mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-11-14 08:30:49 +00:00
3af9232fca
- Changed the glass shards so that they do not have to override FloorBounceMissile. It was the only place where this was virtually overridden and provided little usefulness. - made 'out' variables work. - fixed virtual call handling for HandlePickup.
308 lines
5.4 KiB
Text
308 lines
5.4 KiB
Text
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// Base class for the acolytes ----------------------------------------------
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class Acolyte : StrifeHumanoid
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{
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Default
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{
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Health 70;
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PainChance 150;
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Speed 7;
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Radius 24;
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Height 64;
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Mass 400;
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Monster;
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+SEESDAGGERS
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+NOSPLASHALERT
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+FLOORCLIP
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+NEVERRESPAWN
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MinMissileChance 150;
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Tag "$TAG_ACOLYTE";
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SeeSound "acolyte/sight";
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PainSound "acolyte/pain";
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AttackSound "acolyte/rifle";
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DeathSound "acolyte/death";
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ActiveSound "acolyte/active";
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Obituary "$OB_ACOLYTE";
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}
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States
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{
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Spawn:
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AGRD A 5 A_Look2;
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Wait;
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AGRD B 8 A_ClearShadow;
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Loop;
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AGRD D 8;
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Loop;
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AGRD ABCDABCD 5 A_Wander;
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Loop;
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See:
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AGRD A 6 Fast Slow A_AcolyteBits;
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AGRD BCD 6 Fast Slow A_Chase;
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Loop;
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Missile:
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AGRD E 8 Fast Slow A_FaceTarget;
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AGRD FE 4 Fast Slow A_ShootGun;
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AGRD F 6 Fast Slow A_ShootGun;
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Goto See;
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Pain:
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AGRD O 8 Fast Slow A_Pain;
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Goto See;
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Death:
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AGRD G 4;
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AGRD H 4 A_Scream;
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AGRD I 4;
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AGRD J 3;
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AGRD K 3 A_NoBlocking;
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AGRD L 3;
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AGRD M 3 A_AcolyteDie;
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AGRD N -1;
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Stop;
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XDeath:
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GIBS A 5 A_NoBlocking;
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GIBS BC 5 A_TossGib;
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GIBS D 4 A_TossGib;
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GIBS E 4 A_XScream;
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GIBS F 4 A_TossGib;
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GIBS GH 4;
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GIBS I 5;
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GIBS J 5 A_AcolyteDie;
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GIBS K 5;
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GIBS L 1400;
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Stop;
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}
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//============================================================================
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//
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// A_AcolyteDie
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//
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//============================================================================
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void A_AcolyteDie ()
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{
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// [RH] Disable translucency here.
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A_SetRenderStyle(1, STYLE_Normal);
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// Only the Blue Acolyte does extra stuff on death.
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if (self is "AcolyteBlue")
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{
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int i;
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// Make sure somebody is still alive
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for (i = 0; i < MAXPLAYERS; ++i)
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{
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if (playeringame[i] && players[i].health > 0)
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break;
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}
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if (i == MAXPLAYERS)
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return;
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// Make sure all the other blue acolytes are dead, but do this only once in case of simultaneous kills.
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if (CheckBossDeath() && !players[i].mo.FindInventory("QuestItem7"))
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{
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players[i].mo.GiveInventoryType ("QuestItem7");
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players[i].SetLogNumber (14);
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A_StopSound (CHAN_VOICE);
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A_PlaySound ("svox/voc14", CHAN_VOICE);
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}
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}
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}
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//============================================================================
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//
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// A_BeShadowyFoe
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//
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//============================================================================
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void A_BeShadowyFoe()
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{
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A_SetRenderStyle(HR_SHADOW, STYLE_Translucent);
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bFriendly = false;
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}
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//============================================================================
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//
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// A_AcolyteBits
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//
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//============================================================================
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void A_AcolyteBits()
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{
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if (SpawnFlags & MTF_SHADOW)
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{
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A_BeShadowyFoe();
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}
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if (SpawnFlags & MTF_ALTSHADOW)
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{
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if (bShadow)
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{
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// I dunno.
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}
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else
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{
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A_SetRenderStyle(0, STYLE_None);
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}
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}
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}
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}
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// Acolyte 1 ----------------------------------------------------------------
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class AcolyteTan : Acolyte
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{
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Default
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{
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+MISSILEMORE +MISSILEEVENMORE
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DropItem "ClipOfBullets";
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}
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}
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// Acolyte 2 ----------------------------------------------------------------
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class AcolyteRed : Acolyte
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{
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Default
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{
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+MISSILEMORE +MISSILEEVENMORE
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Translation 0;
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}
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}
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// Acolyte 3 ----------------------------------------------------------------
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class AcolyteRust : Acolyte
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{
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Default
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{
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+MISSILEMORE +MISSILEEVENMORE
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Translation 1;
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}
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}
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// Acolyte 4 ----------------------------------------------------------------
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class AcolyteGray : Acolyte
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{
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Default
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{
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+MISSILEMORE +MISSILEEVENMORE
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Translation 2;
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}
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}
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// Acolyte 5 ----------------------------------------------------------------
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class AcolyteDGreen : Acolyte
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{
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Default
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{
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+MISSILEMORE +MISSILEEVENMORE
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Translation 3;
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}
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}
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// Acolyte 6 ----------------------------------------------------------------
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class AcolyteGold : Acolyte
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{
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Default
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{
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+MISSILEMORE +MISSILEEVENMORE
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Translation 4;
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}
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}
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// Acolyte 7 ----------------------------------------------------------------
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class AcolyteLGreen : Acolyte
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{
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Default
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{
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Health 60;
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Translation 5;
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}
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}
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// Acolyte 8 ----------------------------------------------------------------
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class AcolyteBlue : Acolyte
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{
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Default
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{
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Health 60;
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Translation 6;
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}
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}
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// Shadow Acolyte -----------------------------------------------------------
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class AcolyteShadow : Acolyte
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{
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Default
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{
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+MISSILEMORE
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DropItem "ClipOfBullets";
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}
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States
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{
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See:
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AGRD A 6 A_BeShadowyFoe;
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Goto Super::See+1;
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Pain:
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AGRD O 0 Fast Slow A_SetShadow;
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AGRD O 8 Fast Slow A_Pain;
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Goto See;
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}
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}
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// Some guy turning into an acolyte -----------------------------------------
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class AcolyteToBe : Acolyte
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{
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Default
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{
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Health 61;
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Radius 20;
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Height 56;
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DeathSound "becoming/death";
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-COUNTKILL
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-ISMONSTER
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}
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States
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{
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Spawn:
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ARMR A -1;
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Stop;
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Pain:
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ARMR A -1 A_HideDecepticon;
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Stop;
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Death:
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Goto XDeath;
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}
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//============================================================================
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//
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// A_HideDecepticon
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//
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// Hide the Acolyte-to-be ->
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// Hide the guy transforming into an Acolyte ->
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// Hide the transformer ->
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// Transformers are Autobots and Decepticons, and
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// Decepticons are the bad guys, so... ->
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//
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// Hide the Decepticon!
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//
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//============================================================================
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void A_HideDecepticon ()
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{
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Door_Close(999, 64);
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if (target != null && target.player != null)
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{
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NoiseAlert (target);
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}
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}
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}
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