mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-11-14 16:41:07 +00:00
371712c53a
- fixed emission of the self pointer in FxVMFunctionCall. I did not realize that the self expression only sets up a register for the value, not pushing it onto the stack.
126 lines
2.1 KiB
Text
126 lines
2.1 KiB
Text
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// Dragon -------------------------------------------------------------------
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class Dragon : Actor
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{
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Default
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{
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Health 640;
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PainChance 128;
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Speed 10;
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Height 65;
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Mass 0x7fffffff;
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Monster;
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+NOGRAVITY +FLOAT +NOBLOOD
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+BOSS
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+DONTMORPH +NOTARGET
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+NOICEDEATH
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SeeSound "DragonSight";
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AttackSound "DragonAttack";
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PainSound "DragonPain";
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DeathSound "DragonDeath";
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ActiveSound "DragonActive";
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Obituary "$OB_DRAGON";
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}
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native void A_DragonInitFlight();
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native void A_DragonFlap();
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native void A_DragonFlight();
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native void A_DragonPain();
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native void A_DragonAttack();
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native void A_DragonCheckCrash();
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States
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{
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Spawn:
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DRAG D 10 A_Look;
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Loop;
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See:
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DRAG CB 5;
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DRAG A 5 A_DragonInitFlight;
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DRAG B 3 A_DragonFlap;
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DRAG BCCDDCCBBAA 3 A_DragonFlight;
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Goto See + 3;
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Pain:
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DRAG F 10 A_DragonPain;
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Goto See + 3;
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Missile:
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DRAG E 8 A_DragonAttack;
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Goto See + 3;
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Death:
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DRAG G 5 A_Scream;
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DRAG H 4 A_NoBlocking;
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DRAG I 4;
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DRAG J 4 A_DragonCheckCrash;
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Wait;
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Crash:
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DRAG KL 5;
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DRAG M -1;
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Stop;
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}
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}
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// Dragon Fireball ----------------------------------------------------------
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class DragonFireball : Actor
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{
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Default
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{
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Speed 24;
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Radius 12;
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Height 10;
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Damage 6;
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DamageType "Fire";
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Projectile;
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-ACTIVATEIMPACT -ACTIVATEPCROSS
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RenderStyle "Add";
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DeathSound "DragonFireballExplode";
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}
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native void A_DragonFX2();
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States
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{
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Spawn:
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DRFX ABCDEF 4 Bright;
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Loop;
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Death:
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DRFX GHI 4 Bright;
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DRFX J 4 Bright A_DragonFX2;
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DRFX KL 3 Bright;
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Stop;
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}
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}
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// Dragon Fireball Secondary Explosion --------------------------------------
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class DragonExplosion : Actor
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{
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Default
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{
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Radius 8;
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Height 8;
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DamageType "Fire";
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+NOBLOCKMAP
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+NOTELEPORT
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+INVISIBLE
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RenderStyle "Add";
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DeathSound "DragonFireballExplode";
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}
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States
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{
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Spawn:
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CFCF Q 1 Bright;
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CFCF Q 4 Bright A_UnHideThing;
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CFCF R 3 Bright A_Scream;
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CFCF S 4 Bright;
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CFCF T 3 Bright A_Explode (80, 128, 0);
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CFCF U 4 Bright;
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CFCF V 3 Bright;
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CFCF W 4 Bright;
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CFCF X 3 Bright;
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CFCF Y 4 Bright;
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CFCF Z 3 Bright;
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Stop;
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}
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}
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