mirror of
https://github.com/ZDoom/qzdoom.git
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171 lines
2.9 KiB
Text
171 lines
2.9 KiB
Text
//===========================================================================
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//
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// Baron of Hell
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//
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//===========================================================================
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class BaronOfHell : Actor
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{
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Default
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{
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Health 1000;
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Radius 24;
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Height 64;
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Mass 1000;
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Speed 8;
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PainChance 50;
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Monster;
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+FLOORCLIP
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+BOSSDEATH
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SeeSound "baron/sight";
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PainSound "baron/pain";
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DeathSound "baron/death";
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ActiveSound "baron/active";
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Obituary "$OB_BARON";
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HitObituary "$OB_BARONHIT";
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Tag "$FN_BARON";
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}
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States
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{
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Spawn:
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BOSS AB 10 A_Look ;
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Loop;
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See:
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BOSS AABBCCDD 3 A_Chase;
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Loop;
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Melee:
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Missile:
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BOSS EF 8 A_FaceTarget;
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BOSS G 8 A_BruisAttack;
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Goto See;
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Pain:
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BOSS H 2;
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BOSS H 2 A_Pain;
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Goto See;
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Death:
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BOSS I 8;
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BOSS J 8 A_Scream;
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BOSS K 8;
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BOSS L 8 A_NoBlocking;
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BOSS MN 8;
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BOSS O -1 A_BossDeath;
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Stop;
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Raise:
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BOSS O 8;
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BOSS NMLKJI 8;
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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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// Hell Knight
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//
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//===========================================================================
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class HellKnight : BaronOfHell
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{
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Default
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{
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Health 500;
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-BOSSDEATH;
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SeeSound "knight/sight";
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ActiveSound "knight/active";
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PainSound "knight/pain";
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DeathSound "knight/death";
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HitObituary "$OB_KNIGHTHIT";
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Obituary "$OB_KNIGHT";
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Tag "$FN_HELL";
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}
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States
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{
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Spawn:
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BOS2 AB 10 A_Look;
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Loop;
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See:
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BOS2 AABBCCDD 3 A_Chase;
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Loop;
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Melee:
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Missile:
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BOS2 EF 8 A_FaceTarget;
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BOS2 G 8 A_BruisAttack;
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Goto See;
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Pain:
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BOS2 H 2;
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BOS2 H 2 A_Pain;
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Goto See;
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Death:
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BOS2 I 8;
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BOS2 J 8 A_Scream;
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BOS2 K 8;
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BOS2 L 8 A_NoBlocking;
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BOS2 MN 8;
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BOS2 O -1;
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Stop;
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Raise:
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BOS2 O 8;
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BOS2 NMLKJI 8;
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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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// Baron slime ball
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//
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//===========================================================================
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class BaronBall : Actor
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{
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Default
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{
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Radius 6;
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Height 16;
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Speed 15;
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FastSpeed 20;
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Damage 8;
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Projectile ;
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+RANDOMIZE
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+ZDOOMTRANS
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RenderStyle "Add";
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Alpha 1;
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SeeSound "baron/attack";
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DeathSound "baron/shotx";
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Decal "BaronScorch";
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}
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States
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{
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Spawn:
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BAL7 AB 4 BRIGHT;
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Loop;
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Death:
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BAL7 CDE 6 BRIGHT;
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Stop;
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}
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}
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//===========================================================================
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//
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// Code (must be attached to Actor)
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//
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//===========================================================================
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extend class Actor
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{
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void A_BruisAttack()
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{
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let targ = target;
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if (targ)
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{
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if (CheckMeleeRange())
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{
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int damage = random[pr_bruisattack](1, 8) * 10;
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A_StartSound ("baron/melee", CHAN_WEAPON);
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int newdam = target.DamageMobj (self, self, damage, "Melee");
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targ.TraceBleed (newdam > 0 ? newdam : damage, self);
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}
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else
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{
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// launch a missile
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SpawnMissile (target, "BaronBall");
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}
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}
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}
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}
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