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MiscDoc.txt
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41 lines (37 loc) · 1.78 KB
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// ----- Misc Documentation ----- //
// ----- Bits 'n bobs ----- //
-------------------------------------------------------------------------------------------------------------------------------------
// ----- Regarding Lost Souls ----- //
To accommodate new Lost Souls or similar monsters, the example DECORATE class below contains the appropriate code for the Spawn and See states.
actor DRPGLostSoul : LostSoul Replaces LostSoul
{
Tag "Lost Soul"
States
{
Spawn:
// ----- Lost Souls that are not map-based should not have their kills and XP taken into account due to possible spawn spam (Pain Elementals for example). ----- //
// Check if monster is map-based.
SKUL A 0 NoDelay A_JumpIf(GetLevelSpawnTime() == 0, 4)
// Not map-based.
SKUL A 0 ACS_NamedExecuteAlways("MonsterInit", 0, MF_NOXP | MF_NOAURA | MF_NODROPS)
SKUL A 0 A_ChangeFlag("COUNTKILL", false)
SKUL A 0 A_Jump(256, 2)
// Map-based.
SKUL A 0 ACS_NamedExecuteAlways("MonsterInit", 0, MF_NOAURA | MF_NODROPS)
TNT1 A 0
Goto Super::Spawn
See:
// ----- Lost Souls that are not map-based should not have their kills and XP taken into account due to possible spawn spam (Pain Elementals for example). ----- //
// Check if monster is map-based.
SKUL A 0 A_JumpIf(GetLevelSpawnTime() == 0, 4)
// Not map-based.
SKUL A 0 ACS_NamedExecuteAlways("MonsterInit", 0, MF_NOXP | MF_NOAURA | MF_NODROPS)
SKUL A 0 A_ChangeFlag("COUNTKILL", false)
SKUL A 0 A_Jump(256, 2)
// Map-based.
SKUL A 0 ACS_NamedExecuteAlways("MonsterInit", 0, MF_NOAURA | MF_NODROPS)
TNT1 A 0
Goto Super::See
}
}
-------------------------------------------------------------------------------------------------------------------------------------