#include "actor.h" #include "m_random.h" #include "a_action.h" #include "p_local.h" #include "p_enemy.h" #include "a_strifeglobal.h" void A_20e10 (AActor *); void A_TossGib (AActor *); void A_SpawnZombie (AActor *); // Zombie ------------------------------------------------------------------- class AZombie : public AStrifeHumanoid { DECLARE_ACTOR (AZombie, AStrifeHumanoid) }; FState AZombie::States[] = { #define S_ZOMBIE_STND 0 S_NORMAL (PEAS, 'A', 5, A_20e10, &States[S_ZOMBIE_STND]), #define S_ZOMBIE_PAIN (S_ZOMBIE_STND+1) S_NORMAL (AGRD, 'A', 5, A_20e10, &States[S_ZOMBIE_PAIN]), #define S_ZOMBIE_DIE (S_ZOMBIE_PAIN+1) S_NORMAL (GIBS, 'M', 5, A_TossGib, &States[S_ZOMBIE_DIE+1]), S_NORMAL (GIBS, 'N', 5, A_XScream, &States[S_ZOMBIE_DIE+2]), S_NORMAL (GIBS, 'O', 5, A_NoBlocking, &States[S_ZOMBIE_DIE+3]), S_NORMAL (GIBS, 'P', 4, A_TossGib, &States[S_ZOMBIE_DIE+4]), S_NORMAL (GIBS, 'Q', 4, A_TossGib, &States[S_ZOMBIE_DIE+5]), S_NORMAL (GIBS, 'R', 4, A_TossGib, &States[S_ZOMBIE_DIE+6]), S_NORMAL (GIBS, 'S', 4, A_TossGib, &States[S_ZOMBIE_DIE+7]), S_NORMAL (GIBS, 'T', 4, A_TossGib, &States[S_ZOMBIE_DIE+8]), S_NORMAL (GIBS, 'U', 5, NULL, &States[S_ZOMBIE_DIE+9]), S_NORMAL (GIBS, 'V', 1400, NULL, NULL), }; IMPLEMENT_ACTOR (AZombie, Strife, 169, 0) PROP_SpawnState (S_ZOMBIE_STND) PROP_PainState (S_ZOMBIE_PAIN) PROP_DeathState (S_ZOMBIE_DIE) PROP_SpawnHealth (31) PROP_RadiusFixed (20) PROP_HeightFixed (56) PROP_PainChance (0) PROP_Flags (MF_SOLID|MF_SHOOTABLE) PROP_Flags2 (MF2_FLOORCLIP|MF2_PASSMOBJ|MF2_PUSHWALL|MF2_MCROSS) PROP_MinMissileChance (150) PROP_MaxStepHeight (16) PROP_MaxDropOffHeight (32) PROP_Translation (TRANSLATION_Standard, 0) PROP_StrifeType (28) PROP_DeathSound ("zombie/death") END_DEFAULTS // Zombie Spawner ----------------------------------------------------------- class AZombieSpawner : public AActor { DECLARE_ACTOR (AZombieSpawner, AActor) }; FState AZombieSpawner::States[] = { S_NORMAL (TNT1, 'A', 175, A_SpawnZombie, &States[0]) }; IMPLEMENT_ACTOR (AZombieSpawner, Strife, 170, 0) PROP_SpawnHealth (20) PROP_Flags (MF_SHOOTABLE|MF_NOSECTOR) PROP_SpawnState (0) PROP_RenderStyle (STYLE_None) PROP_StrifeType (30) PROP_ActiveSound ("zombie/spawner") // Does Strife use this somewhere else? END_DEFAULTS //============================================================================ // // A_SpawnZombie // //============================================================================ void A_SpawnZombie (AActor *self) { Spawn (self->x, self->y, self->z); }