mirror of
https://github.com/ZDoom/qzdoom.git
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a90ba9deb6
- Made the Ettin's and Centaur's howling sound an actor property. - Added A_CustomComboAttack function to finally have something that can replace the old A_ComboAttack function. - Added A_SpawnItemEx function that removes the problems with A_SpawnItem and which also should make most of the A_CustomMissile abuse unnecessary. - Added A_QueueCorpse to the list of DECORATE code pointers. - Made the size of Hexen's corpse queue configurable by CVAR (sv_corpsequeuesize.) Setting this CVAR to -1 will disable corpse queuing completely so that even in Hexen all corpses will stay forever. SVN r392 (trunk)
61 lines
1,007 B
Text
61 lines
1,007 B
Text
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// Zombie -------------------------------------------------------------------
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ACTOR Zombie : StrifeHumanoid 169
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{
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Game Strife
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Health 31
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Radius 20
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Height 56
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PainChance 0
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+SOLID
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+SHOOTABLE
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+FLOORCLIP
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+CANPASS
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+CANPUSHWALLS
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+ACTIVATEMCROSS
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MinMissileChance 150
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MaxStepHeight 16
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MaxDropOffHeight 32
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Translation 0
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ConversationID 28, -1, -1
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DeathSound "zombie/death"
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States
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{
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Spawn:
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PEAS A 5 A_CheckTerrain
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Loop
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Pain:
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AGRD A 5 A_CheckTerrain
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Loop
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Death:
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GIBS M 5 A_TossGib
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GIBS N 5 A_XScream
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GIBS O 5 A_NoBlocking
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GIBS PQRST 4 A_TossGib
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GIBS U 5
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GIBS V 1400
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Stop
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}
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}
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// Zombie Spawner -----------------------------------------------------------
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ACTOR ZombieSpawner 170
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{
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Game Strife
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Health 20
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+SHOOTABLE
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+NOSECTOR
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RenderStyle None
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ConversationID 30, -1, -1
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ActiveSound "zombie/spawner" // Does Strife use this somewhere else?
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States
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{
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Spawn:
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TNT1 A 175 A_SpawnItemEx("Zombie")
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Loop
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}
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}
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