Classes:Cacodemon

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Note: Wait! Stop! You do not need to copy this actor's code into your project! Here's why:
  1. This actor is already defined in GZDoom, there's no reason to define it again.
  2. In fact, trying to define an actor with the same name will cause an error (because it already exists).
  3. If you want to make your own version of this actor, use inheritance.
  4. Definitions for existing actors are put on the wiki for reference purpose only.
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 for archival purposes only. DECORATE is deprecated in GZDoom and is completely superseded by ZScript. 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
  }
}