mirror of
https://github.com/ZDoom/qzdoom.git
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121 lines
2.1 KiB
Text
121 lines
2.1 KiB
Text
//===========================================================================
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//
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// Lost Soul
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//
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//===========================================================================
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class LostSoul : Actor
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{
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Default
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{
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Health 100;
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Radius 16;
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Height 56;
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Mass 50;
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Speed 8;
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Damage 3;
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PainChance 256;
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Monster;
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+FLOAT +NOGRAVITY +MISSILEMORE +DONTFALL +NOICEDEATH;
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AttackSound "skull/melee";
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PainSound "skull/pain";
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DeathSound "skull/death";
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ActiveSound "skull/active";
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RenderStyle "SoulTrans";
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Obituary "$OB_SKULL";
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}
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States
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{
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Spawn:
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SKUL AB 10 BRIGHT A_Look;
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Loop;
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See:
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SKUL AB 6 BRIGHT A_Chase;
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Loop;
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Missile:
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SKUL C 10 BRIGHT A_FaceTarget;
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SKUL D 4 BRIGHT A_SkullAttack;
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SKUL CD 4 BRIGHT;
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Goto Missile+2;
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Pain:
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SKUL E 3 BRIGHT;
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SKUL E 3 BRIGHT A_Pain;
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Goto See;
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Death:
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SKUL F 6 BRIGHT;
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SKUL G 6 BRIGHT A_Scream;
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SKUL H 6 BRIGHT;
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SKUL I 6 BRIGHT A_NoBlocking;
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SKUL J 6;
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SKUL K 6;
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Stop;
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}
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}
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class BetaSkull : LostSoul
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{
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States
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{
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Spawn:
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SKUL A 10 A_Look;
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Loop;
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See:
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SKUL BCDA 5 A_Chase;
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Loop;
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Missile:
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SKUL E 4 A_FaceTarget;
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SKUL F 5 A_BetaSkullAttack;
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SKUL F 4;
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Goto See;
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Pain:
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SKUL G 4;
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SKUL H 2 A_Pain;
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Goto See;
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SKUL I 4;
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Goto See;
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Death:
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SKUL JKLM 5;
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SKUL N 5 A_Scream;
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SKUL O 5;
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SKUL P 5 A_Fall;
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SKUL Q 5 A_Stop;
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Wait;
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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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const SKULLSPEED = 20;
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void A_SkullAttack(float skullspeed = SKULLSPEED)
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{
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if (target == null) return;
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if (skullspeed <= 0) skullspeed = SKULLSPEED;
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bSkullfly = true;
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A_PlaySound(AttackSound, CHAN_VOICE);
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A_FaceTarget();
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VelFromAngle(skullspeed);
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Vel.Z = (target.pos.Z + target.Height/2 - pos.Z) / DistanceBySpeed(target, speed);
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}
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void A_BetaSkullAttack()
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{
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if (target == null || target.GetSpecies() == self.GetSpecies()) return;
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A_PlaySound(AttackSound, CHAN_WEAPON);
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A_FaceTarget();
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int damage = GetMissileDamage(7,1);
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target.DamageMobj(self, self, damage, 'None');
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}
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}
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