Classes:HellKnight
(Redirected from Hell Knight)
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Note: Wait! Stop! You do not need to copy this actor's code into your project! Here's why:
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Hell Knight | |||
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Actor type | Monster | Game | (Doom2) |
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 "$FN_HELL"; } States { Spawn: BOS2 AB 10 A_Look; Loop; See: BOS2 AABBCCDD 3 A_Chase; Loop; Melee: Missile: BOS2 EF 8 A_FaceTarget; BOS2 G 8 A_BruisAttack; Goto See; Pain: BOS2 H 2; BOS2 H 2 A_Pain; Goto See; Death: BOS2 I 8; BOS2 J 8 A_Scream; BOS2 K 8; BOS2 L 8 A_NoBlocking; BOS2 MN 8; BOS2 O -1; Stop; Raise: BOS2 O 8; BOS2 NMLKJI 8; Goto See; } }
A_BruisAttack is defined only once in GZDoom (since both Baron of Hell and Hell Knight are in the same file), this is repeated here for illustration purposes.
extend class Actor { void A_BruisAttack() { let targ = target; if (targ) { if (CheckMeleeRange()) { int damage = random[pr_bruisattack](1, 8) * 10; A_StartSound ("baron/melee", CHAN_WEAPON); int newdam = target.DamageMobj (self, self, damage, "Melee"); targ.TraceBleed (newdam > 0 ? newdam : damage, self); } else { // launch a missile SpawnMissile (target, "BaronBall"); } } } }
DECORATE definition
Note: This is legacy code, kept for archival purposes only. DECORATE is deprecated in GZDoom and is completely superseded by ZScript. GZDoom internally uses the ZScript definition above. |
ACTOR HellKnight : BaronOfHell { Health 500 -BOSSDEATH SeeSound "knight/sight" ActiveSound "knight/active" PainSound "knight/pain" DeathSound "knight/death" HitObituary "$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 } }