qzdoom/wadsrc/static/zscript/actors/strife/templar.zs

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1.5 KiB
Text

class Templar : Actor
{
Default
{
Health 300;
Painchance 100;
Speed 8;
Radius 20;
Height 60;
Mass 500;
Monster;
+NOBLOOD
+SEESDAGGERS
+NOSPLASHALERT
MaxdropoffHeight 32;
MinMissileChance 200;
SeeSound "templar/sight";
PainSound "templar/pain";
DeathSound "templar/death";
ActiveSound "templar/active";
CrushPainSound "misc/pcrush";
Tag "$TAG_TEMPLAR";
HitObituary "$OB_TEMPLARHIT";
Obituary "$OB_TEMPLAR";
DropItem "EnergyPod";
}
States
{
Spawn:
PGRD A 5 A_Look2;
Loop;
PGRD B 10;
Loop;
PGRD C 10;
Loop;
PGRD B 10 A_Wander;
Loop;
See:
PGRD AABBCCDD 3 A_Chase;
Loop;
Melee:
PGRD E 8 A_FaceTarget;
PGRD F 8 A_CustomMeleeAttack(random[ReaverMelee](1,8)*3, "reaver/blade");
Goto See;
Missile:
PGRD G 8 BRIGHT A_FaceTarget;
PGRD H 8 BRIGHT A_TemplarAttack;
Goto See;
Pain:
PGRD A 2;
PGRD A 2 A_Pain;
Goto See;
Death:
PGRD I 4 A_TossGib;
PGRD J 4 A_Scream;
PGRD K 4 A_TossGib;
PGRD L 4 A_NoBlocking;
PGRD MN 4;
PGRD O 4 A_TossGib;
PGRD PQRSTUVWXYZ[ 4;
PGRD \ -1;
Stop;
}
void A_TemplarAttack()
{
if (target != null)
{
A_StartSound ("templar/shoot", CHAN_WEAPON);
A_FaceTarget ();
double pitch = AimLineAttack (angle, MISSILERANGE);
for (int i = 0; i < 10; ++i)
{
int damage = random[Templar](1, 4) * 2;
double ang = angle + random2[Templar]() * (11.25 / 256);
LineAttack (ang, MISSILERANGE+64., pitch + random2[Templar]() * (7.097 / 256), damage, 'Hitscan', "MaulerPuff");
}
}
}
}