mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-11-11 15:22:16 +00:00
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.
211 lines
3.6 KiB
Text
211 lines
3.6 KiB
Text
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// Entity Nest --------------------------------------------------------------
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class EntityNest : Actor
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{
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Default
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{
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Radius 84;
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Height 47;
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+SOLID
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+NOTDMATCH
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+FLOORCLIP
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}
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States
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{
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Spawn:
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NEST A -1;
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Stop;
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}
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}
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// Entity Pod ---------------------------------------------------------------
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class EntityPod : Actor
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{
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Default
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{
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Radius 25;
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Height 91;
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+SOLID
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+NOTDMATCH
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SeeSound "misc/gibbed";
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}
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native void A_SpawnEntity ();
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States
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{
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Spawn:
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PODD A 60 A_Look;
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Loop;
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See:
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PODD A 360;
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PODD B 9 A_NoBlocking;
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PODD C 9;
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PODD D 9 A_SpawnEntity;
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PODD E -1;
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Stop;
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}
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}
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// Entity Boss --------------------------------------------------------------
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class EntityBoss : SpectralMonster
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{
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Default
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{
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Health 2500;
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Painchance 255;
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Speed 13;
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Radius 130;
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Height 200;
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FloatSpeed 5;
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Mass 1000;
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Monster;
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+SPECIAL
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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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+NOTARGET
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+NOBLOCKMONST
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+INCOMBAT
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+LOOKALLAROUND
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+SPECTRAL
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+NOICEDEATH
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MinMissileChance 150;
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RenderStyle "Translucent";
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Alpha 0.5;
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SeeSound "entity/sight";
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AttackSound "entity/melee";
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PainSound "entity/pain";
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DeathSound "entity/death";
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ActiveSound "entity/active";
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Obituary "$OB_ENTITY";
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}
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native void A_EntityAttack();
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native void A_EntityDeath();
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States
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{
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Spawn:
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MNAM A 100;
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MNAM B 60 Bright;
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MNAM CDEFGHIJKL 4 Bright;
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MNAL A 4 Bright A_Look;
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MNAL B 4 Bright A_SentinelBob;
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Goto Spawn+12;
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See:
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MNAL AB 4 Bright A_Chase;
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MNAL C 4 Bright A_SentinelBob;
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MNAL DEF 4 Bright A_Chase;
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MNAL G 4 Bright A_SentinelBob;
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MNAL HIJ 4 Bright A_Chase;
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MNAL K 4 Bright A_SentinelBob;
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Loop;
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Melee:
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MNAL J 4 Bright A_FaceTarget;
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MNAL I 4 Bright A_CustomMeleeAttack((random[SpectreMelee](0,255)&9)*5);
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MNAL C 4 Bright;
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Goto See+2;
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Missile:
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MNAL F 4 Bright A_FaceTarget;
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MNAL I 4 Bright A_EntityAttack;
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MNAL E 4 Bright;
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Goto See+10;
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Pain:
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MNAL J 2 Bright A_Pain;
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Goto See+6;
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Death:
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MNAL L 7 Bright A_SpectreChunkSmall;
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MNAL M 7 Bright A_Scream;
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MNAL NO 7 Bright A_SpectreChunkSmall;
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MNAL P 7 Bright A_SpectreChunkLarge;
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MNAL Q 64 Bright A_SpectreChunkSmall;
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MNAL Q 6 Bright A_EntityDeath;
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Stop;
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}
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}
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// Second Entity Boss -------------------------------------------------------
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class EntitySecond : SpectralMonster
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{
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Default
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{
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Health 990;
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Painchance 255;
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Speed 14;
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Radius 130;
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Height 200;
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FloatSpeed 5;
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Mass 1000;
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Monster;
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+SPECIAL
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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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+SPECTRAL
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+NOICEDEATH
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MinMissileChance 150;
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RenderStyle "Translucent";
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Alpha 0.25;
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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_ENTITY";
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}
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native void A_SubEntityDeath ();
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States
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{
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Spawn:
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MNAL R 10 Bright A_Look;
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Loop;
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See:
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MNAL R 5 Bright A_SentinelBob;
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MNAL ST 5 Bright A_Chase;
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MNAL U 5 Bright A_SentinelBob;
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MNAL V 5 Bright A_Chase;
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MNAL W 5 Bright A_SentinelBob;
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Loop;
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Melee:
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MNAL S 4 Bright A_FaceTarget;
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MNAL R 4 Bright A_CustomMeleeAttack((random[SpectreMelee](0,255)&9)*5);
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MNAL T 4 Bright A_SentinelBob;
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Goto See+1;
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Missile:
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MNAL W 4 Bright A_FaceTarget;
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MNAL U 4 Bright A_CustomMissile("SpectralLightningH3",32,0);
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MNAL V 4 Bright A_SentinelBob;
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Goto See+4;
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Pain:
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MNAL R 2 Bright A_Pain;
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Goto See;
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Death:
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MDTH A 3 Bright A_Scream;
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MDTH B 3 Bright A_TossGib;
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MDTH C 3 Bright A_NoBlocking;
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MDTH DEFGHIJKLMN 3 Bright A_TossGib;
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MDTH O 3 Bright A_SubEntityDeath;
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Stop;
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}
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}
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