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https://github.com/ZDoom/qzdoom.git
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8c2f651bdb
- After doing some tests with state label scopes I had to conclude that using '.' both for separating sub-state-labels and scope resolution identifiers does not work reliably unless all actor class names were prohibited from being used as state labels. Since that is undesirable the only solution is to change the scope resolution operator. Fortunately no WADs so far have used it so implementing such a breaking change isn't a major issue. Now it uses '::', like C++ for this purpose. - Converted Revenant, Mancubus and Pain Elemental to DECORATE. SVN r375 (trunk)
87 lines
1.4 KiB
Text
87 lines
1.4 KiB
Text
//===========================================================================
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//
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// Cacodemon
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//
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//===========================================================================
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ACTOR Cacodemon 3005
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{
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Game Doom
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SpawnID 19
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Health 400
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Radius 31
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Height 56
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Mass 400
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Speed 8
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PainChance 128
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Monster
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+FLOAT +NOGRAVITY
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SeeSound "caco/sight"
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PainSound "caco/pain"
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DeathSound "caco/death"
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ActiveSound "caco/active"
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Obituary "$OB_CACO"
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HitObituary "$OB_CACOHIT"
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States
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{
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Spawn:
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HEAD A 10 A_Look
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Loop
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See:
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HEAD A 3 A_Chase
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Loop
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Melee:
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Missile:
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HEAD B 5 A_FaceTarget
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HEAD C 5 A_FaceTarget
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HEAD D 5 BRIGHT A_HeadAttack
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Goto See
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Pain:
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HEAD E 3
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HEAD E 3 A_Pain
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HEAD F 6
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Goto See
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Death:
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HEAD G 8
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HEAD H 8 A_Scream
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HEAD I 8
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HEAD J 8
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HEAD K 8 A_NoBlocking
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HEAD L -1 A_SetFloorClip
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Stop
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Raise:
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HEAD L 8 A_UnSetFloorClip
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HEAD KJIHG 8
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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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// Cacodemon plasma ball
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//
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//===========================================================================
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ACTOR CacodemonBall
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{
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Game Doom
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SpawnID 126
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Radius 6
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Height 8
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Speed 10
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FastSpeed 20
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Damage 5
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Projectile
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+RANDOMIZE
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RenderStyle Add
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Alpha 1
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SeeSound "caco/attack"
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DeathSound "caco/shotx"
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States
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{
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Spawn:
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BAL2 AB 4 BRIGHT
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Loop
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Death:
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BAL2 CDE 6 BRIGHT
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Stop
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}
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}
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