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 DECORATE is deprecated in GZDoom and is completely superseded by ZScript.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 } }