qzdoom/wadsrc/decorate/heretic/hereticplayer.txt
Christoph Oelckers 3b477d7022 - Fixed: POwered up weapons with a different ready state than their base
weapon didn't change back when the powerup expired.
- Fixed: The powered up version of Heretic's Gauntlets missed the proper
  state assignments for Ready, Lower and Raise.
- Fixed: The Strife player was missing its pain state.
- Fixed: Revenant missiles couldn't home in on targets with a height lower than
  40.
- Fixed: The code which checked for hitscan traces hitting actors from above
  and below must test whether the calculated hit position is actually inside 
  the actor being checked. If it crosses the top/bottom plane outside the
  bounding box there can't be a hit.
- Changed: State labels in code pointer calls must now be enclosed in quotation marks.
  This was done to ensure compatibility with parsers that will parse these as
  identifier-aware script code later.


SVN r554 (trunk)
2007-10-19 08:49:02 +00:00

109 lines
1.8 KiB
Text

ACTOR HereticPlayer : PlayerPawn
{
Health 100
Radius 16
Height 56
Mass 100
Painchance 255
Speed 1
Player.ColorRange 225, 240
Player.DisplayName "Corvus"
Player.StartItem "GoldWand"
Player.StartItem "Staff"
Player.StartItem "GoldWandAmmo", 50
States
{
Spawn:
PLAY A -1
Stop
See:
PLAY ABCD 4
Loop
Melee:
Missile:
PLAY F 6 BRIGHT
PLAY E 12
Goto Spawn
Pain:
PLAY G 4
PLAY G 4 A_Pain
Goto Spawn
Death:
PLAY H 6 A_PlayerSkinCheck("AltSkinDeath")
PLAY I 6 A_PlayerScream
PLAY JK 6
PLAY L 6 A_NoBlocking
PLAY MNO 6
PLAY P -1
Stop
XDeath:
PLAY Q 0 A_PlayerSkinCheck("AltSkinXDeath")
PLAY Q 5 A_PlayerScream
PLAY R 0 A_NoBlocking
PLAY R 5 A_SkullPop
PLAY STUVWX 5
PLAY Y -1
Stop
Burn:
FDTH A 5 BRIGHT A_PlaySound("*burndeath")
FDTH B 4 BRIGHT
FDTH C 5 BRIGHT
FDTH D 4 BRIGHT A_PlayerScream
FDTH E 5 BRIGHT
FDTH F 4 BRIGHT
FDTH G 5 BRIGHT A_PlaySound("*burndeath")
FDTH H 4 BRIGHT
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 A_NoBlocking
FDTH P 4 BRIGHT
FDTH Q 5 BRIGHT
FDTH R 4 BRIGHT
ACLO E 35 A_CheckPlayerDone
Wait
AltSkinDeath:
PLAY H 10
PLAY I 10 A_PlayerScream
PLAY J 10 A_NoBlocking
PLAY KLM 10
PLAY N -1
Stop
AltSkinXDeath:
PLAY O 5
PLAY P 5 A_XScream
PLAY Q 5 A_NoBlocking
PLAY RSTUV 5
PLAY W -1
Stop
}
}
// The player's skull -------------------------------------------------------
ACTOR BloodySkull : PlayerChunk
{
Radius 4
Height 4
+NOBLOCKMAP
+DROPOFF
+LOWGRAVITY
+CANNOTPUSH
+SKYEXPLODE
+NOBLOCKMONST
+NOSKIN
States
{
Spawn:
BSKL A 0
BSKL ABCDE 5 A_CheckFloor("Hit")
Goto Spawn+1
Hit:
BSKL F 16 A_CheckPlayerDone
Wait
}
}