mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-11-11 15:22:16 +00:00
784f7ed671
- 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.
122 lines
2 KiB
Text
122 lines
2 KiB
Text
//===========================================================================
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//
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// Revenant
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//
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//===========================================================================
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class Revenant : Actor
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{
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Default
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{
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Health 300;
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Radius 20;
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Height 56;
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Mass 500;
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Speed 10;
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PainChance 100;
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Monster;
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MeleeThreshold 196;
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+MISSILEMORE
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+FLOORCLIP
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SeeSound "skeleton/sight";
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PainSound "skeleton/pain";
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DeathSound "skeleton/death";
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ActiveSound "skeleton/active";
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MeleeSound "skeleton/melee";
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HitObituary "$OB_UNDEADHIT";
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Obituary "$OB_UNDEAD";
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}
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States
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{
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Spawn:
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SKEL AB 10 A_Look;
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Loop;
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See:
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SKEL AABBCCDDEEFF 2 A_Chase;
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Loop;
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Melee:
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SKEL G 0 A_FaceTarget;
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SKEL G 6 A_SkelWhoosh;
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SKEL H 6 A_FaceTarget;
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SKEL I 6 A_SkelFist;
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Goto See;
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Missile:
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SKEL J 0 BRIGHT A_FaceTarget;
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SKEL J 10 BRIGHT A_FaceTarget;
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SKEL K 10 A_SkelMissile;
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SKEL K 10 A_FaceTarget;
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Goto See;
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Pain:
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SKEL L 5;
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SKEL L 5 A_Pain;
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Goto See;
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Death:
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SKEL LM 7;
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SKEL N 7 A_Scream;
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SKEL O 7 A_NoBlocking;
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SKEL P 7;
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SKEL Q -1;
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Stop;
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Raise:
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SKEL Q 5;
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SKEL PONML 5;
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Goto See;
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}
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}
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//===========================================================================
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//
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// Revenant Tracer
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//
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//===========================================================================
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class RevenantTracer : Actor
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{
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Default
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{
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Radius 11;
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Height 8;
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Speed 10;
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Damage 10;
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Projectile;
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+SEEKERMISSILE
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+RANDOMIZE
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SeeSound "skeleton/attack";
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DeathSound "skeleton/tracex";
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RenderStyle "Add";
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}
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States
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{
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Spawn:
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FATB AB 2 BRIGHT A_Tracer;
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Loop;
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Death:
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FBXP A 8 BRIGHT;
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FBXP B 6 BRIGHT;
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FBXP C 4 BRIGHT;
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Stop;
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}
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}
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//===========================================================================
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//
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// Revenant Tracer Smoke
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//
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//===========================================================================
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class RevenantTracerSmoke : Actor
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{
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Default
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{
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+NOBLOCKMAP
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+NOGRAVITY
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+NOTELEPORT
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RenderStyle "Translucent";
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Alpha 0.5;
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}
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States
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{
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Spawn:
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PUFF ABABC 4;
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Stop;
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}
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}
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