A_SentinelBob

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A_SentinelBob

(no parameters)


Makes the object bob. This function has to be called repeatedly in a loop for a permanent effect. The effect of this function is not the same as using the FLOATBOB flag.

Examples

For an example how this works it is best to look at Strife's Sentinel:

actor Sentinel 3006
{
  health 100
  painchance 255
  speed 7
  radius 23
  height 53
  mass 300
  conversationid 91
  minmissilechance 150
  seesound "sentinel/sight"
  deathsound "sentinel/death"
  activesound "sentinel/active"
  MONSTER
  +SPAWNCEILING
  +NOGRAVITY
  +DROPOFF
  +NOBLOOD
  +NOBLOCKMONST
  +INCOMBAT
  +MISSILEMORE
  +LOOKALLAROUND
  states
  {
  Spawn:
    SEWR A 10 A_Look
    loop
  See:
    SEWR A 6 A_SentinelBob
    SEWR A 6 A_Chase
    loop
  Missile:
    SEWR B 4 A_FaceTarget
    SEWR C 8 bright //A_SentinelAttack - this code pointer isn't available in DECORATE
    SEWR C 4 bright A_SentinelRefire
    goto Missile+1
  Pain:
    SEWR D 5 A_Pain
    goto Missile+2
  Death:
    SEWR D 7 A_NoBlocking
    SEWR E 8 bright A_TossGib
    SEWR F 5 bright A_Scream
    SEWR GH 4 bright A_TossGib
    SEWR I 4
    SEWR J 5
    stop
  }
}
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