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63bd2125f3
names for some DECORATE functions. Technically these will be constants of the AActor class but that will make them accessible in all other actor classes. SVN r397 (trunk)
101 lines
1.6 KiB
Text
101 lines
1.6 KiB
Text
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ACTOR Snake 92
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{
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Game Heretic
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SpawnID 132
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Health 280
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Radius 22
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Height 70
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Speed 10
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Painchance 48
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Monster
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+FLOORCLIP
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AttackSound "snake/attack"
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SeeSound "snake/sight"
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PainSound "snake/pain"
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DeathSound "snake/death"
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ActiveSound "snake/active"
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Obituary "$OB_SNAKE"
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DropItem "PhoenixRodAmmo", 84, 5
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States
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{
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Spawn:
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SNKE AB 10 A_Look
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Loop
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See:
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SNKE ABCD 4 A_Chase
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Loop
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Missile:
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SNKE FF 5 A_FaceTarget
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SNKE FFF 4 A_CustomMissile("SnakeProjA", 32, 0, 0, CMF_CHECKTARGETDEAD)
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SNKE FFF 5 A_FaceTarget
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SNKE F 4 A_CustomMissile("SnakeProjB", 32, 0, 0, CMF_CHECKTARGETDEAD)
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Goto See
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Pain:
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SNKE E 3
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SNKE E 3 A_Pain
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Goto See
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Death:
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SNKE G 5
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SNKE H 5 A_Scream
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SNKE IJKL 5
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SNKE M 5 A_NoBlocking
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SNKE NO 5
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SNKE P -1
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Stop
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}
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}
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// Snake projectile A -------------------------------------------------------
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ACTOR SnakeProjA
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{
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Game Heretic
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SpawnID 138
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Radius 12
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Height 8
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Speed 14
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FastSpeed 20
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Damage 1
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Projectile
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-NOBLOCKMAP
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-ACTIVATEIMPACT
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-ACTIVATEPCROSS
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+WINDTHRUST
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+SPAWNSOUNDSOURCE
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RenderStyle Add
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SeeSound "snake/attack"
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States
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{
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Spawn:
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SNFX ABCD 5 Bright
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Loop
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Death:
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SNFX EF 5 Bright
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SNFX G 4 Bright
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SNFX HI 3 Bright
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Stop
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}
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}
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// Snake projectile B -------------------------------------------------------
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ACTOR SnakeProjB : SnakeProjA
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{
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Game Heretic
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SpawnID 139
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Damage 3
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+NOBLOCKMAP
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-WINDTHRUST
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States
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{
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Spawn:
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SNFX JK 6 Bright
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Loop
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Death:
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SNFX LM 5 Bright
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SNFX N 4 Bright
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SNFX O 3 Bright
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Stop
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}
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}
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