qzdoom/wadsrc/static/zscript/doom/lostsoul.txt
Christoph Oelckers 784f7ed671 - converted all of Doom's actors.
- fixed a few problems that were encountered during conversion:
 * action specials as action functions were not recognized by the parser.
 * Player.StartItem could not be parsed.
 * disabled the naming hack for PowerupType. ZScript, unlike DECORATE will never prepend 'Power' to the power's name, it always needs to specified by its full name.
 * states and defaults were not checked for empty bodies.
 * the scope qualifier for goto labels was not properly converted to a string, because it is an ENamedName, not an FName.
2016-10-14 20:08:41 +02:00

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Text

//===========================================================================
//
// Lost Soul
//
//===========================================================================
class LostSoul : Actor
{
Default
{
Health 100;
Radius 16;
Height 56;
Mass 50;
Speed 8;
Damage 3;
PainChance 256;
Monster;
+FLOAT +NOGRAVITY +MISSILEMORE +DONTFALL +NOICEDEATH;
AttackSound "skull/melee";
PainSound "skull/pain";
DeathSound "skull/death";
ActiveSound "skull/active";
RenderStyle "SoulTrans";
Obituary "$OB_SKULL";
}
States
{
Spawn:
SKUL AB 10 BRIGHT A_Look;
Loop;
See:
SKUL AB 6 BRIGHT A_Chase;
Loop;
Missile:
SKUL C 10 BRIGHT A_FaceTarget;
SKUL D 4 BRIGHT A_SkullAttack;
SKUL CD 4 BRIGHT;
Goto Missile+2;
Pain:
SKUL E 3 BRIGHT;
SKUL E 3 BRIGHT A_Pain;
Goto See;
Death:
SKUL F 6 BRIGHT;
SKUL G 6 BRIGHT A_Scream;
SKUL H 6 BRIGHT;
SKUL I 6 BRIGHT A_NoBlocking;
SKUL J 6;
SKUL K 6;
Stop;
}
}
class BetaSkull : LostSoul
{
States
{
Spawn:
SKUL A 10 A_Look;
Loop;
See:
SKUL BCDA 5 A_Chase;
Loop;
Missile:
SKUL E 4 A_FaceTarget;
SKUL F 5 A_BetaSkullAttack;
SKUL F 4;
Goto See;
Pain:
SKUL G 4;
SKUL H 2 A_Pain;
Goto See;
SKUL I 4;
Goto See;
Death:
SKUL JKLM 5;
SKUL N 5 A_Scream;
SKUL O 5;
SKUL P 5 A_Fall;
SKUL Q 5 A_Stop;
Wait;
}
}