qzdoom/wadsrc/static/zscript/heretic/hereticimp.txt
Christoph Oelckers 3d61d2c1f4 - reviewd script code for spawn calls that did not check their results.
Nothing should ever assume that spawning an actor is unconditionally successful. There can always be some edge cases where this is not the case.
2016-12-31 15:40:51 +01:00

244 lines
4 KiB
Text

// Heretic imp (as opposed to the Doom variety) -----------------------------
class HereticImp : Actor
{
bool extremecrash;
Default
{
Health 40;
Radius 16;
Height 36;
Mass 50;
Speed 10;
Painchance 200;
Monster;
+FLOAT
+NOGRAVITY
+SPAWNFLOAT
+DONTOVERLAP
+MISSILEMORE
SeeSound "himp/sight";
AttackSound "himp/attack";
PainSound "himp/pain";
DeathSound "himp/death";
ActiveSound "himp/active";
Obituary "$OB_HERETICIMP";
HitObituary "$OB_HERETICIMPHIT";
}
States
{
Spawn:
IMPX ABCB 10 A_Look;
Loop;
See:
IMPX AABBCCBB 3 A_Chase;
Loop;
Melee:
IMPX DE 6 A_FaceTarget;
IMPX F 6 A_CustomMeleeAttack(random[ImpMeAttack](5,12), "himp/attack", "himp/attack");
Goto See;
Missile:
IMPX A 10 A_FaceTarget;
IMPX B 6 A_ImpMsAttack;
IMPX CBAB 6;
Goto Missile+2;
Pain:
IMPX G 3;
IMPX G 3 A_Pain;
Goto See;
Death:
IMPX G 4 A_ImpDeath;
IMPX H 5;
Wait;
XDeath:
IMPX S 5 A_ImpXDeath1;
IMPX TU 5;
IMPX V 5 A_Gravity;
IMPX W 5;
Wait;
Crash:
IMPX I 7 A_ImpExplode;
IMPX J 7 A_Scream;
IMPX K 7;
IMPX L -1;
Stop;
XCrash:
IMPX X 7;
IMPX Y 7;
IMPX Z -1;
Stop;
}
//----------------------------------------------------------------------------
//
// PROC A_ImpMsAttack
//
//----------------------------------------------------------------------------
void A_ImpMsAttack()
{
if (!target || random[ImpMSAtk]() > 64)
{
SetState (SeeState);
return;
}
A_SkullAttack(12);
}
//----------------------------------------------------------------------------
//
// PROC A_ImpExplode
//
//----------------------------------------------------------------------------
void A_ImpExplode()
{
Actor chunk;
bNoGravity = false;
chunk = Spawn("HereticImpChunk1", pos, ALLOW_REPLACE);
if (chunk != null)
{
chunk.vel.x = random2[ImpExplode]() / 64.;
chunk.vel.y = random2[ImpExplode]() / 64.;
chunk.vel.z = 9;
}
chunk = Spawn("HereticImpChunk2", pos, ALLOW_REPLACE);
if (chunk != null)
{
chunk.vel.x = random2[ImpExplode]() / 64.;
chunk.vel.y = random2[ImpExplode]() / 64.;
chunk.vel.z = 9;
}
if (extremecrash)
{
SetStateLabel ("XCrash");
}
}
//----------------------------------------------------------------------------
//
// PROC A_ImpDeath
//
//----------------------------------------------------------------------------
void A_ImpDeath()
{
bSolid = false;
bFloorClip = true;
}
//----------------------------------------------------------------------------
//
// PROC A_ImpXDeath1
//
//----------------------------------------------------------------------------
void A_ImpXDeath1()
{
bSolid = false;
bFloorClip = true;
bNoGravity = true;
extremecrash = true;
}
}
// Heretic imp leader -------------------------------------------------------
class HereticImpLeader : HereticImp
{
Default
{
Species "HereticImpLeader";
Health 80;
-MISSILEMORE
AttackSound "himp/leaderattack";
}
States
{
Melee:
Stop;
Missile:
IMPX DE 6 A_FaceTarget;
IMPX F 6 A_CustomComboAttack("HereticImpBall", 32, random[ImpMsAttack2](5,12), "himp/leaderattack");
Goto See;
}
}
// Heretic imp chunk 1 ------------------------------------------------------
class HereticImpChunk1 : Actor
{
Default
{
Mass 5;
Radius 4;
+NOBLOCKMAP
+MOVEWITHSECTOR
}
States
{
Spawn:
IMPX M 5;
IMPX NO 700;
Stop;
}
}
// Heretic imp chunk 2 ------------------------------------------------------
class HereticImpChunk2 : Actor
{
Default
{
Mass 5;
Radius 4;
+NOBLOCKMAP
+MOVEWITHSECTOR
}
States
{
Spawn:
IMPX P 5;
IMPX QR 700;
Stop;
}
}
// Heretic imp ball ---------------------------------------------------------
class HereticImpBall : Actor
{
Default
{
Radius 8;
Height 8;
Speed 10;
FastSpeed 20;
Damage 1;
Projectile;
SeeSound "himp/leaderattack";
+SPAWNSOUNDSOURCE
-ACTIVATEPCROSS
-ACTIVATEIMPACT
RenderStyle "Add";
}
States
{
Spawn:
FX10 ABC 6 Bright;
Loop;
Death:
FX10 DEFG 5 Bright;
Stop;
}
}