qzdoom/wadsrc/decorate/heretic/snake.txt
Christoph Oelckers 49422188f2 - Converted Heretic's Clink (Sabreclaw) to DECORATE.
- Added MissSound parameter to A_CustomMeleeAttack.
- Converted Heretic's Snake (Ophidian) to DECORATE.
- Added an option to A_CustomMissile to jump to the see state if
  the caller's target is dead.
- Fixed: A_ThrowGrenade didn't play the missile's spawn sound.
- Added MF_SPAWNSOUNDSOURCE flag so that Raven's missile spawning code 
  pointers can be recreated with DECORATE.
- Converted a_ravenambient.cpp to DECORATE.



SVN r388 (trunk)
2006-11-25 12:25:05 +00:00

101 lines
1.5 KiB
Text

ACTOR Snake 92
{
Game Heretic
SpawnID 132
Health 280
Radius 22
Height 70
Speed 10
Painchance 48
Monster
+FLOORCLIP
AttackSound "snake/attack"
SeeSound "snake/sight"
PainSound "snake/pain"
DeathSound "snake/death"
ActiveSound "snake/active"
Obituary "$OB_SNAKE"
DropItem "PhoenixRodAmmo", 84, 5
States
{
Spawn:
SNKE AB 10 A_Look
Loop
See:
SNKE ABCD 4 A_Chase
Loop
Missile:
SNKE FF 5 A_FaceTarget
SNKE FFF 4 A_CustomMissile("SnakeProjA", 32, 0, 0, 8)
SNKE FFF 5 A_FaceTarget
SNKE F 4 A_CustomMissile("SnakeProjB", 32, 0, 0, 8)
Goto See
Pain:
SNKE E 3
SNKE E 3 A_Pain
Goto See
Death:
SNKE G 5
SNKE H 5 A_Scream
SNKE IJKL 5
SNKE M 5 A_NoBlocking
SNKE NO 5
SNKE P -1
Stop
}
}
// Snake projectile A -------------------------------------------------------
ACTOR SnakeProjA
{
Game Heretic
SpawnID 138
Radius 12
Height 8
Speed 14
FastSpeed 20
Damage 1
Projectile
-NOBLOCKMAP
-ACTIVATEIMPACT
-ACTIVATEPCROSS
+WINDTHRUST
+SPAWNSOUNDSOURCE
RenderStyle Add
SeeSound "snake/attack"
States
{
Spawn:
SNFX ABCD 5 Bright
Loop
Death:
SNFX EF 5 Bright
SNFX G 4 Bright
SNFX HI 3 Bright
Stop
}
}
// Snake projectile B -------------------------------------------------------
ACTOR SnakeProjB : SnakeProjA
{
Game Heretic
SpawnID 139
Damage 3
+NOBLOCKMAP
-WINDTHRUST
States
{
Spawn:
SNFX JK 6 Bright
Loop
Death:
SNFX LM 5 Bright
SNFX N 4 Bright
SNFX O 3 Bright
Stop
}
}