qzdoom/wadsrc/static/zscript/doom/arachnotron.txt
Christoph Oelckers 9f8a5dae21 - scriptified A_BruisAttack.
- removed 'self' as a dedicated token. Internally this gets handled as a normal but implicitly named variable so the token just gets in the way of proper processing.
- removed P_ prefix from SpawnMissile export.
- fixed a crash with misnamed function exports.
2016-10-23 17:15:24 +02:00

114 lines
1.9 KiB
Text

//===========================================================================
//
// Arachnotron
//
//===========================================================================
class Arachnotron : Actor
{
Default
{
Health 500;
Radius 64;
Height 64;
Mass 600;
Speed 12;
PainChance 128;
Monster;
+FLOORCLIP
+BOSSDEATH
SeeSound "baby/sight";
PainSound "baby/pain";
DeathSound "baby/death";
ActiveSound "baby/active";
Obituary "$OB_BABY";
}
States
{
Spawn:
BSPI AB 10 A_Look;
Loop;
See:
BSPI A 20;
BSPI A 3 A_BabyMetal;
BSPI ABBCC 3 A_Chase;
BSPI D 3 A_BabyMetal;
BSPI DEEFF 3 A_Chase;
Goto See+1;
Missile:
BSPI A 20 BRIGHT A_FaceTarget;
BSPI G 4 BRIGHT A_BspiAttack;
BSPI H 4 BRIGHT;
BSPI H 1 BRIGHT A_SpidRefire;
Goto Missile+1;
Pain:
BSPI I 3;
BSPI I 3 A_Pain;
Goto See+1;
Death:
BSPI J 20 A_Scream;
BSPI K 7 A_NoBlocking;
BSPI LMNO 7;
BSPI P -1 A_BossDeath;
Stop;
Raise:
BSPI P 5;
BSPI ONMLKJ 5;
Goto See+1;
}
}
//===========================================================================
//
// Arachnotron plasma
//
//===========================================================================
class ArachnotronPlasma : Actor
{
Default
{
Radius 13;
Height 8;
Speed 25;
Damage 5;
Projectile;
+RANDOMIZE
RenderStyle "Add";
Alpha 0.75;
SeeSound "baby/attack";
DeathSound "baby/shotx";
}
States
{
Spawn:
APLS AB 5 BRIGHT;
Loop;
Death:
APBX ABCDE 5 BRIGHT;
Stop;
}
}
//===========================================================================
//
// Code (must be attached to Actor)
//
//===========================================================================
extend class Actor
{
void A_BspiAttack()
{
if (target)
{
A_FaceTarget();
SpawnMissile(target, "ArachnotronPlasma");
}
}
void A_BabyMetal()
{
A_PlaySound("baby/walk", CHAN_BODY, 1, false, ATTN_IDLE);
A_Chase();
}
}