mirror of
https://github.com/ZDoom/qzdoom.git
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e010561088
- Changed PoisonCloud and Lightning special treatment in P_DamageMobj to use damage types instead to keep dependencies on specific actor types out of the main engine code. - Added Korax DECORATE conversion by Gez and a few others by Karate Chris. SVN r1130 (trunk)
192 lines
3.4 KiB
Text
192 lines
3.4 KiB
Text
// Centaur ------------------------------------------------------------------
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ACTOR Centaur 107
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{
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Game Hexen
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SpawnID 1
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Health 200
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Painchance 135
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Speed 13
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Height 64
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Mass 120
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Monster
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+FLOORCLIP
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+TELESTOMP
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+SHIELDREFLECT
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SeeSound "CentaurSight"
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AttackSound "CentaurAttack"
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PainSound "CentaurPain"
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DeathSound "CentaurDeath"
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ActiveSound "CentaurActive"
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HowlSound "PuppyBeat"
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Obituary "$OB_CENTAUR"
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DamageFactor "Electric", 3
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States
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{
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Spawn:
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CENT AB 10 A_Look
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Loop
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See:
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CENT ABCD 4 A_Chase
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Loop
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Pain:
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CENT G 6 A_Pain
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CENT G 6 A_SetReflectiveInvulnerable
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CENT EEE 15 A_CentaurDefend
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CENT E 1 A_UnsetReflectiveInvulnerable
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Goto See
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Melee:
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CENT H 5 A_FaceTarget
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CENT I 4 A_FaceTarget
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CENT J 7 A_CustomMeleeAttack(random[CentaurAttack](3,9))
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Goto See
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Death:
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CENT K 4
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CENT L 4 A_Scream
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CENT MN 4
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CENT O 4 A_NoBlocking
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CENT PQ 4
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CENT R 4 A_QueueCorpse
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CENT S 4
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CENT T -1
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Stop
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XDeath:
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CTXD A 4
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CTXD B 4 A_NoBlocking
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CTXD C 0 A_SpawnItemEx("CentaurSword", 0, 0, 45,
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1 + random[CentaurDrop](-128,127)*0.03125,
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1 + random[CentaurDrop](-128,127)*0.03125,
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8 + random[CentaurDrop](0,255)*0.015625, 270)
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CTXD C 4 A_SpawnItemEx("CentaurShield", 0, 0, 45,
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1 + random[CentaurDrop](-128,127)*0.03125,
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1 + random[CentaurDrop](-128,127)*0.03125,
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8 + random[CentaurDrop](0,255)*0.015625, 90)
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CTXD D 3 A_Scream
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CTXD E 4 A_QueueCorpse
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CTXD F 3
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CTXD G 4
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CTXD H 3
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CTXD I 4
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CTXD J 3
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CTXD K -1
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Ice:
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CENT U 5 A_FreezeDeath
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CENT U 1 A_FreezeDeathChunks
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Wait
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}
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}
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// Centaur Leader -----------------------------------------------------------
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ACTOR CentaurLeader : Centaur 115
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{
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Game Hexen
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SpawnID 2
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Health 250
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PainChance 96
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Speed 10
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Obituary "$OB_SLAUGHTAUR"
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HitObituary "$OB_SLAUGHTAURHIT"
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States
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{
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Missile:
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CENT E 10 A_FaceTarget
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CENT F 8 Bright A_CustomMissile("CentaurFX", 45, 0, 0, CMF_AIMOFFSET)
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CENT E 10 A_FaceTarget
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CENT F 8 Bright A_CustomMissile("CentaurFX", 45, 0, 0, CMF_AIMOFFSET)
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Goto See
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}
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}
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// Mashed centaur -----------------------------------------------------------
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//
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// The mashed centaur is only placed through ACS. Nowhere in the game source
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// is it ever referenced.
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ACTOR CentaurMash : Centaur
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{
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Game Hexen
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SpawnID 103
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+NOBLOOD
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+BLASTED
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-TELESTOMP
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+NOICEDEATH
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RenderStyle Translucent
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Alpha 0.4
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States
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{
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Death:
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XDeath:
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Ice:
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Stop
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}
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}
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// Centaur projectile -------------------------------------------------------
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ACTOR CentaurFX
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{
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Speed 20
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Damage 4
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Projectile
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+SPAWNSOUNDSOURCE
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RenderStyle Add
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SeeSound "CentaurLeaderAttack"
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DeathSound "CentaurMissileExplode"
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States
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{
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Spawn:
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CTFX A -1 Bright
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Stop
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Death:
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CTFX B 4 Bright
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CTFX C 3 Bright
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CTFX D 4 Bright
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CTFX E 3 Bright
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CTFX F 2 Bright
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Stop
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}
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}
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// Centaur shield (debris) --------------------------------------------------
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ACTOR CentaurShield
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{
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+DROPOFF
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+CORPSE
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+NOTELEPORT
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States
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{
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Spawn:
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CTDP ABCDEF 3
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Goto Spawn+2
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Crash:
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CTDP G 4
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CTDP H 4 A_QueueCorpse
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CTDP I 4
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CTDP J -1
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Stop
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}
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}
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// Centaur sword (debris) ---------------------------------------------------
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ACTOR CentaurSword
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{
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+DROPOFF
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+CORPSE
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+NOTELEPORT
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States
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{
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Spawn:
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CTDP KLMNOPQ 3
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Goto Spawn+2
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Crash:
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CTDP R 4
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CTDP S 4 A_QueueCorpse
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CTDP T -1
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Stop
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}
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}
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