qzdoom/wadsrc/static/zscript/strife/klaxon.txt

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// Klaxon Warning Light -----------------------------------------------------
class KlaxonWarningLight : Actor
{
Default
{
ReactionTime 60;
Radius 5;
+NOBLOCKMAP +AMBUSH
+SPAWNCEILING +NOGRAVITY
+FIXMAPTHINGPOS +NOSPLASHALERT
+SYNCHRONIZED
}
States
{
Spawn:
KLAX A 5 A_TurretLook;
Loop;
See:
KLAX B 6 A_KlaxonBlare;
KLAX C 60;
Loop;
}
}
// CeilingTurret ------------------------------------------------------------
class CeilingTurret : Actor
{
Default
{
Health 125;
Speed 0;
Painchance 0;
Mass 10000000;
Monster;
-SOLID
-CANPASS
+AMBUSH
+SPAWNCEILING
+NOGRAVITY
+NOBLOOD
+NOSPLASHALERT
+DONTFALL
MinMissileChance 150;
DeathSound "turret/death";
}
States
{
Spawn:
TURT A 5 A_TurretLook;
Loop;
See:
TURT A 2 A_Chase;
Loop;
Missile:
Pain:
TURT B 4 Slow A_ShootGun;
TURT D 3 Slow A_SentinelRefire;
TURT A 4 A_SentinelRefire;
Loop;
Death:
BALL A 6 Bright A_Scream;
BALL BCDE 6 Bright;
TURT C -1;
Stop;
}
}
extend class Actor
{
void A_TurretLook()
{
if (bInConversation)
return;
threshold = 0;
Actor targ = LastHeard;
if (targ != NULL && targ.health > 0 && targ.bShootable && !IsFriend(targ))
{
target = targ;
if (bAmbush && !CheckSight (targ))
{
return;
}
if (SeeSound != 0)
{
A_PlaySound (SeeSound, CHAN_VOICE);
}
LastHeard = NULL;
threshold = 10;
SetState (SeeState);
}
}
void A_KlaxonBlare()
{
if (--reactiontime < 0)
{
target = NULL;
reactiontime = Default.reactiontime;
A_TurretLook();
if (target == NULL)
{
SetIdle();
}
else
{
reactiontime = 50;
}
}
if (reactiontime == 2)
{
// [RH] Unalert monsters near the alarm and not just those in the same sector as it.
SoundAlert (NULL, false);
}
else if (reactiontime > 50)
{
A_PlaySound ("misc/alarm", CHAN_VOICE);
}
}
}