Classes:Cacodemon

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Note: Wait! Stop! Before you copy this actor's definition into your mod, remember the following things:
  1. You do not need to copy that actor, since it is already defined.
  2. In fact, it's not just useless, it's actually harmful as it can cause problems.
  3. If you want to modify it, or use a modified version, using inheritance is the way to go.
  4. The actor definitions here are put on the wiki for reference purpose only. Learn from them, don't copy them.
  5. There is only one exception: if what you want is changing Ammo capacity, you need to create a new type from Ammo.
Cacodemon
Actor type Monster Game MiniDoomLogoIcon.png (Doom)
DoomEd Number 3005 Class Name Cacodemon
Spawn ID 19 Identifier T_CACODEMON


Classes: Cacodemon
 →DeadCacodemon
 →StealthCacodemon


The Cacodemon has nothing better to do than to fly around and shoot purple balls at you through their mouth. They like biting up close so it's a good idea to keep your distance.


ZScript definition

Note: The ZScript definition below is for reference and may be different in the current version of GZDoom.The most up-to-date version of this code can be found on GZDoom GitHub.
class Cacodemon : Actor
{
	Default
	{
		Health 400;
		Radius 31;
		Height 56;
		Mass 400;
		Speed 8;
		PainChance 128;
		Monster;
		+FLOAT +NOGRAVITY
		SeeSound "caco/sight";
		PainSound "caco/pain";
		DeathSound "caco/death";
		ActiveSound "caco/active";
		Obituary "$OB_CACO";
		HitObituary "$OB_CACOHIT";
		Tag "$FN_CACO";
	}
	States
	{
	Spawn:
		HEAD A 10 A_Look;
		Loop;
	See:
		HEAD A 3 A_Chase;
		Loop;
	Missile:
		HEAD B 5 A_FaceTarget;
		HEAD C 5 A_FaceTarget;
		HEAD D 5 BRIGHT A_HeadAttack;
		Goto See;
	Pain:
		HEAD E 3;
		HEAD E 3 A_Pain;
		HEAD F 6;
		Goto See;
	Death:
		HEAD G 8;
		HEAD H 8 A_Scream;
		HEAD I 8;
		HEAD J 8;
		HEAD K 8 A_NoBlocking;
		HEAD L -1 A_SetFloorClip;
		Stop;
	Raise:
		HEAD L 8 A_UnSetFloorClip;
		HEAD KJIHG 8;
		Goto See;
	}
}

extend class Actor
{
	void A_HeadAttack()
	{
		let targ = target;
		if (targ)
		{
			if (CheckMeleeRange())
			{
				int damage = random[pr_headattack](1, 6) * 10;
				A_StartSound (AttackSound, CHAN_WEAPON);
				int newdam = target.DamageMobj (self, self, damage, "Melee");
				targ.TraceBleed (newdam > 0 ? newdam : damage, self);
			}
			else
			{
				// launch a missile
				SpawnMissile (targ, "CacodemonBall");
			}
		}
	}
}

DECORATE definition

Note: This is legacy code, kept here for reference only. DECORATE is still supported but no longer used by GZDoom. GZDoom internally uses the ZScript definition above.
ACTOR Cacodemon
{
  Health 400
  Radius 31
  Height 56
  Mass 400
  Speed 8
  PainChance 128
  Monster
  +FLOAT
  +NOGRAVITY
  SeeSound "caco/sight"
  PainSound "caco/pain"
  DeathSound "caco/death"
  ActiveSound "caco/active"
  Obituary "$OB_CACO"
  HitObituary "$OB_CACOHIT"
  States
  {
  Spawn:
    HEAD A 10 A_Look
    Loop
  See:
    HEAD A 3 A_Chase
    Loop
  Missile:
    HEAD BC 5 A_FaceTarget
    HEAD D 5 Bright A_HeadAttack
    Goto See
  Pain:
    HEAD E 3
    HEAD E 3 A_Pain
    HEAD F 6
    Goto See
  Death:
    HEAD G 8
    HEAD H 8 A_Scream
    HEAD IJ 8
    HEAD K 8 A_NoBlocking
    HEAD L -1 A_SetFloorClip
    Stop
  Raise:
    HEAD L 8 A_UnSetFloorClip
    HEAD KJIHG 8
    Goto See
  }
}