mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-11-11 15:22:16 +00:00
784f7ed671
- fixed a few problems that were encountered during conversion: * action specials as action functions were not recognized by the parser. * Player.StartItem could not be parsed. * disabled the naming hack for PowerupType. ZScript, unlike DECORATE will never prepend 'Power' to the power's name, it always needs to specified by its full name. * states and defaults were not checked for empty bodies. * the scope qualifier for goto labels was not properly converted to a string, because it is an ENamedName, not an FName.
89 lines
1.5 KiB
Text
89 lines
1.5 KiB
Text
//===========================================================================
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//
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// Arch Vile
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//
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//===========================================================================
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class Archvile : Actor
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{
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Default
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{
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Health 700;
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Radius 20;
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Height 56;
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Mass 500;
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Speed 15;
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PainChance 10;
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Monster;
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MaxTargetRange 896;
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+QUICKTORETALIATE
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+FLOORCLIP
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+NOTARGET
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SeeSound "vile/sight";
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PainSound "vile/pain";
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DeathSound "vile/death";
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ActiveSound "vile/active";
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MeleeSound "vile/stop";
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Obituary "$OB_VILE";
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}
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States
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{
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Spawn:
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VILE AB 10 A_Look;
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Loop;
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See:
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VILE AABBCCDDEEFF 2 A_VileChase;
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Loop;
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Missile:
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VILE G 0 BRIGHT A_VileStart;
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VILE G 10 BRIGHT A_FaceTarget;
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VILE H 8 BRIGHT A_VileTarget;
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VILE IJKLMN 8 BRIGHT A_FaceTarget;
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VILE O 8 BRIGHT A_VileAttack;
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VILE P 20 BRIGHT;
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Goto See;
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Heal:
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VILE [\] 10 BRIGHT;
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Goto See;
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Pain:
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VILE Q 5;
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VILE Q 5 A_Pain;
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Goto See;
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Death:
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VILE Q 7;
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VILE R 7 A_Scream;
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VILE S 7 A_NoBlocking;
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VILE TUVWXY 7;
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VILE Z -1;
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Stop;
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}
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}
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//===========================================================================
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//
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// Arch Vile Fire
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//
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//===========================================================================
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class ArchvileFire : Actor
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{
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Default
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{
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+NOBLOCKMAP +NOGRAVITY
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RenderStyle "Add";
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Alpha 1;
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}
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States
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{
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Spawn:
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FIRE A 2 BRIGHT A_StartFire;
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FIRE BAB 2 BRIGHT A_Fire;
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FIRE C 2 BRIGHT A_FireCrackle;
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FIRE BCBCDCDCDEDED 2 BRIGHT A_Fire;
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FIRE E 2 BRIGHT A_FireCrackle;
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FIRE FEFEFGHGHGH 2 BRIGHT A_Fire;
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Stop;
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}
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}
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