mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-11-13 16:07:55 +00:00
784f7ed671
- fixed a few problems that were encountered during conversion: * action specials as action functions were not recognized by the parser. * Player.StartItem could not be parsed. * disabled the naming hack for PowerupType. ZScript, unlike DECORATE will never prepend 'Power' to the power's name, it always needs to specified by its full name. * states and defaults were not checked for empty bodies. * the scope qualifier for goto labels was not properly converted to a string, because it is an ENamedName, not an FName.
77 lines
1.3 KiB
Text
77 lines
1.3 KiB
Text
//===========================================================================
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//
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// Pink Demon
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//
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//===========================================================================
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class Demon : Actor
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{
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Default
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{
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Health 150;
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PainChance 180;
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Speed 10;
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Radius 30;
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Height 56;
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Mass 400;
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Monster;
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+FLOORCLIP
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SeeSound "demon/sight";
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AttackSound "demon/melee";
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PainSound "demon/pain";
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DeathSound "demon/death";
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ActiveSound "demon/active";
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Obituary "$OB_DEMONHIT";
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}
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States
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{
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Spawn:
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SARG AB 10 A_Look;
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Loop;
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See:
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SARG AABBCCDD 2 Fast A_Chase;
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Loop;
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Melee:
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SARG EF 8 Fast A_FaceTarget;
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SARG G 8 Fast A_SargAttack;
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Goto See;
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Pain:
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SARG H 2 Fast;
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SARG H 2 Fast A_Pain;
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Goto See;
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Death:
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SARG I 8;
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SARG J 8 A_Scream;
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SARG K 4;
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SARG L 4 A_NoBlocking;
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SARG M 4;
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SARG N -1;
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Stop;
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Raise:
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SARG N 5;
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SARG MLKJI 5;
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Goto See;
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}
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}
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//===========================================================================
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//
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// Spectre
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//
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//===========================================================================
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class Spectre : Demon
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{
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Default
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{
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+SHADOW
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RenderStyle "OptFuzzy";
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Alpha 0.5;
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SeeSound "spectre/sight";
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AttackSound "spectre/melee";
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PainSound "spectre/pain";
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DeathSound "spectre/death";
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ActiveSound "spectre/active";
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HitObituary "$OB_SPECTREHIT";
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}
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}
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