qzdoom/wadsrc/static/actors/strife/crusader.txt
Gaerzi 60fe07df74 Added slow states to relevant Strife monsters
Namely, acolyte, shadow acolyte, reaver, stalker, and turret. Info on
which states needed the slow flag was obtained with Quasar's permission
by looking at G_InitNew() in g_game.c and the info.c state tables from
Chocolate Strife.
Also added fast flag to acolyte states that needed it, based on the same
source.
2014-04-17 17:42:16 +02:00

126 lines
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Text

// Crusader -----------------------------------------------------------------
ACTOR Crusader 3005
{
Game Strife
ConversationID 63,-1,-1
Speed 8
Radius 40
Height 56
Mass 400
Health 400
Painchance 128
Monster
+FLOORCLIP
+DONTMORPH
+MISSILEMORE
+INCOMBAT
+NOICEDEATH
+NOBLOOD
MinMissileChance 120
MaxDropoffHeight 32
DropItem "EnergyPod", 256, 20
SeeSound "crusader/sight"
PainSound "crusader/pain"
DeathSound "crusader/death"
ActiveSound "crusader/active"
Obituary "$OB_CRUSADER"
action native A_CrusaderChoose ();
action native A_CrusaderSweepLeft ();
action native A_CrusaderSweepRight ();
action native A_CrusaderRefire ();
action native A_CrusaderDeath ();
States
{
Spawn:
ROB2 Q 10 A_Look
Loop
See:
ROB2 AABBCCDD 3 A_Chase
Loop
Missile:
ROB2 E 3 Slow A_FaceTarget
ROB2 F 2 Slow Bright A_CrusaderChoose
ROB2 E 2 Slow Bright A_CrusaderSweepLeft
ROB2 F 3 Slow Bright A_CrusaderSweepLeft
ROB2 EF 2 Slow Bright A_CrusaderSweepLeft
ROB2 EFE 2 Slow Bright A_CrusaderSweepRight
ROB2 F 2 Slow A_CrusaderRefire
Loop
Pain:
ROB2 D 1 Slow A_Pain
Goto See
Death:
ROB2 G 3 A_Scream
ROB2 H 5 A_TossGib
ROB2 I 4 Bright A_TossGib
ROB2 J 4 Bright A_Explode(64,64,1,1)
ROB2 K 4 Bright A_Fall
ROB2 L 4 A_Explode(64,64,1,1)
ROB2 MN 4 A_TossGib
ROB2 O 4 A_Explode(64,64,1,1)
ROB2 P -1 A_CrusaderDeath
Stop
}
}
// Fast Flame Projectile (used by Crusader) ---------------------------------
ACTOR FastFlameMissile : FlameMissile
{
Mass 50
Damage 1
Speed 35
}
// Crusader Missile ---------------------------------------------------------
// This is just like the mini missile the player shoots, except it doesn't
// explode when it dies, and it does slightly less damage for a direct hit.
ACTOR CrusaderMissile
{
Speed 20
Radius 10
Height 14
Damage 7
Projectile
+STRIFEDAMAGE
MaxStepHeight 4
SeeSound "crusader/misl"
DeathSound "crusader/mislx"
States
{
Spawn:
MICR A 6 Bright A_RocketInFlight
Loop
Death:
SMIS A 0 Bright A_SetTranslucent(1,1)
SMIS A 5 Bright A_StopSoundEx("Voice")
SMIS B 5 Bright
SMIS C 4 Bright
SMIS DEFG 2 Bright
Stop
}
}
// Dead Crusader ------------------------------------------------------------
ACTOR DeadCrusader 22
{
Game Strife
ConversationID 230
States
{
Spawn:
ROB2 N 4
ROB2 O 4
ROB2 P -1
Stop
}
}