qzdoom/wadsrc/static/actors/heretic/ironlich.txt
Randy Heit fb50df2c63 About a week's worth of changes here. As a heads-up, I wouldn't be
surprised if this doesn't build in Linux right now. The CMakeLists.txt
were checked with MinGW and NMake, but how they fair under Linux is an
unknown to me at this time.

- Converted most sprintf (and all wsprintf) calls to either mysnprintf or
  FStrings, depending on the situation.
- Changed the strings in the wbstartstruct to be FStrings.
- Changed myvsnprintf() to output nothing if count is greater than INT_MAX.
  This is so that I can use a series of mysnprintf() calls and advance the
  pointer for each one. Once the pointer goes beyond the end of the buffer,
  the count will go negative, but since it's an unsigned type it will be
  seen as excessively huge instead. This should not be a problem, as there's
  no reason for ZDoom to be using text buffers larger than 2 GB anywhere.
- Ripped out the disabled bit from FGameConfigFile::MigrateOldConfig().
- Changed CalcMapName() to return an FString instead of a pointer to a static
  buffer.
- Changed startmap in d_main.cpp into an FString.
- Changed CheckWarpTransMap() to take an FString& as the first argument.
- Changed d_mapname in g_level.cpp into an FString.
- Changed DoSubstitution() in ct_chat.cpp to place the substitutions in an
  FString.
- Fixed: The MAPINFO parser wrote into the string buffer to construct a map
  name when given a Hexen map number. This was fine with the old scanner
  code, but only a happy coincidence prevents it from crashing with the new
  code
- Added the 'B' conversion specifier to StringFormat::VWorker() for printing
  binary numbers.
- Added CMake support for building with MinGW, MSYS, and NMake. Linux support
  is probably broken until I get around to booting into Linux again. Niceties
  provided over the existing Makefiles they're replacing:
  * All command-line builds can use the same build system, rather than having
    a separate one for MinGW and another for Linux.
  * Microsoft's NMake tool is supported as a target.
  * Progress meters.
  * Parallel makes work from a fresh checkout without needing to be primed
    first with a single-threaded make.
  * Porting to other architectures should be simplified, whenever that day
    comes.
- Replaced the makewad tool with zipdir. This handles the dependency tracking
  itself instead of generating an external makefile to do it, since I couldn't
  figure out how to generate a makefile with an external tool and include it
  with a CMake-generated makefile. Where makewad used a master list of files
  to generate the package file, zipdir just zips the entire contents of one or
  more directories.
- Added the gdtoa package from netlib's fp library so that ZDoom's printf-style
  formatting can be entirely independant of the CRT.

SVN r1082 (trunk)
2008-07-23 04:57:26 +00:00

172 lines
2.4 KiB
Text

// Ironlich -----------------------------------------------------------------
ACTOR Ironlich 6
{
Game Heretic
SpawnID 20
Health 700
Radius 40
Height 72
Mass 325
Speed 6
Painchance 32
Monster
+NOBLOOD
+DONTMORPH
+DONTSQUASH
+BOSSDEATH
SeeSound "ironlich/sight"
AttackSound "ironlich/attack"
PainSound "ironlich/pain"
DeathSound "ironlich/death"
ActiveSound "ironlich/active"
Obituary "$OB_IRONLICH"
HitObituary "$OB_IRONLICHHIT"
DropItem "BlasterAmmo", 84, 10
DropItem "ArtiEgg", 51, 0
action native A_LichAttack ();
States
{
Spawn:
LICH A 10 A_Look
Loop
See:
LICH A 4 A_Chase
Loop
Missile:
LICH A 5 A_FaceTarget
LICH B 20 A_LichAttack
Goto See
Death:
LICH C 7
LICH D 7 A_Scream
LICH EF 7
LICH G 7 A_NoBlocking
LICH H 7
LICH I -1 A_BossDeath
Stop
}
}
// Head FX 1 ----------------------------------------------------------------
ACTOR HeadFX1
{
Game Heretic
SpawnID 164
Radius 12
Height 6
Speed 13
FastSpeed 20
Damage 1
Projectile
+THRUGHOST
RenderStyle Add
action native A_LichIceImpact();
States
{
Spawn:
FX05 ABC 6 BRIGHT
Loop
Death:
FX05 D 5 BRIGHT A_LichIceImpact
FX05 EFG 5 BRIGHT
Stop
}
}
// Head FX 2 ----------------------------------------------------------------
ACTOR HeadFX2
{
Radius 12
Height 6
Speed 8
Damage 3
Projectile
-ACTIVATEIMPACT
-ACTIVATEPCROSS
RenderStyle Add
States
{
Spawn:
FX05 HIJ 6 BRIGHT
Loop
Death:
FX05 DEFG 5 BRIGHT
Stop
}
}
// Head FX 3 ----------------------------------------------------------------
ACTOR HeadFX3
{
Radius 14
Height 12
Speed 10
FastSpeed 18
Damage 5
Projectile
+WINDTHRUST
-ACTIVATEIMPACT
-ACTIVATEPCROSS
-NOBLOCKMAP
RenderStyle Add
action native A_LichFireGrow ();
States
{
Spawn:
FX06 ABC 4 BRIGHT A_LichFireGrow
Loop
NoGrow:
FX06 ABC 4 BRIGHT
Loop
Death:
FX06 DEFG 5 BRIGHT
Stop
}
}
// Whirlwind ----------------------------------------------------------------
ACTOR Whirlwind native
{
Game Heretic
SpawnID 165
Radius 16
Height 75
Speed 10
Damage 1
Projectile
-ACTIVATEIMPACT
-ACTIVATEMCROSS
+SEEKERMISSILE
+EXPLOCOUNT
RenderStyle Translucent
Alpha 0.4
action native A_WhirlwindSeek();
States
{
Spawn:
FX07 DEFG 3
FX07 ABC 3 A_WhirlwindSeek
Goto Spawn+4
Death:
FX07 GFED 4
Stop
}
}