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

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// Base class for the rebels ------------------------------------------------
class Rebel : StrifeHumanoid
{
Default
{
Health 60;
Painchance 250;
Speed 8;
Radius 20;
Height 56;
Monster;
+FRIENDLY
-COUNTKILL
+NOSPLASHALERT
MinMissileChance 150;
Tag "$TAG_REBEL";
SeeSound "rebel/sight";
PainSound "rebel/pain";
DeathSound "rebel/death";
ActiveSound "rebel/active";
Obituary "$OB_REBEL";
}
States
{
Spawn:
HMN1 P 5 A_Look2;
Loop;
HMN1 Q 8;
Loop;
HMN1 R 8;
Loop;
HMN1 ABCDABCD 6 A_Wander;
Loop;
See:
HMN1 AABBCCDD 3 A_Chase;
Loop;
Missile:
HMN1 E 10 A_FaceTarget;
HMN1 F 10 BRIGHT A_ShootGun;
HMN1 E 10 A_ShootGun;
Goto See;
Pain:
HMN1 O 3;
HMN1 O 3 A_Pain;
Goto See;
Death:
HMN1 G 5;
HMN1 H 5 A_Scream;
HMN1 I 3 A_NoBlocking;
HMN1 J 4;
HMN1 KLM 3;
HMN1 N -1;
Stop;
XDeath:
RGIB A 4 A_TossGib;
RGIB B 4 A_XScream;
RGIB C 3 A_NoBlocking;
RGIB DEF 3 A_TossGib;
RGIB G 3;
RGIB H 1400;
Stop;
}
}
// Rebel 1 ------------------------------------------------------------------
class Rebel1 : Rebel
{
Default
{
DropItem "ClipOfBullets";
}
}
// Rebel 2 ------------------------------------------------------------------
class Rebel2 : Rebel
{
}
// Rebel 3 ------------------------------------------------------------------
class Rebel3 : Rebel
{
}
// Rebel 4 ------------------------------------------------------------------
class Rebel4 : Rebel
{
}
// Rebel 5 ------------------------------------------------------------------
class Rebel5 : Rebel
{
}
// Rebel 6 ------------------------------------------------------------------
class Rebel6 : Rebel
{
}
// Teleporter Beacon --------------------------------------------------------
class TeleporterBeacon : Inventory
{
Default
{
Health 5;
Radius 16;
Height 16;
Inventory.MaxAmount 3;
+DROPPED
+INVENTORY.INVBAR
Inventory.Icon "I_BEAC";
Tag "$TAG_TELEPORTERBEACON";
Inventory.PickupMessage "$TXT_BEACON";
}
States
{
Spawn:
BEAC A -1;
Stop;
Drop:
BEAC A 30;
BEAC A 160 A_Beacon;
Wait;
Death:
BEAC A 1 A_FadeOut(0.015);
Loop;
}
// Teleporter Beacon --------------------------------------------------------
override bool Use (bool pickup)
{
// Increase the amount by one so that when DropInventory decrements it,
// the actor will have the same number of beacons that he started with.
// When we return to UseInventory, it will take care of decrementing
// Amount again and disposing of self item if there are no more.
Amount++;
Inventory drop = Owner.DropInventory (self);
if (drop == null)
{
Amount--;
return false;
}
else
{
drop.SetStateLabel("Drop");
drop.target = Owner;
return true;
}
}
void A_Beacon()
{
Actor owner = target;
Actor rebel = Spawn("Rebel1", (pos.xy, floorz), ALLOW_REPLACE);
if (rebel == null)
{
return;
}
if (!rebel.TryMove (rebel.Pos.xy, true))
{
rebel.Destroy ();
return;
}
// Once the rebels start teleporting in, you can't pick up the beacon anymore.
bSpecial = false;
Inventory(self).DropTime = 0;
// Set up the new rebel.
rebel.threshold = rebel.DefThreshold;
rebel.target = null;
rebel.bInCombat = true;
rebel.LastHeard = owner; // Make sure the rebels look for targets
if (deathmatch)
{
rebel.health *= 2;
}
if (owner != null)
{
// Rebels are the same color as their owner (but only in multiplayer)
if (multiplayer)
{
rebel.Translation = owner.Translation;
}
rebel.SetFriendPlayer(owner.player);
// Set the rebel's target to whatever last hurt the player, so long as it's not
// one of the player's other rebels.
if (owner.target != null && !rebel.IsFriend (owner.target))
{
rebel.target = owner.target;
}
}
rebel.SetState (rebel.SeeState);
rebel.Angle = Angle;
rebel.SpawnTeleportFog(rebel.Vec3Angle(20., Angle, 0), false, true);
if (--health < 0)
{
SetStateLabel("Death");
}
}
}