EliteGrunt

GameObjecthitmeenemyEliteGrunt

Variables:

from hitme
from hitme

Object: hitme

nexthurt: number
my_health: number

Current health

maxhealth: number

Maximum health

size: number

"bigger" entities are harder to push around

spr_idle: sprite

Played if (speed == 0)

spr_walk: sprite

Played if (speed != 0)

spr_hurt: sprite

3-frame sprite for taking damage

spr_dead: sprite

Death+corpse sprite

spr_shadow: sprite

Shadow sprite (if any)

spr_shadow_x: number

Shadow X offset

spr_shadow_y: number

Shadow Y offset

snd_hurt: sound

Played upon hit

snd_dead: sound

Played upon death

team: number

Default enemy team is 1, default IDPD team is 3

from enemy
from enemy

Object: enemy

spr_chrg: sprite

Charge attack sprite, if any

spr_fire: sprite

Normal attack sprite, if any

corpse: number

Whether the enemy should leave a corpse

canmelee: number

Whether the enemy can deal contact damage right now Any enemy can only deal contact damage once per second at most.

canfly: number

Whether the enemy should not be killed for being off-level

wepseed: number

Set by level generator, used for weapon drops

Facing direction

kills: number

Number of kills added for killing this enemy

target

Current player to pursue

cantarget: bool

If set to false, enemy will not auto-update target

snd_mele: sound

Player upon dealing contact damage

raddrop: number

Number of rads dropped upon death

meleedamage: number

How much damage we deal on contact

hitid: number
wkick: number

Weapon offset for enemies that have them

from EliteGrunt

Alarms:

  • alarm[1]
  • alarm[2]