Difference between revisions of "A Scream"
From DoomWiki.org
[checked revision] | [checked revision] |
(recategorize) |
|||
Line 1: | Line 1: | ||
{{DISPLAYTITLE:A_Scream}} | {{DISPLAYTITLE:A_Scream}} | ||
− | + | [[File:MAP11 shotgun.png|thumb|right|Zombies randomly play one of three different sound effects when <code>A_Scream</code> is invoked]] | |
'''A_Scream''' is a [[code pointer]] used in the death animation for various monsters. | '''A_Scream''' is a [[code pointer]] used in the death animation for various monsters. | ||
+ | |||
+ | <code>A_Scream</code>'s main purpose is to play the monster's death sound. However, it includes a few minor tweaks: | ||
+ | |||
+ | * Monsters using the zombie death sounds (DSPODTH1, DSPODTH2, DSPODTH3) will randomly pick one of the three. This ensures variation as not all zombies sound the same when they die. | ||
+ | * [[Imps]] will randomly play DSBGDTH1 or DSBGDTH2 for the same reason. | ||
+ | * The [[Cyberdemon]] and [[Spider Mastermind]] play their death sound effects at full volume when they die. | ||
== Uses == | == Uses == |
Revision as of 22:01, 16 March 2020
A_Scream is a code pointer used in the death animation for various monsters.
A_Scream
's main purpose is to play the monster's death sound. However, it includes a few minor tweaks:
- Monsters using the zombie death sounds (DSPODTH1, DSPODTH2, DSPODTH3) will randomly pick one of the three. This ensures variation as not all zombies sound the same when they die.
- Imps will randomly play DSBGDTH1 or DSBGDTH2 for the same reason.
- The Cyberdemon and Spider Mastermind play their death sound effects at full volume when they die.
Uses
The A_Scream
code pointer appears in the following states in Doom's state table:
Frame number | Doom internal name | Use |
---|---|---|
190 | S_POSS_DIE2 | death animation for the Trooper |
223 | S_SPOS_DIE2 | death animation for the Sargeant |
272 | S_VILE_DIE2 | death animation for the Archvile |
347 | S_SKEL_DIE3 | death animation for the Revenant |
389 | S_FATT_DIE2 | death animation for the Mancubus |
423 | S_CPOS_DIE2 | death animation for the Chaingun Sargeant |
458 | S_TROO_DIE2 | death animation for the Imp |
491 | S_SARG_DIE2 | death animation for the Spectre and Demon |
511 | S_HEAD_DIE2 | death animation for the Cacodemon |
543 | S_BOSS_DIE2 | death animation for the Baron of Hell |
572 | S_BOS2_DIE2 | death animation for the Hell Knight |
596 | S_SKULL_DIE2 | death animation for the Lost Soul |
621 | S_SPID_DIE1 | death animation for the Spiderdemon |
653 | S_BSPI_DIE1 | death animation for the Arachnotron |
692 | S_CYBER_DIE2 | death animation for the Cyberdemon |
715 | S_PAIN_DIE2 | death animation for the Pain Elemental |
745 | S_SSWV_DIE2 | death animation for the SS Nazi |
766 | S_COMMKEEN3 | death animation for Commander Keen |
809 | S_BEXP2 | death animation for the Barrel |
Example
The following is an example of how to set the A_Scream
code pointer in a Dehacked file:
Pointer 21 (Frame 34) Codep Frame = 809
Or using BEX syntax:
[CODEPTR] Frame 1234 = Scream
External links
- A_Scream in the Doom source code.