mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-12-02 00:43:43 +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.
166 lines
2.7 KiB
Text
166 lines
2.7 KiB
Text
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// Bishop -------------------------------------------------------------------
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class Bishop : Actor
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{
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Default
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{
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Health 130;
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Radius 22;
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Height 65;
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Speed 10;
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PainChance 110;
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Monster;
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+FLOAT +NOGRAVITY +NOBLOOD
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+TELESTOMP
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+DONTOVERLAP
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+NOTARGETSWITCH
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SeeSound "BishopSight";
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AttackSound "BishopAttack";
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PainSound "BishopPain";
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DeathSound "BishopDeath";
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ActiveSound "BishopActiveSounds";
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Obituary"$OB_BISHOP";
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}
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native void A_BishopChase();
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native void A_BishopDecide();
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native void A_BishopDoBlur();
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native void A_BishopSpawnBlur();
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native void A_BishopPainBlur();
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native void A_BishopAttack();
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native void A_BishopAttack2();
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States
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{
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Spawn:
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BISH A 10 A_Look;
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Loop;
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See:
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BISH A 2 A_Chase;
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BISH A 2 A_BishopChase;
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BISH A 2;
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BISH B 2 A_BishopChase;
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BISH B 2 A_Chase;
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BISH B 2 A_BishopChase;
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BISH A 1 A_BishopDecide;
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Loop;
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Blur:
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BISH A 2 A_BishopDoBlur;
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BISH A 4 A_BishopSpawnBlur;
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Wait;
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Pain:
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BISH C 6 A_Pain;
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BISH CCC 6 A_BishopPainBlur;
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BISH C 0;
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Goto See;
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Missile:
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BISH A 3 A_FaceTarget;
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BISH DE 3 A_FaceTarget;
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BISH F 3 A_BishopAttack;
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BISH F 5 A_BishopAttack2;
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Wait;
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Death:
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BISH G 6;
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BISH H 6 Bright A_Scream;
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BISH I 5 Bright A_NoBlocking;
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BISH J 5 BRIGHT A_Explode(random[BishopBoom](25,40));
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BISH K 5 Bright;
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BISH LM 4 Bright;
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BISH N 4 A_SpawnItemEx("BishopPuff", 0,0,40, 0,0,0.5);
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BISH O 4 A_QueueCorpse;
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BISH P -1;
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Stop;
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Ice:
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BISH X 5 A_FreezeDeath;
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BISH X 1 A_FreezeDeathChunks;
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Wait;
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}
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}
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// Bishop puff --------------------------------------------------------------
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class BishopPuff : Actor
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{
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Default
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{
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+NOBLOCKMAP +NOGRAVITY
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RenderStyle "Translucent";
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Alpha 0.6;
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}
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States
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{
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Spawn:
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BISH QRST 5;
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BISH UV 6;
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BISH W 5;
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Stop;
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}
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}
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// Bishop pain blur ---------------------------------------------------------
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class BishopPainBlur : Actor
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{
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Default
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{
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+NOBLOCKMAP +NOGRAVITY
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RenderStyle "Translucent";
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Alpha 0.6;
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}
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States
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{
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Spawn:
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BISH C 8;
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Stop;
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}
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}
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// Bishop FX ----------------------------------------------------------------
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class BishopFX : Actor
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{
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Default
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{
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Radius 10;
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Height 6;
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Speed 10;
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Damage 1;
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Projectile;
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+SEEKERMISSILE
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-ACTIVATEIMPACT -ACTIVATEPCROSS
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+STRIFEDAMAGE
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RenderStyle "Add";
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DeathSound "BishopMissileExplode";
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}
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States
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{
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Spawn:
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BPFX ABAB 1 Bright A_BishopMissileWeave;
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BPFX B 0 Bright A_SeekerMissile(2,3);
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Loop;
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Death:
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BPFX CDEF 4 Bright;
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BPFX GH 3 Bright;
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Stop;
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}
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}
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// Bishop blur --------------------------------------------------------------
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class BishopBlur : Actor
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{
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Default
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{
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+NOBLOCKMAP +NOGRAVITY
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RenderStyle "Translucent";
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Alpha 0.6;
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}
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States
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{
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Spawn:
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BISH A 16;
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BISH A 8 A_SetTranslucent(0.4);
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Stop;
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}
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}
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