mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-11-25 05:21:02 +00:00
823c52aeb2
- fixed: Script functions did not receive the function name when being created. - relaxed the asserts for PARAM_STATE, because the VM knows nothing about ATAG_STATE. Any state variable's content (e.g. Actor.SeeState) will receive ATAG_GENERIC, rather than ATAG_STATE. - added a 'NeedResult' flag so that certain operations can create shorter code if the result of the expression is not needed. So far only used for postdecrement/increment statements on local variables (which is the most frequent case where this matters.) - fixed postincrement and decrement for local variables. Due to the result preservation semantics it created faulty code.
343 lines
6 KiB
Text
343 lines
6 KiB
Text
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//===========================================================================
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//
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// Zombie man
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//
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//===========================================================================
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class ZombieMan : Actor
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{
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Default
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{
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Health 20;
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Radius 20;
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Height 56;
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Speed 8;
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PainChance 200;
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Monster;
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+FLOORCLIP
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SeeSound "grunt/sight";
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AttackSound "grunt/attack";
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PainSound "grunt/pain";
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DeathSound "grunt/death";
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ActiveSound "grunt/active";
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Obituary "$OB_ZOMBIE";
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DropItem "Clip";
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}
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States
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{
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Spawn:
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POSS AB 10 A_Look;
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Loop;
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See:
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POSS AABBCCDD 4 A_Chase;
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Loop;
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Missile:
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POSS E 10 A_FaceTarget;
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POSS F 8 A_PosAttack;
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POSS E 8;
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Goto See;
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Pain:
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POSS G 3;
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POSS G 3 A_Pain;
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Goto See;
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Death:
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POSS H 5;
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POSS I 5 A_Scream;
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POSS J 5 A_NoBlocking;
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POSS K 5;
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POSS L -1;
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Stop;
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XDeath:
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POSS M 5;
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POSS N 5 A_XScream;
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POSS O 5 A_NoBlocking;
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POSS PQRST 5;
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POSS U -1;
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Stop;
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Raise:
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POSS K 5;
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POSS JIH 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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// Sergeant / Shotgun guy
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//
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//===========================================================================
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class ShotgunGuy : Actor
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{
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Default
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{
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Health 30;
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Radius 20;
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Height 56;
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Mass 100;
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Speed 8;
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PainChance 170;
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Monster;
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+FLOORCLIP
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SeeSound "shotguy/sight";
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AttackSound "shotguy/attack";
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PainSound "shotguy/pain";
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DeathSound "shotguy/death";
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ActiveSound "shotguy/active";
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Obituary "$OB_SHOTGUY";
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DropItem "Shotgun";
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}
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States
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{
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Spawn:
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SPOS AB 10 A_Look;
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Loop;
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See:
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SPOS AABBCCDD 3 A_Chase;
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Loop;
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Missile:
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SPOS E 10 A_FaceTarget;
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SPOS F 10 BRIGHT A_SposAttackUseAtkSound;
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SPOS E 10;
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Goto See;
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Pain:
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SPOS G 3;
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SPOS G 3 A_Pain;
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Goto See;
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Death:
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SPOS H 5;
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SPOS I 5 A_Scream;
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SPOS J 5 A_NoBlocking;
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SPOS K 5;
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SPOS L -1;
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Stop;
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XDeath:
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SPOS M 5;
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SPOS N 5 A_XScream;
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SPOS O 5 A_NoBlocking;
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SPOS PQRST 5;
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SPOS U -1;
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Stop;
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Raise:
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SPOS L 5;
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SPOS KJIH 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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// Chaingunner
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//
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//===========================================================================
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class ChaingunGuy : Actor
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{
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Default
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{
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Health 70;
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Radius 20;
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Height 56;
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Mass 100;
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Speed 8;
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PainChance 170;
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Monster;
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+FLOORCLIP
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SeeSound "chainguy/sight";
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PainSound "chainguy/pain";
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DeathSound "chainguy/death";
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ActiveSound "chainguy/active";
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AttackSound "chainguy/attack";
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Obituary "$OB_CHAINGUY";
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Dropitem "Chaingun";
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}
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States
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{
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Spawn:
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CPOS AB 10 A_Look;
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Loop;
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See:
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CPOS AABBCCDD 3 A_Chase;
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Loop;
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Missile:
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CPOS E 10 A_FaceTarget;
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CPOS FE 4 BRIGHT A_CPosAttack;
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CPOS F 1 A_CPosRefire;
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Goto Missile+1;
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Pain:
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CPOS G 3;
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CPOS G 3 A_Pain;
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Goto See;
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Death:
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CPOS H 5;
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CPOS I 5 A_Scream;
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CPOS J 5 A_NoBlocking;
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CPOS KLM 5;
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CPOS N -1;
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Stop;
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XDeath:
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CPOS O 5;
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CPOS P 5 A_XScream;
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CPOS Q 5 A_NoBlocking;
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CPOS RS 5;
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CPOS T -1;
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Stop;
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Raise:
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CPOS N 5;
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CPOS MLKJIH 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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// SS Nazi
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//
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//===========================================================================
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class WolfensteinSS : Actor
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{
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Default
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{
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Health 50;
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Radius 20;
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Height 56;
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Speed 8;
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PainChance 170;
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Monster;
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+FLOORCLIP
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SeeSound "wolfss/sight";
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PainSound "wolfss/pain";
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DeathSound "wolfss/death";
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ActiveSound "wolfss/active";
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AttackSound "wolfss/attack";
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Obituary "$OB_WOLFSS";
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Dropitem "Clip";
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}
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States
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{
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Spawn:
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SSWV AB 10 A_Look;
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Loop;
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See:
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SSWV AABBCCDD 3 A_Chase;
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Loop;
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Missile:
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SSWV E 10 A_FaceTarget;
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SSWV F 10 A_FaceTarget;
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SSWV G 4 BRIGHT A_CPosAttack;
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SSWV F 6 A_FaceTarget;
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SSWV G 4 BRIGHT A_CPosAttack;
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SSWV F 1 A_CPosRefire;
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Goto Missile+1;
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Pain:
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SSWV H 3;
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SSWV H 3 A_Pain;
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Goto See;
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Death:
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SSWV I 5;
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SSWV J 5 A_Scream;
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SSWV K 5 A_NoBlocking;
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SSWV L 5;
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SSWV M -1;
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Stop;
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XDeath:
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SSWV N 5 ;
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SSWV O 5 A_XScream;
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SSWV P 5 A_NoBlocking;
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SSWV QRSTU 5;
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SSWV V -1;
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Stop;
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Raise:
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SSWV M 5;
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SSWV LKJI 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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// Code (must be attached to Actor)
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//
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//===========================================================================
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extend class Actor
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{
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void A_PosAttack()
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{
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if (target)
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{
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A_FaceTarget();
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double ang = angle;
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double slope = AimLineAttack(ang, MISSILERANGE);
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A_PlaySound("grunt/attack", CHAN_WEAPON);
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ang += Random2[PosAttack]() * (22.5/256);
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int damage = Random[PosAttack](1, 5) * 3;
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LineAttack(ang, MISSILERANGE, slope, damage, "Hitscan", "Bulletpuff");
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}
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}
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private void A_SPosAttackInternal()
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{
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if (target)
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{
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A_FaceTarget();
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double bangle = angle;
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double slope = AimLineAttack(bangle, MISSILERANGE);
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for (int i=0 ; i<3 ; i++)
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{
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double ang = bangle + Random2[SPosAttack]() * (22.5/256);
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int damage = Random[SPosAttack](1, 5) * 3;
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LineAttack(ang, MISSILERANGE, slope, damage, "Hitscan", "Bulletpuff");
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}
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}
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}
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void A_SPosAttackUseAtkSound()
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{
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if (target)
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{
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A_PlaySound(AttackSound, CHAN_WEAPON);
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A_SPosAttackInternal();
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}
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}
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// This version of the function, which uses a hard-coded sound, is meant for Dehacked only.
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void A_SPosAttack()
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{
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if (target)
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{
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A_PlaySound("shotguy/attack", CHAN_WEAPON);
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A_SPosAttackInternal();
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}
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}
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void A_CPosAttack()
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{
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if (target)
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{
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if (bStealth) visdir = 1;
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A_PlaySound(AttackSound, CHAN_WEAPON);
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A_FaceTarget();
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double slope = AimLineAttack(angle, MISSILERANGE);
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double ang = angle + Random2[SPosAttack]() * (22.5/256);
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int damage = Random[CPosAttack](1, 5) * 3;
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LineAttack(ang, MISSILERANGE, slope, damage, "Hitscan", "Bulletpuff");
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}
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}
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void A_CPosRefire()
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{
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// keep firing unless target got out of sight
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A_FaceTarget();
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if (Random[CPosRefire](0, 255) >= 40)
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{
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if (!target
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|| HitFriend()
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|| target.health <= 0
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|| !CheckSight(target, SF_SEEPASTBLOCKEVERYTHING|SF_SEEPASTSHOOTABLELINES))
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{
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SetState(SeeState);
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}
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}
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}
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}
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