Code: Select all
actor HeadZombie : ZombieMan replaces ZombieMan
{
health 60
height 40
radius 16
states
{
spawn:
POSS E 0
POSS A 0 A_SpawnItemEx ("ZombieHead", 6, 0, 40, 0, 0, 0, 0, 16)
POSS A 4 A_Look
POSS A 0 A_SpawnItemEx ("ZombieHead", 6, 0, 40, 0, 0, 0, 0, 16)
POSS A 4 A_Look
POSS B 0 A_SpawnItemEx ("ZombieHead", 6, 0, 40, 0, 0, 0, 0, 16)
POSS B 4 A_Look
POSS B 0 A_SpawnItemEx ("ZombieHead", 6, 0, 40, 0, 0, 0, 0, 16)
POSS B 4 A_Look
loop
missile:
POSS E 0 A_SpawnItemEx ("ZombieHead", -2, 0, 40, 0, 0, 0, 0, 16)
POSS E 4 A_FaceTarget
POSS E 0 A_SpawnItemEx ("ZombieHead", -2, 0, 40, 0, 0, 0, 0, 16)
POSS E 4 A_FaceTarget
POSS E 0 A_SpawnItemEx ("ZombieHead", -2, 0, 40, 0, 0, 0, 0, 16)
POSS E 4 A_FaceTarget
POSS F 0 A_SpawnItemEx ("ZombieHead", -2, 0, 40, 0, 0, 0, 0, 16)
POSS F 4 bright A_PosAttack
POSS E 0 A_SpawnItemEx ("ZombieHead", -2, 0, 40, 0, 0, 0, 0, 16)
POSS E 4
POSS E 0 A_SpawnItemEx ("ZombieHead", -2, 0, 40, 0, 0, 0, 0, 16)
POSS E 4
goto see
pain:
POSS E 0 A_SpawnItemEx ("ZombieHead", -2, 0, 40, 0, 0, 0, 0, 16)
POSS E 4 HealThing (999)
POSS E 0 A_SpawnItemEx ("ZombieHead", -2, 0, 40, 0, 0, 0, 0, 16)
POSS E 4 A_Pain
goto see
see:
POSS A 0 A_SpawnItemEx ("ZombieHead", 6, 0, 40, 2, 0, 0, 0, 16)
POSS A 4 A_Chase
POSS B 0 A_SpawnItemEx ("ZombieHead", 6, 0, 40, 2, 0, 0, 0, 16)
POSS B 4 A_Chase
POSS C 0 A_SpawnItemEx ("ZombieHead", 6, 0, 40, 2, 0, 0, 0, 16)
POSS C 4 A_Chase
POSS D 0 A_SpawnItemEx ("ZombieHead", 6, 0, 40, 2, 0, 0, 0, 16)
POSS D 4 A_Chase
loop
}
}
actor ZombieHead
{
+ismonster
-countkill
+shootable
+nogravity
+nodamagethrust
+noradiusdmg
health 10
height 14
radius 10
states
{
spawn:
TNT1 A 4
stop
death:
TNT1 A 0 A_KillMaster
TNT1 AAAAA 1 A_SpawnItemEx ("Blood", random(-2,2),random(-2,2),random(-4,6), random(-2,2),random(-2,2),random(2,6))
stop
}
}