/***************************************************************************** * Copyright (C) 1993-2024 id Software LLC, a ZeniMax Media company. * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. ****************************************************************************/ /***************************************************************************** * id1 - decohack - vassago ****************************************************************************/ //converted from DECOHACK class ID24Vassago : Actor { Default { Health 1000; Speed 8; Radius 24; Height 64; ReactionTime 8; PainChance 100; Mass 1000; SplashGroup 1; Monster; SeeSound "monsters/vassago/sight"; PainSound "monsters/vassago/pain"; DeathSound "monsters/vassago/death"; ActiveSound "monsters/vassago/active"; Obituary "$ID24_OB_VASSAGO"; Tag "$ID24_CC_VASSAGO"; } States { Spawn: VASS AB 10 A_Look; Loop; See: VASS AABBCCDD 3 A_Chase; Loop; Melee: Missile: VASS E 0 BRIGHT A_StartSound("monsters/vassago/attack"); VASS E 8 BRIGHT A_FaceTarget; VASS FG 4 BRIGHT A_FaceTarget; VASS H 8 BRIGHT MBF21_MonsterProjectile("ID24VassagoFlame", 0.0, 0.0, 0.0, 0.0); Goto See; Pain: VASS I 2; VASS I 2 A_Pain; Goto See; Death: VASS J 8 BRIGHT; VASS K 8 BRIGHT A_Scream; VASS L 7 BRIGHT; VASS M 6 BRIGHT A_Fall; VASS NO 6 BRIGHT; VASS P 7 BRIGHT; VASS Q -1 A_BossDeath; Stop; Raise: VASS P 8; VASS ONMLKJ 8; Goto See; } } class ID24VassagoFlame : Actor { Default { Damage 5; Speed 15; FastSpeed 20; SplashGroup 1; Radius 6; Height 16; Projectile; +ZDOOMTRANS RenderStyle "Add"; SeeSound "monsters/vassago/burn"; DeathSound "monsters/vassago/shotx"; } States { Spawn: VFLM AB 4 BRIGHT; Loop; Death: VFLM C 0 BRIGHT { bNoGravity = false; } VFLM C 0 BRIGHT A_ChangeLinkFlags(0, 0); VFLM C 0 BRIGHT A_Jump(128, "DeathSound2"); VFLM C 0 BRIGHT A_StartSound("monsters/vassago/hot1"); goto Burninate; DeathSound2: VFLM C 0 BRIGHT A_StartSound("monsters/vassago/hot2"); Goto Burninate; Burninate: VFLM C 4 BRIGHT A_RadiusDamage(10, 128); VFLM D 4 BRIGHT; VFLM E 4 BRIGHT; VFLM F 0 BRIGHT A_StartSound("monsters/vassago/hot3"); VFLM F 4 BRIGHT A_RadiusDamage(10, 128); VFLM G 4 BRIGHT; VFLM H 4 BRIGHT; VFLM F 0 BRIGHT A_StartSound("monsters/vassago/hot2"); VFLM F 4 BRIGHT A_RadiusDamage(10, 128); VFLM G 4 BRIGHT; VFLM H 4 BRIGHT; VFLM F 0 BRIGHT A_StartSound("monsters/vassago/hot3"); VFLM F 4 BRIGHT A_RadiusDamage(10, 128); VFLM G 4 BRIGHT; VFLM H 4 BRIGHT; VFLM F 0 BRIGHT A_StartSound("monsters/vassago/hot1"); VFLM F 4 BRIGHT A_RadiusDamage(10, 128); VFLM G 4 BRIGHT; VFLM H 4 BRIGHT; VFLM F 0 BRIGHT A_StartSound("monsters/vassago/hot2"); VFLM F 4 BRIGHT A_RadiusDamage(10, 128); VFLM G 4 BRIGHT; VFLM H 4 BRIGHT; VFLM F 0 BRIGHT A_StartSound("monsters/vassago/hot1"); VFLM F 4 BRIGHT A_RadiusDamage(10, 128); VFLM G 4 BRIGHT; VFLM H 4 BRIGHT; VFLM F 0 BRIGHT A_StartSound("monsters/vassago/hot2"); VFLM F 4 BRIGHT A_RadiusDamage(10, 128); VFLM G 4 BRIGHT; VFLM H 4 BRIGHT; VFLM I 0 BRIGHT A_StartSound("monsters/vassago/hot3"); VFLM I 4 BRIGHT A_RadiusDamage(10, 128); VFLM J 4 BRIGHT; VFLM K 4 BRIGHT; VFLM L 4 BRIGHT A_RadiusDamage(10, 128); VFLM MNOPQ 4 BRIGHT; Stop; } }