NashGoreWallBlood.zc 2.8 KB

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  1. // Copyright 2006-2019 Nash Muhandes
  2. // All rights reserved.
  3. //
  4. // Redistribution and use in source and binary forms, with or without
  5. // modification, are permitted provided that the following conditions
  6. // are met:
  7. //
  8. // 1. Redistributions of source code must retain the above copyright
  9. // notice, this list of conditions and the following disclaimer.
  10. // 2. Redistributions in binary form must reproduce the above copyright
  11. // notice, this list of conditions and the following disclaimer in the
  12. // documentation and/or other materials provided with the distribution.
  13. // 3. The name of the author may not be used to endorse or promote products
  14. // derived from this software without specific prior written permission.
  15. //
  16. // THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
  17. // IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
  18. // OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
  19. // IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
  20. // INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
  21. // NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
  22. // DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
  23. // THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
  24. // (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
  25. // THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
  26. //===========================================================================
  27. //
  28. //
  29. //
  30. //===========================================================================
  31. class NashGoreWallBlood : Actor
  32. {
  33. Default
  34. {
  35. FloatBobPhase 0;
  36. RenderStyle 'None';
  37. +NOGRAVITY
  38. }
  39. //===========================================================================
  40. //
  41. //
  42. //
  43. //===========================================================================
  44. override void BeginPlay(void)
  45. {
  46. ChangeStatNum(STAT_NashGore_Gore);
  47. NashGoreStatics.QueueGore();
  48. Super.BeginPlay();
  49. Scale.X *= RandomPick(-1, 1);
  50. Scale.Y *= RandomPick(-1, 1);
  51. }
  52. override void Tick(void)
  53. {
  54. Super.Tick();
  55. if (!bNoTimeFreeze && (isFrozen() || Level.isFrozen())) return;
  56. if (GetAge() > 2)
  57. {
  58. A_SetRenderStyle(1.0, STYLE_Normal);
  59. }
  60. }
  61. //===========================================================================
  62. //
  63. //
  64. //
  65. //===========================================================================
  66. States
  67. {
  68. Spawn:
  69. TNT1 A 1 NoDelay
  70. {
  71. return A_Jump(256, "WallBlood1", "WallBlood2", "WallBlood3", "WallBlood4");
  72. }
  73. Stop;
  74. WallBlood1:
  75. NGMV A -1;
  76. Stop;
  77. WallBlood2:
  78. NGMV B -1;
  79. Stop;
  80. WallBlood3:
  81. NGMV C -1;
  82. Stop;
  83. WallBlood4:
  84. NGMV D -1;
  85. Stop;
  86. }
  87. }
  88. class NashGoreWallBloodSmall : NashGoreWallBlood
  89. {
  90. Default
  91. {
  92. Radius 8;
  93. Height 16;
  94. }
  95. }
  96. class NashGoreWallBloodLarge : NashGoreWallBlood
  97. {
  98. Default
  99. {
  100. Radius 32;
  101. Height 64;
  102. }
  103. }