Classes:ScriptedMarine
From ZDoom Wiki
| Marine | |||
|---|---|---|---|
| Actor type | Monster | Game | |
| DoomEd Number | 9100 | Class Name | ScriptedMarine |
| Spawn ID | 151 | Identifier | T_SCRIPTEDMARINE |
Classes: ScriptedMarine
→MarineBFG
→MarineBerserk
→MarineChaingun
→MarineChainsaw
→MarineFist
→MarinePistol
→MarinePlasma
→MarineRailgun
→MarineRocket
→MarineSSG
→MarineShotgun
The Scripted Marine is a duplication of the Doom player which can be controlled via scripting during cutscenes or gameplay, to simulate the player or other marines wearing the same armor. Though the actor has several attacks coded, he does not actually ever use any by default. These attack states are used, however, by its children classes.
As with all marines, you can use the special ACS functions SetMarineSprite and SetMarineWeapon to change this actor's appearance and weapon.
DECORATE definition
ACTOR ScriptedMarine 9100 native
{
Game Doom
SpawnID 151
Health 100
Radius 16
Height 56
Mass 100
Speed 8
Painchance 160
MONSTER
-COUNTKILL
Translation 0
Damage 100
DeathSound "*death"
PainSound "*pain50"
action native A_M_Refire();
action native A_M_CheckAttack();
action native A_MarineChase();
action native A_MarineLook();
action native A_MarineNoise();
action native A_M_Punch(int force);
action native A_M_SawRefire();
action native A_M_FirePistol(bool accurate);
action native A_M_FireShotgun();
action native A_M_FireShotgun2();
action native A_M_FireCGun(bool accurate);
action native A_M_FireMissile();
action native A_M_FirePlasma();
action native A_M_FireRailgun();
action native A_M_BFGsound();
action native A_M_FireBFG();
States
{
Spawn:
PLAY A 4 A_MarineLook
PLAY A 4 A_MarineNoise
Loop
Idle:
PLAY A 4 A_MarineLook
PLAY A 4 A_MarineNoise
PLAY A 4 A_MarineLook
PLAY B 4 A_MarineNoise
PLAY B 4 A_MarineLook
PLAY B 4 A_MarineNoise
Loop
See:
PLAY ABCD 4 A_MarineChase
Loop
Melee.Fist:
PLAY E 4 A_FaceTarget
PLAY F 4 A_M_Punch(1)
PLAY A 9
PLAY A 0 A_M_Refire
Loop
PLAY A 5 A_FaceTarget
Goto See
Melee.Berserk:
PLAY E 4 A_FaceTarget
PLAY F 4 A_M_Punch(10)
PLAY A 9
PLAY A 0 A_M_Refire
Loop
PLAY A 5 A_FaceTarget
Goto See
Melee.Chainsaw:
PLAY E 4 A_MarineNoise
PLAY F 4 BRIGHT A_M_Saw
PLAY F 0 A_M_SawRefire
goto Melee.Chainsaw+1
PLAY A 0
Goto See
Missile:
Missile.None:
PLAY E 12 A_FaceTarget
Goto Idle
PLAY F 6 BRIGHT
Loop
Missile.Pistol:
PLAY E 4 A_FaceTarget
PLAY F 6 BRIGHT A_M_FirePistol(1)
PLAY A 4 A_FaceTarget
PLAY A 0 A_M_Refire
PLAY A 5
Goto See
Fireloop.Pistol:
PLAY F 6 BRIGHT A_M_FirePistol(0)
PLAY A 4 A_FaceTarget
PLAY A 0 A_M_Refire
Goto Fireloop.Pistol
PLAY A 5
Goto See
Missile.Shotgun:
PLAY E 3 A_M_CheckAttack
PLAY F 7 BRIGHT A_M_FireShotgun
Goto See
Missile.SSG:
PLAY E 3 A_M_CheckAttack
PLAY F 7 BRIGHT A_M_FireShotgun2
Goto See
Missile.Chaingun:
PLAY E 4 A_FaceTarget
PLAY FF 4 BRIGHT A_M_FireCGun(1)
PLAY FF 4 BRIGHT A_M_FireCGun(0)
PLAY A 0 A_M_Refire
Goto Missile.Chaingun+3
PLAY A 0
Goto See
Missile.Rocket:
PLAY E 8
PLAY F 6 BRIGHT A_M_FireMissile
PLAY A 0 A_M_Refire
Loop
PLAY A 0
Goto See
Missile.Plasma:
PLAY E 2 A_FaceTarget
PLAY F 3 BRIGHT A_M_FirePlasma
PLAY A 0 A_M_Refire
Loop
PLAY A 0
Goto See
Missile.Railgun:
PLAY E 4 A_M_CheckAttack
PLAY F 6 A_M_FireRailgun
Goto See
Missile.BFG:
PLAY E 5 A_M_BFGSound
PLAY EEEEE 5 A_FaceTarget
PLAY F 6 A_M_FireBFG
PLAY A 4 A_FaceTarget
PLAY A 0 A_M_Refire
Loop
PLAY A 0
Goto See
SkipAttack:
PLAY A 1
Goto See
Pain:
PLAY G 4
PLAY G 4 A_Pain
Goto Idle
Death:
PLAY H 10
PLAY I 10 A_Scream
PLAY J 10 A_NoBlocking
PLAY KLM 10
PLAY N -1
Stop
XDeath:
PLAY O 5
PLAY P 5 A_XScream
PLAY Q 5 A_NoBlocking
PLAY RSTUV 5
PLAY W -1
Stop
Raise:
PLAY MLKJIH 5
Goto See
}
}

