Classes:HellKnight
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Note: Wait! Stop! You do not need to copy this actor's code into your project! Here's why:
|
| Hell Knight | |||
|---|---|---|---|
| Actor type | Monster | Game | |
| DoomEd Number | 69 | Class Name | HellKnight |
| Spawn ID | 113 | Identifier | T_HELLKNIGHT |
Classes: BaronOfHell→HellKnight
→StealthHellKnight
Hell Knights are a satyr-like monster similar to the Baron of Hell. Like the Baron, their primary attack is a green fireball. However, they only have half as much health as their big brothers.
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 HellKnight : BaronOfHell
{
Default
{
Health 500;
-BOSSDEATH;
SeeSound "knight/sight";
ActiveSound "knight/active";
PainSound "knight/pain";
DeathSound "knight/death";
HitObituary "$OB_KNIGHTHIT";
Obituary "$OB_KNIGHT";
Tag "$FN_HELL";
}
States
{
Spawn:
BOS2 AB 10 A_Look;
Loop;
See:
BOS2 AABBCCDD 3 A_Chase;
Loop;
Melee:
Missile:
BOS2 EF 8 A_FaceTarget;
BOS2 G 8 A_BruisAttack;
Goto See;
Pain:
BOS2 H 2;
BOS2 H 2 A_Pain;
Goto See;
Death:
BOS2 I 8;
BOS2 J 8 A_Scream;
BOS2 K 8;
BOS2 L 8 A_NoBlocking;
BOS2 MN 8;
BOS2 O -1;
Stop;
Raise:
BOS2 O 8;
BOS2 NMLKJI 8;
Goto See;
}
}
A_BruisAttack is defined only once in GZDoom (since both Baron of Hell and Hell Knight are in the same file), this is repeated here for illustration purposes.
extend class Actor
{
void A_BruisAttack()
{
let targ = target;
if (targ)
{
if (CheckMeleeRange())
{
int damage = random[pr_bruisattack](1, 8) * 10;
A_StartSound ("baron/melee", CHAN_WEAPON);
int newdam = target.DamageMobj (self, self, damage, "Melee");
targ.TraceBleed (newdam > 0 ? newdam : damage, self);
}
else
{
// launch a missile
SpawnMissile (target, "BaronBall");
}
}
}
}
DECORATE definition
|
Warning: This is legacy code, kept for archival purposes only. DECORATE is deprecated in GZDoom and is completely superseded by ZScript. GZDoom internally uses the ZScript definition above. |
ACTOR HellKnight : BaronOfHell { Health 500 -BOSSDEATH SeeSound "knight/sight" ActiveSound "knight/active" PainSound "knight/pain" DeathSound "knight/death" HitObituary "$OB_KNIGHTHIT" Obituary "$OB_KNIGHT" States { Spawn: BOS2 AB 10 A_Look Loop See: BOS2 AABBCCDD 3 A_Chase Loop Melee: Missile: BOS2 EF 8 A_FaceTarget BOS2 G 8 A_BruisAttack Goto See Pain: BOS2 H 2 BOS2 H 2 A_Pain Goto See Death: BOS2 I 8 BOS2 J 8 A_Scream BOS2 K 8 BOS2 L 8 A_NoBlocking BOS2 MN 8 BOS2 O -1 Stop Raise: BOS2 O 8 BOS2 NMLKJI 8 Goto See } }