mirror of
https://github.com/ZDoom/qzdoom.git
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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.
223 lines
3.8 KiB
Text
223 lines
3.8 KiB
Text
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// Alien Spectre 1 -----------------------------------------------------------
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class AlienSpectre1 : SpectralMonster
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{
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Default
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{
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Health 1000;
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Painchance 250;
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Speed 12;
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Radius 64;
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Height 64;
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FloatSpeed 5;
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Mass 1000;
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MinMissileChance 150;
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RenderStyle "Translucent";
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Alpha 0.666;
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SeeSound "alienspectre/sight";
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AttackSound "alienspectre/blade";
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PainSound "alienspectre/pain";
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DeathSound "alienspectre/death";
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ActiveSound "alienspectre/active";
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Obituary "$OB_ALIENSPECTRE";
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+NOGRAVITY
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+FLOAT
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+SHADOW
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+NOTDMATCH
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+DONTMORPH
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+NOBLOCKMONST
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+INCOMBAT
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+LOOKALLAROUND
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+NOICEDEATH
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}
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native void A_AlienSpectreDeath ();
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States
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{
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Spawn:
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ALN1 A 10 A_Look;
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ALN1 B 10 A_SentinelBob;
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Loop;
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See:
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ALN1 AB 4 Bright A_Chase;
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ALN1 C 4 Bright A_SentinelBob;
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ALN1 DEF 4 Bright A_Chase;
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ALN1 G 4 Bright A_SentinelBob;
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ALN1 HIJ 4 Bright A_Chase;
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ALN1 K 4 Bright A_SentinelBob;
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Loop;
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Melee:
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ALN1 J 4 Bright A_FaceTarget;
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ALN1 I 4 Bright A_CustomMeleeAttack((random[SpectreMelee](0,255)&9)*5);
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ALN1 H 4 Bright;
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Goto See;
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Missile:
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ALN1 J 4 Bright A_FaceTarget;
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ALN1 I 4 Bright A_SpotLightning;
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ALN1 H 4 Bright;
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Goto See+10;
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Pain:
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ALN1 J 2 A_Pain;
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Goto See+6;
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Death:
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AL1P A 6 Bright A_SpectreChunkSmall;
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AL1P B 6 Bright A_Scream;
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AL1P C 6 Bright A_SpectreChunkSmall;
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AL1P DE 6 Bright;
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AL1P F 6 Bright A_SpectreChunkSmall;
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AL1P G 6 Bright;
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AL1P H 6 Bright A_SpectreChunkSmall;
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AL1P IJK 6 Bright;
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AL1P LM 5 Bright;
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AL1P N 5 Bright A_SpectreChunkLarge;
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AL1P OPQ 5 Bright;
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AL1P R 5 Bright A_AlienSpectreDeath;
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Stop;
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}
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}
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// Alien Spectre 2 -----------------------------------------------------------
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class AlienSpectre2 : AlienSpectre1
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{
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Default
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{
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Health 1200;
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Painchance 50;
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Radius 24;
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DropItem "Sigil2";
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}
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States
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{
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Missile:
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ALN1 F 4 A_FaceTarget;
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ALN1 I 4 A_CustomMissile("SpectralLightningH3", 32, 0);
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ALN1 E 4;
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Goto See+10;
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}
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}
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// Alien Spectre 3 ----------------------------------------------------------
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// This is the Oracle's personal spectre, so it's a little different.
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class AlienSpectre3 : AlienSpectre1
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{
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Default
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{
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Health 1500;
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Painchance 50;
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Radius 24;
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+SPAWNCEILING
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DropItem "Sigil3";
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DamageFactor "SpectralLow", 0;
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}
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States
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{
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Spawn:
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ALN1 ABCDEFGHIJK 5;
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Loop;
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See:
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ALN1 AB 5 A_Chase;
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ALN1 C 5 A_SentinelBob;
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ALN1 DEF 5 A_Chase;
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ALN1 G 5 A_SentinelBob;
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ALN1 HIJ 5 A_Chase;
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ALN1 K 5 A_SentinelBob;
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Loop;
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Melee:
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ALN1 J 4 A_FaceTarget;
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ALN1 I 4 A_CustomMeleeAttack((random[SpectreMelee](0,255)&9)*5);
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ALN1 C 4;
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Goto See+2;
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Missile:
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ALN1 F 4 A_FaceTarget;
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ALN1 I 4 A_Spectre3Attack;
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ALN1 E 4;
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Goto See+10;
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Pain:
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ALN1 J 2 A_Pain;
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Goto See+6;
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}
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}
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// Alien Spectre 4 -----------------------------------------------------------
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class AlienSpectre4 : AlienSpectre1
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{
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Default
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{
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Health 1700;
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Painchance 50;
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Radius 24;
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DropItem "Sigil4";
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}
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States
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{
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Missile:
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ALN1 F 4 A_FaceTarget;
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ALN1 I 4 A_CustomMissile("SpectralLightningBigV2", 32, 0);
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ALN1 E 4;
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Goto See+10;
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}
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}
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// Alien Spectre 5 -----------------------------------------------------------
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class AlienSpectre5 : AlienSpectre1
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{
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Default
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{
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Health 2000;
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Painchance 50;
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Radius 24;
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DropItem "Sigil5";
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}
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States
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{
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Missile:
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ALN1 F 4 A_FaceTarget;
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ALN1 I 4 A_CustomMissile("SpectralLightningBigBall2", 32, 0);
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ALN1 E 4;
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Goto See+10;
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}
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}
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// Small Alien Chunk --------------------------------------------------------
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class AlienChunkSmall : Actor
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{
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Default
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{
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+NOBLOCKMAP
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+NOCLIP
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}
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States
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{
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Spawn:
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NODE ABCDEFG 6 Bright;
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Stop;
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}
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}
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// Large Alien Chunk --------------------------------------------------------
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class AlienChunkLarge : Actor
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{
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Default
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{
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+NOBLOCKMAP
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+NOCLIP
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}
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States
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{
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Spawn:
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MTHD ABCDEFGHIJK 5 Bright;
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Stop;
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}
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}
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