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https://github.com/ZDoom/qzdoom.git
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063c85b157
with an FString now. - Fixed: The music strings in the default level info were never freed and caused memory leaks when used repeatedly. - Fixed: The intermusic string in the level info was never freed. - Fixed: The default fire obituary should only be printed if the damage came from the environment. If it comes from a monster the monster specific obituary should be used instead. - Added custom damage types from the floating point test release. - Changed Pain Elemental's massacre check. Now A_PainDie checks for the damage type and doesn't spawn anything if it is NAME_Massacre. A_PainDie can also be used by other actors so a more generalized approach is needed than hard coding it into the Pain Elemental. - Converted a few of Doom's monsters to DECORATE because I couldn't test the first version of the custom state code with the corpses inheriting from them. - Added custom states from last year's floating point test release and fixed some bugs I found in that code. Unfortunately it wasn't all salvageable and it was easier to recreate some parts from scratch. SVN r368 (trunk)
51 lines
957 B
Text
51 lines
957 B
Text
//===========================================================================
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//
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// Lost Soul
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//
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//===========================================================================
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ACTOR LostSoul 3006
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{
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Game Doom
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SpawnID 110
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Health 100
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Radius 16
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Height 56
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Mass 50
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Speed 8
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Damage 3
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PainChance 256
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Monster
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+FLOAT +NOGRAVITY +MISSILEMORE +DONTFALL +NOICEDEATH
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AttackSound "skull/melee"
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PainSound "skull/pain"
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DeathSound "skull/death"
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ActiveSound "skull/active"
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RenderStyle SoulTrans
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Obituary "$OB_SKULL"
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States
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{
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Spawn:
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SKUL AB 10 BRIGHT A_Look
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Loop
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See:
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SKUL AB 6 BRIGHT A_Chase
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Loop
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Missile:
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SKUL C 10 BRIGHT A_FaceTarget
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SKUL D 4 BRIGHT A_SkullAttack
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SKUL CD 4 BRIGHT
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Goto Missile+2
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Pain:
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SKUL E 3 BRIGHT
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SKUL E 3 BRIGHT A_Pain
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Goto See
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Death:
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SKUL F 6 BRIGHT
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SKUL G 6 BRIGHT A_Scream
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SKUL H 6 BRIGHT
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SKUL I 6 BRIGHT A_Fall
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SKUL J 6
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SKUL K 6
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Stop
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}
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}
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