mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-12-11 05:01:09 +00:00
171 lines
2.9 KiB
Text
171 lines
2.9 KiB
Text
//===========================================================================
|
|
//
|
|
// Baron of Hell
|
|
//
|
|
//===========================================================================
|
|
class BaronOfHell : Actor
|
|
{
|
|
Default
|
|
{
|
|
Health 1000;
|
|
Radius 24;
|
|
Height 64;
|
|
Mass 1000;
|
|
Speed 8;
|
|
PainChance 50;
|
|
Monster;
|
|
+FLOORCLIP
|
|
+BOSSDEATH
|
|
SeeSound "baron/sight";
|
|
PainSound "baron/pain";
|
|
DeathSound "baron/death";
|
|
ActiveSound "baron/active";
|
|
Obituary "$OB_BARON";
|
|
HitObituary "$OB_BARONHIT";
|
|
Tag "$FN_BARON";
|
|
}
|
|
States
|
|
{
|
|
Spawn:
|
|
BOSS AB 10 A_Look ;
|
|
Loop;
|
|
See:
|
|
BOSS AABBCCDD 3 A_Chase;
|
|
Loop;
|
|
Melee:
|
|
Missile:
|
|
BOSS EF 8 A_FaceTarget;
|
|
BOSS G 8 A_BruisAttack;
|
|
Goto See;
|
|
Pain:
|
|
BOSS H 2;
|
|
BOSS H 2 A_Pain;
|
|
Goto See;
|
|
Death:
|
|
BOSS I 8;
|
|
BOSS J 8 A_Scream;
|
|
BOSS K 8;
|
|
BOSS L 8 A_NoBlocking;
|
|
BOSS MN 8;
|
|
BOSS O -1 A_BossDeath;
|
|
Stop;
|
|
Raise:
|
|
BOSS O 8;
|
|
BOSS NMLKJI 8;
|
|
Goto See;
|
|
}
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// Hell Knight
|
|
//
|
|
//===========================================================================
|
|
class HellKnight : BaronOfHell
|
|
{
|
|
Default
|
|
{
|
|
Health 500;
|
|
-BOSSDEATH;
|
|
SeeSound "knight/sight";
|
|
ActiveSound "knight/active";
|
|
PainSound "knight/pain";
|
|
DeathSound "knight/death";
|
|
HitObituary "$OB_KNIGHTHIT";
|
|
Obituary "$OB_KNIGHT";
|
|
Tag "$FN_HELL";
|
|
}
|
|
States
|
|
{
|
|
Spawn:
|
|
BOS2 AB 10 A_Look;
|
|
Loop;
|
|
See:
|
|
BOS2 AABBCCDD 3 A_Chase;
|
|
Loop;
|
|
Melee:
|
|
Missile:
|
|
BOS2 EF 8 A_FaceTarget;
|
|
BOS2 G 8 A_BruisAttack;
|
|
Goto See;
|
|
Pain:
|
|
BOS2 H 2;
|
|
BOS2 H 2 A_Pain;
|
|
Goto See;
|
|
Death:
|
|
BOS2 I 8;
|
|
BOS2 J 8 A_Scream;
|
|
BOS2 K 8;
|
|
BOS2 L 8 A_NoBlocking;
|
|
BOS2 MN 8;
|
|
BOS2 O -1;
|
|
Stop;
|
|
Raise:
|
|
BOS2 O 8;
|
|
BOS2 NMLKJI 8;
|
|
Goto See;
|
|
}
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// Baron slime ball
|
|
//
|
|
//===========================================================================
|
|
class BaronBall : Actor
|
|
{
|
|
Default
|
|
{
|
|
Radius 6;
|
|
Height 16;
|
|
Speed 15;
|
|
FastSpeed 20;
|
|
Damage 8;
|
|
Projectile ;
|
|
+RANDOMIZE
|
|
+ZDOOMTRANS
|
|
RenderStyle "Add";
|
|
Alpha 1;
|
|
SeeSound "baron/attack";
|
|
DeathSound "baron/shotx";
|
|
Decal "BaronScorch";
|
|
}
|
|
States
|
|
{
|
|
Spawn:
|
|
BAL7 AB 4 BRIGHT;
|
|
Loop;
|
|
Death:
|
|
BAL7 CDE 6 BRIGHT;
|
|
Stop;
|
|
}
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// Code (must be attached to Actor)
|
|
//
|
|
//===========================================================================
|
|
|
|
extend class Actor
|
|
{
|
|
void A_BruisAttack()
|
|
{
|
|
let targ = target;
|
|
if (targ)
|
|
{
|
|
if (CheckMeleeRange())
|
|
{
|
|
int damage = random[pr_bruisattack](1, 8) * 10;
|
|
A_PlaySound ("baron/melee", CHAN_WEAPON);
|
|
int newdam = target.DamageMobj (self, self, damage, "Melee");
|
|
targ.TraceBleed (newdam > 0 ? newdam : damage, self);
|
|
}
|
|
else
|
|
{
|
|
// launch a missile
|
|
SpawnMissile (target, "BaronBall");
|
|
}
|
|
}
|
|
}
|
|
}
|