2, "$TXT_COLOR_BLUE", "TRANTBL1", 0x9D; Player.ColorsetFile 3, "$TXT_COLOR_DULLGREEN", "TRANTBL2", 0x3E; Player.ColorsetFile 4, "$TXT_COLOR_GREEN", "TRANTBL3", 0xC8; Player.ColorsetFile 5, "$TXT_COLOR_GRAY", "TRANTBL4", 0x2D; Player.ColorsetFile 6, "$TXT_COLOR_BROWN", "TRANTBL5", 0x6F; Player.ColorsetFile 7, "$TXT_COLOR_PURPLE", "TRANTBL6", 0xEE; } States { Spawn: PLAY A -1; Stop; See: PLAY ABCD 4; Loop; Missile: Melee: PLAY EF 8; Goto Spawn; Pain: PLAY G 4; PLAY G 4 A_Pain; Goto Spawn; Death: PLAY H 6; PLAY I 6 A_PlayerScream; PLAY JK 6; PLAY L 6 A_NoBlocking; PLAY M 6; PLAY N -1; Stop; XDeath: PLAY O 5 A_PlayerScream; PLAY P 5 A_SkullPop("BloodyFighterSkull"); PLAY R 5 A_NoBlocking; PLAY STUV 5; PLAY W -1; Stop; Ice: PLAY X 5 A_FreezeDeath; PLAY X 1 A_FreezeDeathChunks; Wait; Burn: FDTH A 5 BRIGHT A_StartSound("*burndeath"); FDTH B 4 BRIGHT; FDTH G 5 BRIGHT; FDTH H 4 BRIGHT A_PlayerScream; FDTH I 5 BRIGHT; FDTH J 4 BRIGHT; FDTH K 5 BRIGHT; FDTH L 4 BRIGHT; FDTH M 5 BRIGHT; FDTH N 4 BRIGHT; FDTH O 5 BRIGHT; FDTH P 4 BRIGHT; FDTH Q 5 BRIGHT; FDTH R 4 BRIGHT; FDTH S 5 BRIGHT A_NoBlocking; FDTH T 4 BRIGHT; FDTH U 5 BRIGHT; FDTH V 4 BRIGHT; ACLO E 35 A_CheckPlayerDone; Wait; ACLO E 8; Stop; } } // The fighter's bloody skull -------------------------------------------------------------- class BloodyFighterSkull : PlayerChunk { Default { Radius 4; Height 4; Gravity 0.125; +NOBLOCKMAP +DROPOFF +CANNOTPUSH +SKYEXPLODE +NOBLOCKMONST +NOSKIN } States { Spawn: BSKL A 0; BSKL ABCDFGH 5 A_CheckFloor("Hit"); Goto Spawn+1; Hit: BSKL I 16 A_CheckPlayerDone; Wait; } }