PWADmU#include "DEC_MONS" #include "DEC_ZOM1" #include "DEC_ZOM2" #include "DEC_ZOM3" #include "DEC_IMP" #include "DEC_DEMO" #include "DEC_SOUL" #include "DEC_PAIN" #include "DEC_CACO" #include "DEC_REVE" #include "DEC_GOAT" #include "DEC_ARAC" #include "DEC_FATY" #include "DEC_ARCH" #include "DEC_SPID" #include "DEC_CYBE"/// object ZombieMan_2 { frame POS2F { light ZOMBIEATK } } object ZombieMan_3 { frame POS2F { light ZOMBIEATK } } object ZombieMan_4 { frame POS2F { light ZOMBIEATK } } object ZombieMan_5 { frame POS2F { light ZOMBIEATK } } object ZombieMan_6 { frame POS2F { light ZOMBIEATK } } object UziGuy { frame PEUUP { light ZOMBIEATK } } object ZombieMan_LastStand2 { frame LST2B { light ZOMBIEATK } } object ZombieMan_LastStand3 { frame LST2B { light ZOMBIEATK } } object ZombieMan_LastStand4 { frame LST2B { light ZOMBIEATK } } object ZombieMan_LastStand5 { frame LST2B { light ZOMBIEATK } } object ZombieMan_LastStand6 { frame LST2B { light ZOMBIEATK } } object ZombieMan_LastStand2alt { frame LST2B { light ZOMBIEATK } } object ZombieMan_LastStand3alt { frame LST2B { light ZOMBIEATK } } object ZombieMan_LastStand4alt { frame LST2B { light ZOMBIEATK } } object ZombieMan_LastStand5alt { frame LST2B { light ZOMBIEATK } } object ZombieMan_LastStand6alt { frame LST2B { light ZOMBIEATK } } object DrDude { frame DRDOG { light ZOMBIEATK } } object DrDude2 { frame DRDOG { light ZOMBIEATK } } object DrDude_LastStand { frame LST5B { light ZOMBIEATK } } object DrDude2_LastStand { frame LST5B { light ZOMBIEATK } } object ZombieMarineA { frame UDM2F { light ZOMBIEATK } } object ZombieMarineB { frame UDM2F { light ZOMBIEATK } } object ZombieMarine_LastStand { frame LASTB { light ZOMBIEATK } } object ShotgunGuy_2 { frame SPOSF { light ZOMBIEATK } } object ShotgunGuy_3 { frame POSSF { light ZOMBIEATK } } object ShotgunGuy_LastStand { frame LST3B { light ZOMBIEATK } } object ShotgunGuy_LastStand2 { frame LST4B { light ZOMBIEATK } } object ShotgunGuy_LastStand3 { frame LST2B { light ZOMBIEATK } } object SuperShotgunGuy_2 { frame GPOSF { light ZOMBIEATK } } object SuperShotgunGuy_LastStand { frame GPOSV { light ZOMBIEATK } } object SuperShotgunGuy_LastStand2 { frame GPOSX { light ZOMBIEATK } } object SpaceNazi { frame BHELG { light ZOMBIEATK } } object ChaingunGuy_2 { frame CZOMF { light ZOMBIEATK } frame CZOME { light ZOMBIEATK } } object ChaingunGuy_3 { frame CZOMF { light ZOMBIEATK } frame CZOME { light ZOMBIEATK } } object DoubleChaingunGuy_2 { frame CZM2F { light ZOMBIEATK } frame CZM2E { light ZOMBIEATK } } object DoubleChaingunGuy_3 { frame CZM2F { light ZOMBIEATK } frame CZM2E { light ZOMBIEATK } } object ChaingunGuy_LastStand { frame CDTHI { light ZOMBIEATK } } object ChaingunGuy_3_LastStand { frame CDTHI { light ZOMBIEATK } } object DoubleChaingunGuy_LastStand { frame CDTHI { light ZOMBIEATK } } object DoubleChaingunGuy_3_LastStand { frame CDTHI { light ZOMBIEATK } } object grenadeGuy_LastStand { frame CDTHI { light ZOMBIEATK } } object ImpBoy { frame IMPBF { light ZOMBIEATK } } object GreenRevenant { frame GSKLJ { light ZOMBIEATK } } object GreenRevenant2 { frame GSKLJ { light ZOMBIEATK } } object GreenRevenant3 { frame GSKLJ { light ZOMBIEATK } } object GoldRevenant { frame GSKLJ { light ZOMBIEATK } } /// pointlight BARONBLUE { color 0.0 0.0 1.0 size 64 } flickerlight BARONBLUE_X1 { color 0.0 0.0 0.7 size 80 secondarySize 88 chance 0.25 } flickerlight BARONBLUE_X2 { color 0.0 0.0 0.4 size 96 secondarySize 104 chance 0.25 } flickerlight BARONBLUE_X3 { color 0.0 0.0 0.2 size 112 secondarySize 120 chance 0.25 } object BlueBaronBall { frame BAL7A { light BARONBLUE } frame BAL7B { light BARONBLUE } frame BAL7C { light BARONBLUE_X1 } frame BAL7D { light BARONBLUE_X2 } frame BAL7E { light BARONBLUE_X3 } } object DoomImpBallRes { frame BAL1A { light IMPBALL } frame BAL1B { light IMPBALL } frame BAL1C { light IMPBALL_X1 } frame BAL1D { light IMPBALL_X2 } frame BAL1E { light IMPBALL_X3 } } pointlight DIBALL { color 0.5 0.0 1.2 size 64 } flickerlight DIBALL_X1 { color 0.5 0.0 1.2 size 80 secondarySize 88 chance 0.25 } flickerlight DIBALL_X2 { color 0.3 0.0 0.9 size 96 secondarySize 104 chance 0.25 } flickerlight DIBALL_X3 { color 0.1 0.0 0.5 size 112 secondarySize 120 chance 0.25 } object DarkImpBall2 { frame BAL1A { light DIBALL } frame BAL1B { light DIBALL } frame BAL1C { light DIBALL_X1 } frame BAL1D { light DIBALL_X2 } frame BAL1E { light DIBALL_X3 } } object DarkImpBallRes { frame BAL1A { light DIBALL } frame BAL1B { light DIBALL } frame BAL1C { light DIBALL_X1 } frame BAL1D { light DIBALL_X2 } frame BAL1E { light DIBALL_X3 } } pointlight ROCKBL { color 0.35 0.0 1.0 size 64 } object RevMissile { frame 8BLXB { light ROCKET } } object BlueRevMissile { frame SHK2A { light ROCKBL } } object WeakRevMissile { frame 8BLXB { light ROCKET } } object BaronMissile { frame 8BLXB { light ROCKET } } pointlight FBFGSHOT { color 0.6 0.4 0.0 size 40 } pointlight FBFGSPID { color 0.2 0.0 0.7 size 48 } pointlight FATBFG { color 0.1 1.0 0.0 size 64 } flickerlight FATBFG_X1 { color 0.3 1.0 0.2 size 64 secondarySize 72 chance 0.3 } flickerlight FATBFG_X2 { color 0.4 1.0 0.3 size 88 secondarySize 96 chance 0.3 } flickerlight FATBFG_X3 { color 0.6 1.0 0.5 size 104 secondarySize 112 chance 0.3 } flickerlight FATBFG_X4 { color 0.3 0.7 0.2 size 40 secondarySize 48 chance 0.3 } object AcubusBlasterBall { frame 8BLXB { light FBFGSHOT } } object DoomImpBallTrooper { frame 8BLXB { light FBFGSHOT } } object SpiderCannon { frame 8BLXB { light FBFGSHOT } } object SpiderBlasterBall { frame SHK2A { light FBFGSPID } } object AcubusBFG { frame BFG2A { light FATBFG } } object DarkArchvileBFG { frame BFG2A { light FATBFG } } object AcubusBFGBoom { frame BFG3A { light FATBFG_X4 } frame BFG3B { light FATBFG_X1 } frame BFG3C { light FATBFG_X2 } frame BFG3D { light FATBFG_X4 } } object DarkArchvileBFGBoom { frame BFG3A { light FATBFG_X1 } frame BFG3B { light FATBFG_X2 } frame BFG3C { light FATBFG_X3 } frame BFG3D { light FATBFG_X1 } frame BFG3E { light FATBFG_X4 } } Object FatsoFire { frame FLMB { light RGADRAGON } } Object VileFire { frame FLMB { light RGADRAGON } } flickerlight CACOLANTERNBALL { color 0.0 0.0 1.0 size 56 secondarySize 64 chance 0.25 } flickerlight CACOLANTERNBALL_X1 { color 0.0 0.0 0.9 size 72 secondarySize 80 chance 0.25 } flickerlight CACOLANTERNBALL_X2 { color 0.0 0.0 0.8 size 88 secondarySize 96 chance 0.25 } flickerlight CACOLANTERNBALL_X3 { color 0.0 0.0 0.7 size 104 secondarySize 112 chance 0.25 } object CacolanternBall2 { frame BAL2A0 { light CACOLANTERNBALL } frame BAL2B0 { light CACOLANTERNBALL } frame BAL2C0 { light CACOLANTERNBALL_X1 } frame BAL2D0 { light CACOLANTERNBALL_X2 } frame BAL2E0 { light CACOLANTERNBALL_X3 } } object IceCacolanternBall { frame BAL2A0 { light CACOLANTERNBALL } frame BAL2B0 { light CACOLANTERNBALL } frame BAL2C0 { light CACOLANTERNBALL_X1 } frame BAL2D0 { light CACOLANTERNBALL_X2 } frame BAL2E0 { light CACOLANTERNBALL_X3 } } flickerlight ABADBALL { color 1.0 0.3 0.0 size 56 secondarySize 64 chance 0.5 } flickerlight ABADBALL_X1 { color 1.0 0.3 0.0 size 72 secondarySize 80 chance 0.25 } flickerlight ABADBALL_X2 { color 1.0 0.3 0.0 size 88 secondarySize 96 chance 0.25 } flickerlight ABADBALL_X3 { color 1.0 0.3 0.0 size 104 secondarySize 112 chance 0.25 } object AbaddonBall2 { frame BAL2A0 { light ABADBALL } frame BAL2B0 { light ABADBALL } frame BAL2C0 { light ABADBALL_X1 } frame BAL2D0 { light ABADBALL_X2 } frame BAL2E0 { light ABADBALL_X3 } } pointlight HECTSHOT { color 0.0 1.0 0.0 size 48 } flickerlight HECTSHOT_X1 { color 0.0 1.0 0.0 size 48 secondarySize 56 chance 0.3 } flickerlight HECTSHOT_X2 { color 0.0 0.5 0.0 size 64 secondarySize 72 chance 0.3 } flickerlight HECTSHOT_X3 { color 0.0 0.3 0.0 size 80 secondarySize 88 chance 0.3 } object HectShot2 { frame HECFA { light HECTSHOT } frame HECFB { light HECTSHOT } frame HECFC { light HECTSHOT_X1 } frame HECFD { light HECTSHOT_X2 } frame HECFE { light HECTSHOT_X3 } } /// object LostSoul_2 { frame SKULA { light LOSTSOUL } frame SKULB { light LOSTSOUL } frame SKULC { light LOSTSOUL } frame SKULD { light LOSTSOUL } frame SKULE { light LOSTSOUL } frame SKULF { light LOSTSOUL } frame SKULG { light LOSTSOUL } frame SKULH { light LOSTSOUL_X1 } frame SKULI { light LOSTSOUL_X2 } frame SKULJ { light LOSTSOUL_X3 } frame SKULK { light LOSTSOUL_X4 } } object LostSoul_2_Spawned { frame SKULA { light LOSTSOUL } frame SKULB { light LOSTSOUL } frame SKULC { light LOSTSOUL } frame SKULD { light LOSTSOUL } frame SKULE { light LOSTSOUL } frame SKULF { light LOSTSOUL } frame SKULG { light LOSTSOUL } frame SKULH { light LOSTSOUL_X1 } frame SKULI { light LOSTSOUL_X2 } frame SKULJ { light LOSTSOUL_X3 } frame SKULK { light LOSTSOUL_X4 } } flickerlight KAMISOUL { color 0.0 0.15 1.0 size 56 secondarysize 64 chance 0.1 } object KamikazeSoul { frame KSKLA { light KAMISOUL } frame KSKLB { light KAMISOUL } frame KSKLC { light KAMISOUL } frame KSKLD { light KAMISOUL } frame KSKLE { light KAMISOUL } frame KSKLF { light KAMISOUL } } object KamikazeSoul_Spawned { frame KSKLA { light KAMISOUL } frame KSKLB { light KAMISOUL } frame KSKLC { light KAMISOUL } frame KSKLD { light KAMISOUL } frame KSKLE { light KAMISOUL } frame KSKLF { light KAMISOUL } }stoneknight/sight dsstnsit $rolloff stoneknight/sight 300 1500 $rolloff brain/spit 400 2000 $random stoner/sight { stoner/sight1 stoner/sight2 stoner/sight3 stoner/sight4 stoner/sight5 stoner/sight6 } stoner/sight1 rockgol1 stoner/sight2 rockgol2 stoner/sight3 rockgol3 stoner/sight4 rockgol4 stoner/sight5 rockgol5 stoner/sight6 rockgol6 $volume stoner/sight 0.9 fatso2/sight dsalbsit fatso2/raiseguns dsalbatk fatso2/death dsalbdth vile2/sight drvilsit vile2/pain drvipain vile2/death drvildth heavy/sight dsgposit heavy/death dsgpodth heavy/active dsgpoact lord/sight dsannsit lord/death dsanndth lord/hoof dsanhoof demon/active dssgtact demon/pain dssgtpai caco/pain dscacpai skeleton/pain dsskepai $volume heavy/active 0.7 $volume baby/walk 0.8 $rolloff baby/walk 150 900 $rolloff baby/attack 400 2000 arachnobaron/death dsabrdth bruiser/sight dsbrusit bruiser/death dsbrudth bruiser/walk dsbruwlk $volume bruiser/walk 0.8 $rolloff bruiser/walk 150 900 $alias wolfss/teleport misc/teleport $rolloff wolfss/teleport 400 2000 bfg/start bfgstart bfg/fire bfgfire bfg/alt bfgalt bfg/explode1 bfgexplo bfg/explode2 bfgaltex $limit bfg/explode1 0 $limit bfg/explode2 0 $limit bfg/alt 0 $rolloff bfg/explode1 500 2500 $rolloff weapons/rocklf 500 2500 $rolloff spider/attack 400 2000 game/rank levelup game/challenge mp_chall game/laststand mp_last_ game/attach mp_addon game/delete mp_delet $pitchshift game/rank 0 $pitchshift game/challenge 0 $pitchshift game/laststand 0 $pitchshift game/attach 0 $pitchshift game/delete 0 $volume game/rank 0.85 $volume game/challenge 0.85 $volume game/laststand 0.85 $volume game/attach 0.85 $volume game/delete 0.85 $limit game/rank 1 $limit game/challenge 1 $limit game/laststand 1 $limit game/attach 1 $limit game/delete 1 $random body/splats { body/splat1 body/splat2 body/splat3 body/splat4 body/splat5 } body/splat1 bodystn1 body/splat2 bodystn2 body/splat3 bodystn3 body/splat4 bodystn4 body/splat5 bodystn5 $volume body/splats 0.5remap 8BLXB0 FLARE5 remap SHK2A0 JENERGY2 remap BFG2A0 BFGBALL remap BFG3A0 BFGEXPLR remap BFG3B0 BFGEXPL3 remap BFG3C0 BFGEXPL2 remap BFG3D0 BFGEXPL1 remap BFG3E0 BFGEXPL0Actor RGAMonster { +DONTHURTSPECIES DamageFactor "Bullet", 1.2 DamageFactor "Shotgun", 1.0 DamageFactor "Dragon", 1.2 DamageFactor "Rifle", 1.4 DamageFactor "Sniper", 1.6 DamageFactor "Knife", 2.15 DamageFactor "LMG", 1.7 DamageFactor "BigPistol", 1.9 DamageFactor "Cybermissile", 3.0 DamageFactor "Explosion", 1.6 DamageFactor "Stun", 1.6 DamageFactor "Stun2", 1.6 DamageFactor "Stun3", 1.6 DamageFactor "BarrelBoom", 3.0 DamageFactor "Step", 10.0 Species "Monsters" } actor ResurrectionFire { renderstyle Add alpha 0.75 +NOCLIP +NOINTERACTION +FORCEXYBILLBOARD +CLIENTSIDEONLY scale 0.65 states { Spawn: FIER A 1 BRIGHT FIER BAB 1 BRIGHT FIER C 1 BRIGHT FIER BCBCDCDCDEDED 1 BRIGHT FIER E 1 BRIGHT FIER FEFEFGHGHGH 1 BRIGHT stop } } actor ZombieMan_Spawner : RandomSpawner replaces ZombieMan { +ISMONSTER DropItem "ZombieMan_2", 255, 3 DropItem "ZombieMan_3", 255, 3 DropItem "ZombieMan_4", 255, 2 DropItem "ZombieMan_5", 255, 2 DropItem "ZombieMan_6", 255, 2 DropItem "DrDude", 255, 2 DropItem "DrDude2", 255, 2 } actor ShotgunGuy_Spawner : RandomSpawner replaces ShotgunGuy { +ISMONSTER DropItem "ShotgunGuy_2", 255, 6 DropItem "ShotgunGuy_3", 255, 2 DropItem "SuperShotgunGuy_2", 255, 3 } actor ChaingunGuy_Spawner : RandomSpawner replaces ChaingunGuy { +ISMONSTER DropItem "ChaingunGuy_2", 255, 5 DropItem "ChaingunGuy_3", 255, 5 DropItem "DoubleChaingunGuy_2", 255, 3 DropItem "DoubleChaingunGuy_3", 255, 3 DropItem "GrenadeGuy_2", 255, 3 } actor DoomImp_Spawner : RandomSpawner replaces DoomImp { +ISMONSTER DropItem "DoomImp_2", 255, 13 DropItem "DarkImp_2", 255, 8 DropItem "ImpBoy", 255, 6 } actor Demon_Spawner : RandomSpawner replaces Demon { +ISMONSTER DropItem "Demon_2", 255, 9 DropItem "BloodDemon_2", 255, 5 DropItem "StoneDemon", 255, 2 } actor Spectre_Spawner : RandomSpawner replaces Spectre { +ISMONSTER DropItem "Spectre_2", 255, 9 DropItem "SpectreBlood", 255, 5 DropItem "SpectreStone", 255, 2 } actor LostSoul_Spawner : RandomSpawner replaces LostSoul { +ISMONSTER DropItem "LostSoul_2", 255, 8 DropItem "KamikazeSoul", 255, 3 } actor PainElemental_Spawner : RandomSpawner replaces PainElemental { +ISMONSTER DropItem "PainElemental_2", 255, 8 DropItem "KamikazePainElemental", 255, 3 } actor Revenant_Spawner : RandomSpawner replaces Revenant { +ISMONSTER DropItem "Revenant_2", 255, 17 DropItem "GoldRevenant", 255, 8 DropItem "GreenRevenant", 255, 2 DropItem "GreenRevenant2", 255, 2 DropItem "GreenRevenant3", 255, 2 } actor HellKnight_Spawner : RandomSpawner replaces HellKnight { +ISMONSTER DropItem "HellKnight_2", 255, 3 DropItem "SpectreHellKnight", 255, 1 DropItem "StoneKnight", 255, 1 } actor Cacodemon_Spawner : RandomSpawner replaces Cacodemon { +ISMONSTER DropItem "Cacodemon_2", 255, 17 DropItem "Cacolantern_2", 255, 7 DropItem "BlueCacodemon", 255, 5 } actor DeadMarine_REF : DeadMarine { } actor DeadPlayer_Spawner : RandomSpawner replaces DeadMarine { +ISMONSTER DropItem "DeadMarine_REF", 255, 3 DropItem "ZombieMarine" } actor GibbedMarine_REF : GibbedMarine { } actor GibbedMarineExtra_REF : GibbedMarineExtra { } actor DeadPlayer2_Spawner : RandomSpawner replaces GibbedMarine { +ISMONSTER DropItem "GibbedMarine_REF", 255, 5 DropItem "ZombieMarine2" DropItem "GibbedChainGunguy" } actor DeadPlayer3_Spawner : RandomSpawner replaces GibbedMarineExtra { +ISMONSTER DropItem "GibbedMarineExtra_REF", 255, 5 DropItem "ZombieMarine2" DropItem "GibbedChainGunguy" } actor Gibs_REF : Gibs { } actor RaisingChaingunGuy_Spawner : RandomSpawner replaces Gibs { +ISMONSTER DropItem "Gibs_REF", 255, 52 DropItem "RaisingChaingunGuy", 255, 5 DropItem "RaisingChaingunGuy_3", 255, 5 DropItem "RaisingDoubleChainGuy", 255, 3 DropItem "RaisingDoubleChainGuy_3", 255, 3 DropItem "RaisingGrenadeGuy", 255, 3 } actor BaronOfHell_Spawner : RandomSpawner replaces BaronOfHell { +ISMONSTER DropItem "BaronOfHell_2", 255, 5 DropItem "Belphegor_2", 255, 2 DropItem "Cybruiser", 255, 1 } actor Fatso_Spawner : RandomSpawner replaces Fatso { +ISMONSTER DropItem "Fatso_2", 255, 36 DropItem "Hectebus_2", 255, 19 DropItem "Acubus", 255, 9 } actor Archvile_Spawner : RandomSpawner replaces Archvile { +ISMONSTER DropItem "Archvile_2", 255, 5 DropItem "DarkArchvile", 255, 2 } actor Arachnotron_Spawner : RandomSpawner replaces Arachnotron { +ISMONSTER DropItem "Arachnotron_2", 255, 7 DropItem "SpectreArachnotron", 255, 3 DropItem "Arachnobaron", 255, 2 } actor Cyberdemon_Spawner : RandomSpawner replaces Cyberdemon { +ISMONSTER DropItem "Cyberdemon_2", 255, 5 DropItem "Cyberlord", 255, 2 } actor SpiderMastermind_Spawner : RandomSpawner replaces SpiderMastermind { +ISMONSTER DropItem "SpiderMastermind_2", 255, 5 DropItem "CyberMastermind", 255, 2 } actor WolfensteinSS_Spawner : RandomSpawner replaces WolfensteinSS { +ISMONSTER DropItem "SpaceNazi", 255, 5 DropItem "UziGuy", 255, 2 } actor ZombieStepDamage { RenderStyle None +NOCLIP PROJECTILE Speed 1 Damage 0 Scale 0.7 DamageType "Step" states { Spawn: TNT1 A 0 TNT1 A 10 BRIGHT A_Explode(2,16,0) stop } } actor DemonStepDamage { RenderStyle None +NOCLIP PROJECTILE Speed 1 Damage 0 Scale 0.7 DamageType "Step" states { Spawn: TNT1 A 0 TNT1 A 10 BRIGHT A_Explode(2,26,0) stop } } actor GoatStepDamage { RenderStyle None +NOCLIP PROJECTILE Speed 1 Damage 0 Scale 0.7 DamageType "Step" states { Spawn: TNT1 A 0 TNT1 A 10 BRIGHT A_Explode(3,20,0) stop } } actor FatStepDamage { RenderStyle None +NOCLIP PROJECTILE Speed 1 Damage 0 Scale 0.7 DamageType "Step" states { Spawn: TNT1 A 0 TNT1 A 10 BRIGHT A_Explode(4,44,0) stop } } actor ArachStepDamage { RenderStyle None +NOCLIP PROJECTILE Speed 1 Damage 0 Scale 0.7 DamageType "Step" states { Spawn: TNT1 A 0 TNT1 A 10 BRIGHT A_Explode(4,60,0) stop } } actor SpiderStepDamage { RenderStyle None +NOCLIP PROJECTILE Speed 1 Damage 0 Scale 0.7 DamageType "Step" states { Spawn: TNT1 A 0 TNT1 A 10 BRIGHT A_Explode(20,96,0) stop } } actor CyberStepDamage { RenderStyle None +NOCLIP PROJECTILE Speed 1 Damage 0 Scale 0.7 DamageType "Step" states { Spawn: TNT1 A 0 TNT1 A 10 BRIGHT A_Explode(25,38,0) stop } } actor LastStandHP : Inventory { inventory.amount 0 inventory.maxamount 50 } actor CyberXP : CustomInventory { inventory.maxamount 9999 +ALWAYSPICKUP states { Spawn: TNT1 A 5 stop Pickup: TNT1 A 5 ACS_ExecuteAlways(627,0,random(20,25),0,0) stop } } actor CyberXP2 : CustomInventory { inventory.maxamount 9999 +ALWAYSPICKUP states { Spawn: TNT1 A 5 stop Pickup: TNT1 A 5 ACS_ExecuteAlways(627,0,random(40,50),0,0) stop } }actor ZombieMan_2 : RGAMonster { obituary "%o was killed by a trooper." health 50 GibHealth 70 radius 20 height 56 mass 100 speed 8 painchance 150 painchance "Dragon", 75 painchance "Knife", 255 painchance "Explosion", 255 painchance "Stun", 255 painchance "Stun2", 255 painchance "Stun3", 255 DamageFactor "Knife", 1.65 seesound "grunt/sight" painsound "grunt/pain" deathsound "grunt/death" activesound "grunt/active" MONSTER +FLOORCLIP states { Spawn: POS2 A 0 POS2 A 0 A_Jump(48,2) POS2 A 0 A_GiveInventory("GrenadeAmmo",1) POS2 A 0 Thing_SetSpecial(0,226,613,0,random(5,10)) Idle: POS2 A 10 A_Look Loop See: POS2 A 0 A_JumpIfInventory("BlindCheck",1,"SeeBlind") POS2 A 0 A_JumpIfCloser(2048,2) POS2 A 0 A_Jump(240,1) goto SeeFar POS2 AABBCCDDAABBCCDD 3 A_Chase POS2 D 0 A_SpawnItemEx("ZombieStepDamage",0,0,28,0,0,0,0,0,0) loop SeeFar: POS2 A 0 A_Jump(160,2) POS2 A 0 A_JumpIfCloser(1536,"See") POS2 AAB 2 A_Chase("Melee","") POS2 B 2 A_Chase POS2 B 0 A_SpawnItemEx("PlayerStepSound2",-1,-1,0,0,0,0,0,128,0) POS2 CCD 2 A_Chase("Melee","") POS2 D 2 A_Chase POS2 D 0 A_SpawnItemEx("PlayerStepSound2",-1,1,0,0,0,0,0,128,0) POS2 AAB 2 A_Chase("Melee","") POS2 B 2 A_Chase POS2 B 0 A_SpawnItemEx("PlayerStepSound2",-1,-1,0,0,0,0,0,128,0) POS2 CCD 2 A_Chase("Melee","") POS2 D 2 A_Chase POS2 D 0 A_SpawnItemEx("PlayerStepSound2",-1,1,0,0,0,0,0,128,0) POS2 D 0 A_SpawnItemEx("ZombieStepDamage",0,0,28,0,0,0,0,0,0) loop SeeBlind: POS2 A 0 A_Jump(160,"SeeBlind2","MissileBlind") POS2 AAB 3 A_Wander POS2 B 0 A_Jump(192,2) POS2 B 0 A_Pain POS2 B 3 A_Wander POS2 A 0 A_JumpIfInventory("BlindCheck",1,1) goto See+7 POS2 CCDD 3 A_Wander POS2 D 0 A_SpawnItemEx("ZombieStepDamage",0,0,28,0,0,0,0,0,0) goto See SeeBlind2: POS2 A 0 A_Jump(256,1,2,3) POS2 AAA 3 POS2 A 0 A_Jump(192,2) POS2 A 0 A_Pain POS2 A 3 POS2 A 0 A_JumpIfInventory("BlindCheck",1,1) goto See+1 POS2 A 0 A_Jump(256,1,2,3,4) POS2 AAAA 3 goto See MissileBlind: POS2 E 5 POS2 F 0 BRIGHT A_PlayWeaponSound("u45/fire") POS2 F 8 BRIGHT A_CustomBulletAttack(45, 4.6, 1, 9, "MonsterBulletPuff", 0, CBAF_AIMFACING || FBF_NORANDOM) POS2 E 5 POS2 E 0 A_Jump(160,"See") goto MissileBlind+1 Melee: Missile: POS2 E 5 A_FaceTarget POS2 E 0 A_Jump(48,"Grenade") POS2 F 0 BRIGHT A_PlayWeaponSound("u45/fire") POS2 F 8 BRIGHT A_CustomBulletAttack(22.5, 2.3, 1, 9, "MonsterBulletPuff", 0, FBF_NORANDOM) POS2 E 5 A_FaceTarget POS2 E 0 A_Jump(96,"See") POS2 F 0 BRIGHT A_PlayWeaponSound("u45/fire") POS2 F 8 BRIGHT A_CustomBulletAttack(22.5, 2.3, 1, 9, "MonsterBulletPuff", 0, FBF_NORANDOM) POS2 E 5 A_FaceTarget POS2 E 0 A_Jump(128,"See") POS2 F 0 BRIGHT A_PlayWeaponSound("u45/fire") POS2 F 8 BRIGHT A_CustomBulletAttack(22.5, 2.3, 1, 9, "MonsterBulletPuff", 0, FBF_NORANDOM) POS2 E 5 goto See Grenade: POS2 E 0 A_JumpIfCloser(384,1) goto Missile+2 POS2 E 0 A_JumpIfInventory("GrenadeAmmo",1,1) goto Missile+2 POS2 E 10 A_PlaySound("grunt/sight") POS2 E 10 A_PlayWeaponSound("grenade/pinpull") POS2 E 0 A_FaceTarget POS2 E 1 A_PlayWeaponSound("grenade/throw") POS2 E 0 A_TakeInventory("GrenadeAmmo",1) POS2 V 25 A_CustomMissile("FragGrenade_Zombie",30,0,0,2,10) goto See Pain.Stun3: POS2 G 0 ACS_ExecuteAlways(608,0,2,0,0) goto Pain Pain.Stun2: POS2 G 0 ACS_ExecuteAlways(608,0,1,0,0) goto Pain Pain.Stun: POS2 G 0 ACS_ExecuteAlways(608,0,0,0,0) goto Pain Pain: POS2 G 3 POS2 G 3 A_Pain goto See Death: POS2 H 0 POS2 H 5 A_Jump(48,"Death2") POS2 I 5 A_Scream POS2 I 0 A_SpawnItemEx("USP45Drop",0,0,0,random(-2,2),random(-2,2),3,0,0,191) POS2 I 0 A_SpawnItemEx("HandgunAmmo",0,0,0,random(-2,2),random(-2,2),3,0,0,95) POS2 J 0 A_NoBlocking POS2 J 0 A_JumpIfInventory("GrenadeAmmo",1,4) POS2 J 5 POS2 K 5 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0) POS2 L -1 stop POS2 J 0 A_Jump(244,2) POS2 J 0 A_CustomMissile("FragGrenadeDropped2",8,0,0) POS2 J 5 POS2 K 5 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0) POS2 L -1 stop Death.Knife: POS2 H 5 POS2 I 5 POS2 I 0 A_SpawnItemEx("USP45Drop",0,0,0,random(-2,2),random(-2,2),3,0,0,191) POS2 I 0 A_SpawnItemEx("HandgunAmmo",0,0,0,random(-2,2),random(-2,2),3,0,0,95) POS2 J 5 A_NoBlocking POS2 J 0 A_PlaySound("body/splats") POS2 K 5 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0) POS2 L -1 stop Death.BarrelBoom: Death.Explosion: POS2 H 5 A_JumpIfHealthLower(-70, "XDeath") POS2 I 5 A_Scream POS2 I 0 A_SpawnItemEx("USP45Drop",0,0,0,random(-2,2),random(-2,2),3,0,0,191) POS2 I 0 A_SpawnItemEx("HandgunAmmo",0,0,0,random(-2,2),random(-2,2),3,0,0,95) POS2 J 0 A_NoBlocking POS2 J 0 A_JumpIfInventory("GrenadeAmmo",1,4) POS2 J 5 POS2 K 5 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0) POS2 L -1 stop POS2 J 0 A_Jump(252,2) POS2 J 0 A_CustomMissile("FragGrenadeDropped2",8,0,0) POS2 J 5 POS2 K 5 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0) POS2 L -1 stop Death2: POS2 H 5 POS2 I 5 A_Pain POS2 J 5 A_NoBlocking POS2 K 5 POS2 L 15 A_JumpIfInventory("GrenadeAmmo",1,"Death2alt") TNT1 A 10 A_SpawnItemEx("ZombieMan_LastStand2",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0) Stop Death2alt: POS2 L 15 TNT1 A 10 A_SpawnItemEx("ZombieMan_LastStand2alt",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0) Stop XDeath: POSS M 5 POSS N 5 A_XScream POSS N 0 A_SpawnItemEx("USP45Drop",0,0,0,random(-2,2),random(-2,2),3,0,0,191) POSS N 0 A_SpawnItemEx("HandgunAmmo",0,0,0,random(-2,2),random(-2,2),3,0,0,95) POSS O 5 A_NoBlocking POSS PQRST 5 POSS U -1 stop Raise: POS2 K 0 A_GiveInventory("GrenadeAmmo",1) POS2 KJIH 5 goto See } } actor ZombieMan_3 : RGAMonster { obituary "%o was killed by a trooper." health 50 GibHealth 70 radius 20 height 56 mass 100 speed 8 painchance 150 painchance "Dragon", 75 painchance "Knife", 255 painchance "Explosion", 255 painchance "Stun", 255 painchance "Stun2", 255 painchance "Stun3", 255 DamageFactor "Knife", 1.65 seesound "grunt/sight" painsound "grunt/pain" deathsound "grunt/death" activesound "grunt/active" MONSTER +FLOORCLIP states { Spawn: POS2 A 0 POS2 A 0 A_Jump(48,2) POS2 A 0 A_GiveInventory("GrenadeAmmo",1) POS2 A 0 Thing_SetSpecial(0,226,613,0,random(5,10)) Idle: POS2 A 10 A_Look Loop See: POS2 A 0 A_JumpIfInventory("BlindCheck",1,"SeeBlind") POS2 A 0 A_JumpIfCloser(2048,2) POS2 A 0 A_Jump(240,1) goto SeeFar POS2 AABBCCDDAABBCCDD 3 A_Chase POS2 D 0 A_SpawnItemEx("ZombieStepDamage",0,0,28,0,0,0,0,0,0) loop SeeFar: POS2 A 0 A_Jump(160,2) POS2 A 0 A_JumpIfCloser(1536,"See") POS2 AAB 2 A_Chase("Melee","") POS2 B 2 A_Chase POS2 B 0 A_SpawnItemEx("PlayerStepSound2",-1,-1,0,0,0,0,0,128,0) POS2 CCD 2 A_Chase("Melee","") POS2 D 2 A_Chase POS2 D 0 A_SpawnItemEx("PlayerStepSound2",-1,1,0,0,0,0,0,128,0) POS2 AAB 2 A_Chase("Melee","") POS2 B 2 A_Chase POS2 B 0 A_SpawnItemEx("PlayerStepSound2",-1,-1,0,0,0,0,0,128,0) POS2 CCD 2 A_Chase("Melee","") POS2 D 2 A_Chase POS2 D 0 A_SpawnItemEx("PlayerStepSound2",-1,1,0,0,0,0,0,128,0) POS2 D 0 A_SpawnItemEx("ZombieStepDamage",0,0,28,0,0,0,0,0,0) loop SeeBlind: POS2 A 0 A_Jump(160,"SeeBlind2","MissileBlind") POS2 AAB 3 A_Wander POS2 B 0 A_Jump(192,2) POS2 B 0 A_Pain POS2 B 3 A_Wander POS2 A 0 A_JumpIfInventory("BlindCheck",1,1) goto See+7 POS2 CCDD 3 A_Wander POS2 D 0 A_SpawnItemEx("ZombieStepDamage",0,0,28,0,0,0,0,0,0) goto See SeeBlind2: POS2 A 0 A_Jump(256,1,2,3) POS2 AAA 3 POS2 A 0 A_Jump(192,2) POS2 A 0 A_Pain POS2 A 3 POS2 A 0 A_JumpIfInventory("BlindCheck",1,1) goto See+1 POS2 A 0 A_Jump(256,1,2,3,4) POS2 AAAA 3 goto See MissileBlind: POS2 E 5 POS2 F 0 BRIGHT A_PlayWeaponSound("m93r/fire") POS2 F 8 BRIGHT A_CustomBulletAttack(5, 4.6, 1, 7, "MonsterBulletPuff", 0, CBAF_AIMFACING || FBF_NORANDOM) POS2 E 5 POS2 E 0 A_Jump(128,"See") goto MissileBlind+1 Melee: Missile: POS2 E 5 A_FaceTarget POS2 E 0 A_Jump(48,"Grenade") POS2 F 0 BRIGHT A_PlayWeaponSound("m93r/fire") POS2 F 8 BRIGHT A_CustomBulletAttack(22.5, 2.3, 1, 7, "MonsterBulletPuff", 0, FBF_NORANDOM) POS2 E 5 A_FaceTarget POS2 E 0 A_Jump(96,"See") POS2 F 0 BRIGHT A_PlayWeaponSound("m93r/fire") POS2 F 8 BRIGHT A_CustomBulletAttack(22.5, 2.3, 1, 7, "MonsterBulletPuff", 0, FBF_NORANDOM) POS2 E 5 A_FaceTarget POS2 E 0 A_Jump(96,"See") POS2 F 0 BRIGHT A_PlayWeaponSound("m93r/fire") POS2 F 8 BRIGHT A_CustomBulletAttack(22.5, 2.3, 1, 7, "MonsterBulletPuff", 0, FBF_NORANDOM) POS2 E 5 A_FaceTarget POS2 E 0 A_Jump(96,"See") POS2 F 0 BRIGHT A_PlayWeaponSound("m93r/fire") POS2 F 8 BRIGHT A_CustomBulletAttack(22.5, 2.3, 1, 7, "MonsterBulletPuff", 0, FBF_NORANDOM) POS2 E 5 A_FaceTarget POS2 E 0 A_Jump(96,"See") POS2 F 0 BRIGHT A_PlayWeaponSound("m93r/fire") POS2 F 8 BRIGHT A_CustomBulletAttack(22.5, 2.3, 1, 7, "MonsterBulletPuff", 0, FBF_NORANDOM) POS2 E 5 goto See Grenade: POS2 E 0 A_JumpIfCloser(384,1) goto Missile+2 POS2 E 0 A_JumpIfInventory("GrenadeAmmo",1,1) goto Missile+2 POS2 E 10 A_PlaySound("grunt/sight") POS2 E 10 A_PlayWeaponSound("grenade/pinpull") POS2 E 0 A_FaceTarget POS2 E 1 A_PlayWeaponSound("grenade/throw") POS2 E 0 A_TakeInventory("GrenadeAmmo",1) POS2 V 25 A_CustomMissile("FragGrenade_Zombie",30,0,0,2,10) goto See Pain.Stun3: POS2 G 0 ACS_ExecuteAlways(608,0,2,0,0) goto Pain Pain.Stun2: POS2 G 0 ACS_ExecuteAlways(608,0,1,0,0) goto Pain Pain.Stun: POS2 G 0 ACS_ExecuteAlways(608,0,0,0,0) goto Pain Pain: POS2 G 3 POS2 G 3 A_Pain goto See Death: POS2 H 0 POS2 H 5 A_Jump(48,"Death2") POS2 I 5 A_Scream POS2 I 0 A_SpawnItemEx("M9Drop",0,0,0,random(-2,2),random(-2,2),3,0,0,191) POS2 I 0 A_SpawnItemEx("HandgunAmmo",0,0,0,random(-2,2),random(-2,2),3,0,0,95) POS2 J 0 A_NoBlocking POS2 J 0 A_JumpIfInventory("GrenadeAmmo",1,4) POS2 J 5 POS2 K 5 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0) POS2 L -1 stop POS2 J 0 A_Jump(244,2) POS2 J 0 A_CustomMissile("FragGrenadeDropped2",8,0,0) POS2 J 5 POS2 K 5 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0) POS2 L -1 stop Death.Knife: POS2 H 5 POS2 I 5 POS2 I 0 A_SpawnItemEx("M9Drop",0,0,0,random(-2,2),random(-2,2),3,0,0,191) POS2 I 0 A_SpawnItemEx("HandgunAmmo",0,0,0,random(-2,2),random(-2,2),3,0,0,95) POS2 J 5 A_NoBlocking POS2 J 0 A_PlaySound("body/splats") POS2 K 5 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0) POS2 L -1 stop Death.BarrelBoom: Death.Explosion: POS2 H 5 A_JumpIfHealthLower(-70, "XDeath") POS2 I 5 A_Scream POS2 I 0 A_SpawnItemEx("M9Drop",0,0,0,random(-2,2),random(-2,2),3,0,0,191) POS2 I 0 A_SpawnItemEx("HandgunAmmo",0,0,0,random(-2,2),random(-2,2),3,0,0,95) POS2 J 0 A_NoBlocking POS2 J 0 A_JumpIfInventory("GrenadeAmmo",1,4) POS2 J 5 POS2 K 5 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0) POS2 L -1 stop POS2 J 0 A_Jump(252,2) POS2 J 0 A_CustomMissile("FragGrenadeDropped2",8,0,0) POS2 J 5 POS2 K 5 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0) POS2 L -1 stop Death2: POS2 H 5 POS2 I 5 A_Pain POS2 J 5 A_NoBlocking POS2 K 5 POS2 L 15 A_JumpIfInventory("GrenadeAmmo",1,"Death2alt") TNT1 A 10 A_SpawnItemEx("ZombieMan_LastStand3",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0) Stop Death2alt: POS2 L 15 TNT1 A 10 A_SpawnItemEx("ZombieMan_LastStand3alt",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0) Stop XDeath: POSS M 5 POSS N 5 A_XScream POSS N 0 A_SpawnItemEx("M9Drop",0,0,0,random(-2,2),random(-2,2),3,0,0,191) POSS N 0 A_SpawnItemEx("HandgunAmmo",0,0,0,random(-2,2),random(-2,2),3,0,0,95) POSS O 5 A_NoBlocking POSS PQRST 5 POSS U -1 stop Raise: POS2 K 0 A_GiveInventory("GrenadeAmmo",1) POS2 KJIH 5 goto See } } actor ZombieMan_4 : RGAMonster { obituary "%o was killed by a trooper." health 50 GibHealth 70 radius 20 height 56 mass 100 speed 8 painchance 150 painchance "Dragon", 75 painchance "Knife", 255 painchance "Explosion", 255 painchance "Stun", 255 painchance "Stun2", 255 painchance "Stun3", 255 DamageFactor "Knife", 1.65 seesound "grunt/sight" painsound "grunt/pain" deathsound "grunt/death" activesound "grunt/active" MONSTER +MISSILEMORE +FLOORCLIP states { Spawn: POS2 A 0 POS2 A 0 A_Jump(48,2) POS2 A 0 A_GiveInventory("GrenadeAmmo",1) POS2 A 0 Thing_SetSpecial(0,226,613,0,random(5,10)) Idle: POS2 A 10 A_Look Loop See: POS2 A 0 A_JumpIfInventory("BlindCheck",1,"SeeBlind") POS2 A 0 A_JumpIfCloser(2048,2) POS2 A 0 A_Jump(240,1) goto SeeFar POS2 AABBCCDDAABBCCDD 3 A_Chase POS2 D 0 A_SpawnItemEx("ZombieStepDamage",0,0,28,0,0,0,0,0,0) loop SeeFar: POS2 A 0 A_Jump(160,2) POS2 A 0 A_JumpIfCloser(1536,"See") POS2 AAB 2 A_Chase("Melee","") POS2 B 2 A_Chase POS2 B 0 A_SpawnItemEx("PlayerStepSound2",-1,-1,0,0,0,0,0,128,0) POS2 CCD 2 A_Chase("Melee","") POS2 D 2 A_Chase POS2 D 0 A_SpawnItemEx("PlayerStepSound2",-1,1,0,0,0,0,0,128,0) POS2 AAB 2 A_Chase("Melee","") POS2 B 2 A_Chase POS2 B 0 A_SpawnItemEx("PlayerStepSound2",-1,-1,0,0,0,0,0,128,0) POS2 CCD 2 A_Chase("Melee","") POS2 D 2 A_Chase POS2 D 0 A_SpawnItemEx("PlayerStepSound2",-1,1,0,0,0,0,0,128,0) POS2 D 0 A_SpawnItemEx("ZombieStepDamage",0,0,28,0,0,0,0,0,0) loop SeeBlind: POS2 A 0 A_Jump(160,"SeeBlind2","MissileBlind") POS2 AAB 3 A_Wander POS2 B 0 A_Jump(192,2) POS2 B 0 A_Pain POS2 B 3 A_Wander POS2 A 0 A_JumpIfInventory("BlindCheck",1,1) goto See+7 POS2 CCDD 3 A_Wander POS2 D 0 A_SpawnItemEx("ZombieStepDamage",0,0,28,0,0,0,0,0,0) goto See SeeBlind2: POS2 A 0 A_Jump(256,1,2,3) POS2 AAA 3 POS2 A 0 A_Jump(192,2) POS2 A 0 A_Pain POS2 A 3 POS2 A 0 A_JumpIfInventory("BlindCheck",1,1) goto See+1 POS2 A 0 A_Jump(256,1,2,3,4) POS2 AAAA 3 goto See MissileBlind: POS2 E 5 POS2 F 0 BRIGHT A_PlayWeaponSound("m93r/fire") POS2 F 2 BRIGHT A_CustomBulletAttack(45, 4.6, 1, 5, "MonsterBulletPuff", 0, CBAF_AIMFACING || FBF_NORANDOM) POS2 E 1 POS2 F 0 BRIGHT A_PlayWeaponSound("m93r/fire") POS2 F 2 BRIGHT A_CustomBulletAttack(45, 4.6, 1, 5, "MonsterBulletPuff", 0, CBAF_AIMFACING || FBF_NORANDOM) POS2 E 1 POS2 F 0 BRIGHT A_PlayWeaponSound("m93r/fire") POS2 F 2 BRIGHT A_CustomBulletAttack(45, 4.6, 1, 5, "MonsterBulletPuff", 0, CBAF_AIMFACING || FBF_NORANDOM) POS2 E 6 goto See Melee: Missile: POS2 E 5 A_FaceTarget POS2 E 0 A_Jump(48,"Grenade") POS2 F 0 BRIGHT A_PlayWeaponSound("m93r/fire") POS2 F 2 BRIGHT A_CustomBulletAttack(25, 2.5, 1, 5, "MonsterBulletPuff", 0, FBF_NORANDOM) POS2 E 1 A_FaceTarget POS2 F 0 BRIGHT A_PlayWeaponSound("m93r/fire") POS2 F 2 BRIGHT A_CustomBulletAttack(25, 2.5, 1, 5, "MonsterBulletPuff", 0, FBF_NORANDOM) POS2 E 1 A_FaceTarget POS2 F 0 BRIGHT A_PlayWeaponSound("m93r/fire") POS2 F 2 BRIGHT A_CustomBulletAttack(25, 2.5, 1, 5, "MonsterBulletPuff", 0, FBF_NORANDOM) POS2 E 6 goto See Grenade: POS2 E 0 A_JumpIfCloser(384,1) goto Missile+2 POS2 E 0 A_JumpIfInventory("GrenadeAmmo",1,1) goto Missile+2 POS2 E 10 A_PlaySound("grunt/sight") POS2 E 10 A_PlayWeaponSound("grenade/pinpull") POS2 E 0 A_FaceTarget POS2 E 1 A_PlayWeaponSound("grenade/throw") POS2 E 0 A_TakeInventory("GrenadeAmmo",1) POS2 V 25 A_CustomMissile("FragGrenade_Zombie",30,0,0,2,10) goto See Pain.Stun3: POS2 G 0 ACS_ExecuteAlways(608,0,2,0,0) goto Pain Pain.Stun2: POS2 G 0 ACS_ExecuteAlways(608,0,1,0,0) goto Pain Pain.Stun: POS2 G 0 ACS_ExecuteAlways(608,0,0,0,0) goto Pain Pain: POS2 G 3 POS2 G 3 A_Pain goto See Death: POS2 H 0 POS2 H 5 A_Jump(48,"Death2") POS2 I 5 A_Scream POS2 I 0 A_SpawnItemEx("M93RDrop",0,0,0,random(-2,2),random(-2,2),3,0,0,191) POS2 I 0 A_SpawnItemEx("HandgunAmmo",0,0,0,random(-2,2),random(-2,2),3,0,0,95) POS2 J 0 A_NoBlocking POS2 J 0 A_JumpIfInventory("GrenadeAmmo",1,4) POS2 J 5 POS2 K 5 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0) POS2 L -1 stop POS2 J 0 A_Jump(244,2) POS2 J 0 A_CustomMissile("FragGrenadeDropped2",8,0,0) POS2 J 5 POS2 K 5 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0) POS2 L -1 stop Death.Knife: POS2 H 5 POS2 I 5 POS2 I 0 A_SpawnItemEx("M93RDrop",0,0,0,random(-2,2),random(-2,2),3,0,0,191) POS2 I 0 A_SpawnItemEx("HandgunAmmo",0,0,0,random(-2,2),random(-2,2),3,0,0,95) POS2 J 5 A_NoBlocking POS2 J 0 A_PlaySound("body/splats") POS2 K 5 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0) POS2 L -1 stop Death.BarrelBoom: Death.Explosion: POS2 H 5 A_JumpIfHealthLower(-70, "XDeath") POS2 I 5 A_Scream POS2 I 0 A_SpawnItemEx("M93RDrop",0,0,0,random(-2,2),random(-2,2),3,0,0,191) POS2 I 0 A_SpawnItemEx("HandgunAmmo",0,0,0,random(-2,2),random(-2,2),3,0,0,95) POS2 J 0 A_NoBlocking POS2 J 0 A_JumpIfInventory("GrenadeAmmo",1,4) POS2 J 5 POS2 K 5 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0) POS2 L -1 stop POS2 J 0 A_Jump(252,2) POS2 J 0 A_CustomMissile("FragGrenadeDropped2",8,0,0) POS2 J 5 POS2 K 5 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0) POS2 L -1 stop Death2: POS2 H 5 POS2 I 5 A_Pain POS2 J 5 A_NoBlocking POS2 K 5 POS2 L 15 A_JumpIfInventory("GrenadeAmmo",1,"Death2alt") TNT1 A 10 A_SpawnItemEx("ZombieMan_LastStand4",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0) Stop Death2alt: POS2 L 15 TNT1 A 10 A_SpawnItemEx("ZombieMan_LastStand4alt",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0) Stop XDeath: POSS M 5 POSS N 5 A_XScream POSS N 0 A_SpawnItemEx("M93RDrop",0,0,0,random(-2,2),random(-2,2),3,0,0,191) POSS N 0 A_SpawnItemEx("HandgunAmmo",0,0,0,random(-2,2),random(-2,2),3,0,0,95) POSS O 5 A_NoBlocking POSS PQRST 5 POSS U -1 stop Raise: POS2 K 0 A_GiveInventory("GrenadeAmmo",1) POS2 KJIH 5 goto See } } actor ZombieMan_5 : RGAMonster { obituary "%o was killed by a trooper." health 50 GibHealth 70 radius 20 height 56 mass 100 speed 8 painchance 150 painchance "Dragon", 75 painchance "Knife", 255 painchance "Explosion", 255 painchance "Stun", 255 painchance "Stun2", 255 painchance "Stun3", 255 DamageFactor "Knife", 1.65 seesound "grunt/sight" painsound "grunt/pain" deathsound "grunt/death" activesound "grunt/active" MONSTER +FLOORCLIP states { Spawn: POS2 A 0 POS2 A 0 A_Jump(48,2) POS2 A 0 A_GiveInventory("GrenadeAmmo",1) POS2 A 0 Thing_SetSpecial(0,226,613,0,random(5,10)) Idle: POS2 A 10 A_Look Loop See: POS2 A 0 A_JumpIfInventory("BlindCheck",1,"SeeBlind") POS2 A 0 A_JumpIfCloser(2048,2) POS2 A 0 A_Jump(240,1) goto SeeFar POS2 AABBCCDDAABBCCDD 3 A_Chase POS2 D 0 A_SpawnItemEx("ZombieStepDamage",0,0,28,0,0,0,0,0,0) loop SeeFar: POS2 A 0 A_Jump(160,2) POS2 A 0 A_JumpIfCloser(1536,"See") POS2 AAB 2 A_Chase("Melee","") POS2 B 2 A_Chase POS2 B 0 A_SpawnItemEx("PlayerStepSound2",-1,-1,0,0,0,0,0,128,0) POS2 CCD 2 A_Chase("Melee","") POS2 D 2 A_Chase POS2 D 0 A_SpawnItemEx("PlayerStepSound2",-1,1,0,0,0,0,0,128,0) POS2 AAB 2 A_Chase("Melee","") POS2 B 2 A_Chase POS2 B 0 A_SpawnItemEx("PlayerStepSound2",-1,-1,0,0,0,0,0,128,0) POS2 CCD 2 A_Chase("Melee","") POS2 D 2 A_Chase POS2 D 0 A_SpawnItemEx("PlayerStepSound2",-1,1,0,0,0,0,0,128,0) POS2 D 0 A_SpawnItemEx("ZombieStepDamage",0,0,28,0,0,0,0,0,0) loop SeeBlind: POS2 A 0 A_Jump(160,"SeeBlind2","MissileBlind") POS2 AAB 3 A_Wander POS2 B 0 A_Jump(192,2) POS2 B 0 A_Pain POS2 B 3 A_Wander POS2 A 0 A_JumpIfInventory("BlindCheck",1,1) goto See+7 POS2 CCDD 3 A_Wander POS2 D 0 A_SpawnItemEx("ZombieStepDamage",0,0,28,0,0,0,0,0,0) goto See SeeBlind2: POS2 A 0 A_Jump(256,1,2,3) POS2 AAA 3 POS2 A 0 A_Jump(192,2) POS2 A 0 A_Pain POS2 A 3 POS2 A 0 A_JumpIfInventory("BlindCheck",1,1) goto See+1 POS2 A 0 A_Jump(256,1,2,3,4) POS2 AAAA 3 goto See MissileBlind: POS2 E 5 POS2 F 0 BRIGHT A_PlayWeaponSound("pp2000/fire") POS2 F 2 BRIGHT A_CustomBulletAttack(45, 4.5, 1, 7, "MonsterBulletPuff", 0, CBAF_AIMFACING || FBF_NORANDOM) POS2 E 2 POS2 E 0 A_Jump(116,"See") POS2 F 0 BRIGHT A_PlayWeaponSound("pp2000/fire") POS2 F 2 BRIGHT A_CustomBulletAttack(47, 5.5, 1, 7, "MonsterBulletPuff", 0, CBAF_AIMFACING || FBF_NORANDOM) POS2 E 2 POS2 E 0 A_Jump(116,"See") POS2 F 0 BRIGHT A_PlayWeaponSound("pp2000/fire") POS2 F 2 BRIGHT A_CustomBulletAttack(49, 6.5, 1, 7, "MonsterBulletPuff", 0, CBAF_AIMFACING || FBF_NORANDOM) POS2 E 6 goto See Melee: Missile: POS2 E 5 A_FaceTarget POS2 E 0 A_Jump(48,"Grenade") POS2 F 0 BRIGHT A_PlayWeaponSound("pp2000/fire") POS2 F 2 BRIGHT A_CustomBulletAttack(22.5, 2.3, 1, 7, "MonsterBulletPuff", 0, FBF_NORANDOM) POS2 E 2 A_FaceTarget POS2 E 0 A_Jump(76,"See") POS2 F 0 BRIGHT A_PlayWeaponSound("pp2000/fire") POS2 F 2 BRIGHT A_CustomBulletAttack(23.5, 2.8, 1, 7, "MonsterBulletPuff", 0, FBF_NORANDOM) POS2 E 2 A_FaceTarget POS2 E 0 A_Jump(76,"See") POS2 F 0 BRIGHT A_PlayWeaponSound("pp2000/fire") POS2 F 2 BRIGHT A_CustomBulletAttack(24.5, 3.3, 1, 7, "MonsterBulletPuff", 0, FBF_NORANDOM) POS2 E 2 A_FaceTarget POS2 E 0 A_Jump(76,"See") POS2 F 0 BRIGHT A_PlayWeaponSound("pp2000/fire") POS2 F 2 BRIGHT A_CustomBulletAttack(25.5, 3.8, 1, 7, "MonsterBulletPuff", 0, FBF_NORANDOM) POS2 E 2 A_FaceTarget POS2 E 0 A_Jump(76,"See") POS2 F 0 BRIGHT A_PlayWeaponSound("pp2000/fire") POS2 F 2 BRIGHT A_CustomBulletAttack(26.5, 4.3, 1, 7, "MonsterBulletPuff", 0, FBF_NORANDOM) POS2 E 2 A_FaceTarget POS2 E 0 A_Jump(76,"See") POS2 F 0 BRIGHT A_PlayWeaponSound("pp2000/fire") POS2 F 2 BRIGHT A_CustomBulletAttack(27.5, 4.8, 1, 7, "MonsterBulletPuff", 0, FBF_NORANDOM) POS2 E 6 goto See Grenade: POS2 E 0 A_JumpIfCloser(384,1) goto Missile+2 POS2 E 0 A_JumpIfInventory("GrenadeAmmo",1,1) goto Missile+2 POS2 E 10 A_PlaySound("grunt/sight") POS2 E 10 A_PlayWeaponSound("grenade/pinpull") POS2 E 0 A_FaceTarget POS2 E 1 A_PlayWeaponSound("grenade/throw") POS2 E 0 A_TakeInventory("GrenadeAmmo",1) POS2 V 25 A_CustomMissile("FragGrenade_Zombie",30,0,0,2,10) goto See Pain.Stun3: POS2 G 0 ACS_ExecuteAlways(608,0,2,0,0) goto Pain Pain.Stun2: POS2 G 0 ACS_ExecuteAlways(608,0,1,0,0) goto Pain Pain.Stun: POS2 G 0 ACS_ExecuteAlways(608,0,0,0,0) goto Pain Pain: POS2 G 3 POS2 G 3 A_Pain goto See Death: POS2 H 0 POS2 H 5 A_Jump(48,"Death2") POS2 I 5 A_Scream POS2 I 0 A_SpawnItemEx("PP2000Drop",0,0,0,random(-2,2),random(-2,2),3,0,0,191) POS2 I 0 A_SpawnItemEx("HandgunAmmo",0,0,0,random(-2,2),random(-2,2),3,0,0,95) POS2 J 0 A_NoBlocking POS2 J 0 A_JumpIfInventory("GrenadeAmmo",1,4) POS2 J 5 POS2 K 5 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0) POS2 L -1 stop POS2 J 0 A_Jump(244,2) POS2 J 0 A_CustomMissile("FragGrenadeDropped2",8,0,0) POS2 J 5 POS2 K 5 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0) POS2 L -1 stop Death.Knife: POS2 H 5 POS2 I 5 POS2 I 0 A_SpawnItemEx("PP2000Drop",0,0,0,random(-2,2),random(-2,2),3,0,0,191) POS2 I 0 A_SpawnItemEx("HandgunAmmo",0,0,0,random(-2,2),random(-2,2),3,0,0,95) POS2 J 5 A_NoBlocking POS2 J 0 A_PlaySound("body/splats") POS2 K 5 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0) POS2 L -1 stop Death.BarrelBoom: Death.Explosion: POS2 H 5 A_JumpIfHealthLower(-70, "XDeath") POS2 I 5 A_Scream POS2 I 0 A_SpawnItemEx("PP2000Drop",0,0,0,random(-2,2),random(-2,2),3,0,0,191) POS2 I 0 A_SpawnItemEx("HandgunAmmo",0,0,0,random(-2,2),random(-2,2),3,0,0,95) POS2 J 0 A_NoBlocking POS2 J 0 A_JumpIfInventory("GrenadeAmmo",1,4) POS2 J 5 POS2 K 5 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0) POS2 L -1 stop POS2 J 0 A_Jump(252,2) POS2 J 0 A_CustomMissile("FragGrenadeDropped2",8,0,0) POS2 J 5 POS2 K 5 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0) POS2 L -1 stop Death2: POS2 H 5 POS2 I 5 A_Pain POS2 J 5 A_NoBlocking POS2 K 5 POS2 L 15 A_JumpIfInventory("GrenadeAmmo",1,"Death2alt") TNT1 A 10 A_SpawnItemEx("ZombieMan_LastStand5",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0) Stop Death2alt: POS2 L 15 TNT1 A 10 A_SpawnItemEx("ZombieMan_LastStand5alt",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0) Stop XDeath: POSS M 5 POSS N 5 A_XScream POSS N 0 A_SpawnItemEx("PP2000Drop",0,0,0,random(-2,2),random(-2,2),3,0,0,191) POSS N 0 A_SpawnItemEx("HandgunAmmo",0,0,0,random(-2,2),random(-2,2),3,0,0,95) POSS O 5 A_NoBlocking POSS PQRST 5 POSS U -1 stop Raise: POS2 K 0 A_GiveInventory("GrenadeAmmo",1) POS2 KJIH 5 goto See } } actor ZombieMan_6 : RGAMonster { obituary "%o was killed by a trooper." health 50 GibHealth 70 radius 20 height 56 mass 100 speed 8 painchance 150 painchance "Dragon", 75 painchance "Knife", 255 painchance "Explosion", 255 painchance "Stun", 255 painchance "Stun2", 255 painchance "Stun3", 255 DamageFactor "Knife", 1.65 seesound "grunt/sight" painsound "grunt/pain" deathsound "grunt/death" activesound "grunt/active" MONSTER +FLOORCLIP states { Spawn: POS2 A 0 POS2 A 0 A_Jump(48,2) POS2 A 0 A_GiveInventory("GrenadeAmmo",1) POS2 A 0 Thing_SetSpecial(0,226,613,0,random(5,10)) Idle: POS2 A 10 A_Look Loop See: POS2 A 0 A_JumpIfInventory("BlindCheck",1,"SeeBlind") POS2 A 0 A_JumpIfCloser(2048,2) POS2 A 0 A_Jump(240,1) goto SeeFar POS2 AABBCCDDAABBCCDD 3 A_Chase POS2 D 0 A_SpawnItemEx("ZombieStepDamage",0,0,28,0,0,0,0,0,0) loop SeeFar: POS2 A 0 A_Jump(160,2) POS2 A 0 A_JumpIfCloser(1536,"See") POS2 AAB 2 A_Chase("Melee","") POS2 B 2 A_Chase POS2 B 0 A_SpawnItemEx("PlayerStepSound2",-1,-1,0,0,0,0,0,128,0) POS2 CCD 2 A_Chase("Melee","") POS2 D 2 A_Chase POS2 D 0 A_SpawnItemEx("PlayerStepSound2",-1,1,0,0,0,0,0,128,0) POS2 AAB 2 A_Chase("Melee","") POS2 B 2 A_Chase POS2 B 0 A_SpawnItemEx("PlayerStepSound2",-1,-1,0,0,0,0,0,128,0) POS2 CCD 2 A_Chase("Melee","") POS2 D 2 A_Chase POS2 D 0 A_SpawnItemEx("PlayerStepSound2",-1,1,0,0,0,0,0,128,0) POS2 D 0 A_SpawnItemEx("ZombieStepDamage",0,0,28,0,0,0,0,0,0) loop SeeBlind: POS2 A 0 A_Jump(160,"SeeBlind2","MissileBlind") POS2 AAB 3 A_Wander POS2 B 0 A_Jump(192,2) POS2 B 0 A_Pain POS2 B 3 A_Wander POS2 A 0 A_JumpIfInventory("BlindCheck",1,1) goto See+7 POS2 CCDD 3 A_Wander POS2 D 0 A_SpawnItemEx("ZombieStepDamage",0,0,28,0,0,0,0,0,0) goto See SeeBlind2: POS2 A 0 A_Jump(256,1,2,3) POS2 AAA 3 POS2 A 0 A_Jump(192,2) POS2 A 0 A_Pain POS2 A 3 POS2 A 0 A_JumpIfInventory("BlindCheck",1,1) goto See+1 POS2 A 0 A_Jump(256,1,2,3,4) POS2 AAAA 3 goto See MissileBlind: POS2 E 5 POS2 F 0 BRIGHT A_PlayWeaponSound("g18/fire") POS2 F 2 BRIGHT A_CustomBulletAttack(45, 4.5, 1, 5, "MonsterBulletPuff", 0, CBAF_AIMFACING || FBF_NORANDOM) POS2 E 1 POS2 E 0 A_Jump(128,"See") POS2 F 0 BRIGHT A_PlayWeaponSound("g18/fire") POS2 F 2 BRIGHT A_CustomBulletAttack(47, 6.5, 1, 5, "MonsterBulletPuff", 0, CBAF_AIMFACING || FBF_NORANDOM) POS2 E 1 POS2 E 0 A_Jump(129,"See") POS2 F 0 BRIGHT A_PlayWeaponSound("g18/fire") POS2 F 2 BRIGHT A_CustomBulletAttack(49, 8.5, 1, 5, "MonsterBulletPuff", 0, CBAF_AIMFACING || FBF_NORANDOM) POS2 E 6 goto See Melee: Missile: POS2 E 5 A_FaceTarget POS2 E 0 A_Jump(48,"Grenade") POS2 F 0 BRIGHT A_PlayWeaponSound("g18/fire") POS2 F 2 BRIGHT A_CustomBulletAttack(22.5, 2.3, 1, 5, "MonsterBulletPuff", 0, FBF_NORANDOM) POS2 E 1 A_FaceTarget POS2 E 0 A_Jump(72,"See") POS2 F 0 BRIGHT A_PlayWeaponSound("g18/fire") POS2 F 2 BRIGHT A_CustomBulletAttack(23.5, 2.8, 1, 5, "MonsterBulletPuff", 0, FBF_NORANDOM) POS2 E 1 A_FaceTarget POS2 E 0 A_Jump(72,"See") POS2 F 0 BRIGHT A_PlayWeaponSound("g18/fire") POS2 F 2 BRIGHT A_CustomBulletAttack(24.5, 3.3, 1, 5, "MonsterBulletPuff", 0, FBF_NORANDOM) POS2 E 1 A_FaceTarget POS2 E 0 A_Jump(72,"See") POS2 F 0 BRIGHT A_PlayWeaponSound("g18/fire") POS2 F 2 BRIGHT A_CustomBulletAttack(25.5, 3.8, 1, 5, "MonsterBulletPuff", 0, FBF_NORANDOM) POS2 E 1 A_FaceTarget POS2 E 0 A_Jump(72,"See") POS2 F 0 BRIGHT A_PlayWeaponSound("g18/fire") POS2 F 2 BRIGHT A_CustomBulletAttack(26.5, 4.3, 1, 5, "MonsterBulletPuff", 0, FBF_NORANDOM) POS2 E 1 A_FaceTarget POS2 E 0 A_Jump(72,"See") POS2 F 0 BRIGHT A_PlayWeaponSound("g18/fire") POS2 F 2 BRIGHT A_CustomBulletAttack(27.5, 4.8, 1, 5, "MonsterBulletPuff", 0, FBF_NORANDOM) POS2 E 6 goto See Grenade: POS2 E 0 A_JumpIfCloser(384,1) goto Missile+2 POS2 E 0 A_JumpIfInventory("GrenadeAmmo",1,1) goto Missile+2 POS2 E 10 A_PlaySound("grunt/sight") POS2 E 10 A_PlayWeaponSound("grenade/pinpull") POS2 E 0 A_FaceTarget POS2 E 1 A_PlayWeaponSound("grenade/throw") POS2 E 0 A_TakeInventory("GrenadeAmmo",1) POS2 V 25 A_CustomMissile("FragGrenade_Zombie",30,0,0,2,10) goto See Pain.Stun3: POS2 G 0 ACS_ExecuteAlways(608,0,2,0,0) goto Pain Pain.Stun2: POS2 G 0 ACS_ExecuteAlways(608,0,1,0,0) goto Pain Pain.Stun: POS2 G 0 ACS_ExecuteAlways(608,0,0,0,0) goto Pain Pain: POS2 G 3 POS2 G 3 A_Pain goto See Death: POS2 H 0 POS2 H 5 A_Jump(48,"Death2") POS2 I 5 A_Scream POS2 I 0 A_SpawnItemEx("G18Drop",0,0,0,random(-2,2),random(-2,2),3,0,0,191) POS2 I 0 A_SpawnItemEx("HandgunAmmo",0,0,0,random(-2,2),random(-2,2),3,0,0,95) POS2 J 0 A_NoBlocking POS2 J 0 A_JumpIfInventory("GrenadeAmmo",1,4) POS2 J 5 POS2 K 5 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0) POS2 L -1 stop POS2 J 0 A_Jump(244,2) POS2 J 0 A_CustomMissile("FragGrenadeDropped2",8,0,0) POS2 J 5 POS2 K 5 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0) POS2 L -1 stop Death.Knife: POS2 H 5 POS2 I 5 POS2 I 0 A_SpawnItemEx("G18Drop",0,0,0,random(-2,2),random(-2,2),3,0,0,191) POS2 I 0 A_SpawnItemEx("HandgunAmmo",0,0,0,random(-2,2),random(-2,2),3,0,0,95) POS2 J 5 A_NoBlocking POS2 J 0 A_PlaySound("body/splats") POS2 K 5 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0) POS2 L -1 stop Death.BarrelBoom: Death.Explosion: POS2 H 5 A_JumpIfHealthLower(-70, "XDeath") POS2 I 5 A_Scream POS2 I 0 A_SpawnItemEx("G18Drop",0,0,0,random(-2,2),random(-2,2),3,0,0,191) POS2 I 0 A_SpawnItemEx("HandgunAmmo",0,0,0,random(-2,2),random(-2,2),3,0,0,95) POS2 J 0 A_NoBlocking POS2 J 0 A_JumpIfInventory("GrenadeAmmo",1,4) POS2 J 5 POS2 K 5 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0) POS2 L -1 stop POS2 J 0 A_Jump(252,2) POS2 J 0 A_CustomMissile("FragGrenadeDropped2",8,0,0) POS2 J 5 POS2 K 5 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0) POS2 L -1 stop Death2: POS2 H 5 POS2 I 5 A_Pain POS2 J 5 A_NoBlocking POS2 K 5 POS2 L 15 A_JumpIfInventory("GrenadeAmmo",1,"Death2alt") TNT1 A 10 A_SpawnItemEx("ZombieMan_LastStand6",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0) Stop Death2alt: POS2 L 15 TNT1 A 10 A_SpawnItemEx("ZombieMan_LastStand6alt",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0) Stop XDeath: POSS M 5 POSS N 5 A_XScream POSS N 0 A_SpawnItemEx("G18Drop",0,0,0,random(-2,2),random(-2,2),3,0,0,191) POSS N 0 A_SpawnItemEx("HandgunAmmo",0,0,0,random(-2,2),random(-2,2),3,0,0,95) POSS O 5 A_NoBlocking POSS PQRST 5 POSS U -1 stop Raise: POS2 K 0 A_GiveInventory("GrenadeAmmo",1) POS2 KJIH 5 goto See } } actor ZombieMan_LastStand2 : RGAMonster { obituary "%o was killed by a last stand trooper!" health 35 Gibhealth 60 radius 20 height 32 mass 200 speed 0 painchance 150 painchance "Dragon", 75 painchance "Knife", 255 painchance "Explosion", 255 painchance "Stun", 255 painchance "Stun2", 255 painchance "Stun3", 255 DamageFactor "Knife", 1.15 seesound "grunt/sight" attacksound "u45/fire" painsound "grunt/pain" deathsound "grunt/death" activesound "grunt/pain" DamageFactor "Step", 0.0 MONSTER +FLOORCLIP +MISSILEMORE -SOLID DropItem "USP45Drop" 48 DropItem "HandgunAmmo" 160 states { Spawn: LST1 A 6 A_Look LST1 A 0 A_JumpIfInventory("LastStandHP",50,"Die") LST1 A 0 A_GiveInventory("LastStandHP",1) LST1 A 6 A_Look loop See: LST2 A 0 A_JumpIfInventory("BlindCheck",1,"SeeBlind") LST2 AA 3 A_Chase LST2 A 0 A_JumpIfInventory("LastStandHP",50,"Die") LST2 A 0 A_GiveInventory("LastStandHP",1) LST2 AA 3 A_Chase loop SeeBlind: LST2 A 3 A_Jump(32,"MissileBlind") LST2 A 3 A_Jump(32,"MissileBlind") LST2 A 0 A_JumpIfInventory("LastStandHP",50,"Die") LST2 A 0 A_GiveInventory("LastStandHP",1) LST2 A 0 A_JumpIfInventory("BlindCheck",1,1) goto See+5 LST2 A 3 A_Jump(32,"MissileBlind") LST2 A 3 A_Jump(32,"MissileBlind") goto See Die: LST2 A 0 A_Die goto Death MissileBlind: LST2 A 8 LST2 B 5 BRIGHT A_CustomBulletAttack(13, 4, 1, 7, "MonsterBulletPuff", 0, CBAF_AIMFACING || FBF_NORANDOM) LST2 A 5 LST2 A 0 A_Jump(168,"See") LST2 B 5 BRIGHT A_CustomBulletAttack(13, 4, 1, 7, "MonsterBulletPuff", 0, CBAF_AIMFACING || FBF_NORANDOM) LST2 A 5 LST2 A 0 A_Jump(216,"See") LST2 B 5 BRIGHT A_CustomBulletAttack(13, 4, 1, 7, "MonsterBulletPuff", 0, CBAF_AIMFACING || FBF_NORANDOM) LST2 A 6 goto See Missile: LST2 A 8 A_FaceTarget LST2 B 5 BRIGHT A_CustomBulletAttack(6.5, 2, 1, 7, "MonsterBulletPuff", 0, FBF_NORANDOM) LST2 A 5 A_FaceTarget LST2 A 0 A_Jump(112,"See") LST2 B 5 BRIGHT A_CustomBulletAttack(6.5, 2, 1, 7, "MonsterBulletPuff", 0, FBF_NORANDOM) LST2 A 5 A_FaceTarget LST2 A 0 A_Jump(144,"See") LST2 B 5 BRIGHT A_CustomBulletAttack(6.5, 2, 1, 7, "MonsterBulletPuff", 0, FBF_NORANDOM) LST2 A 6 goto See Pain.Stun3: LST1 C 0 ACS_ExecuteAlways(608,0,2,0,0) goto Pain Pain.Stun2: LST1 C 0 ACS_ExecuteAlways(608,0,1,0,0) goto Pain Pain.Stun: LST1 C 0 ACS_ExecuteAlways(608,0,0,0,0) goto Pain Pain: LST1 C 3 LST1 C 3 A_Pain goto See Death: LST1 C 5 A_Scream POS2 K 5 A_NoBlocking POS2 LL 3 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0) POS2 L -1 stop XDeath: POSS R 5 POSS S 5 A_XScream POSS T 5 A_NoBlocking POSS U -1 stop Raise: POS2 K 1 POS2 KJIH 5 A_UnsetSolid TNT1 A 10 A_SpawnItemEx("ZombieMan_2") stop } } actor ZombieMan_LastStand2alt : ZombieMan_LastStand2 { states { Death: LST1 C 5 A_Scream POS2 K 0 A_NoBlocking POS2 K 0 A_Jump(224,2) POS2 K 0 A_CustomMissile("FragGrenadeDropped2",8,0,0) POS2 K 5 POS2 LL 3 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0) POS2 L -1 stop } } actor ZombieMan_LastStand3 : RGAMonster { obituary "%o was killed by a last stand trooper!" health 35 Gibhealth 60 radius 20 height 32 mass 200 speed 0 painchance 150 painchance "Dragon", 75 painchance "Knife", 255 painchance "Explosion", 255 painchance "Stun", 255 painchance "Stun2", 255 painchance "Stun3", 255 DamageFactor "Knife", 1.15 seesound "grunt/sight" attacksound "m93r/fire" painsound "grunt/pain" deathsound "grunt/death" activesound "grunt/pain" DamageFactor "Step", 0.0 MONSTER +FLOORCLIP +MISSILEMORE -SOLID DropItem "M9Drop" 48 DropItem "HandgunAmmo" 160 states { Spawn: LST1 A 6 A_Look LST1 A 0 A_JumpIfInventory("LastStandHP",50,"Die") LST1 A 0 A_GiveInventory("LastStandHP",1) LST1 A 6 A_Look loop See: LST2 A 0 A_JumpIfInventory("BlindCheck",1,"SeeBlind") LST2 AA 3 A_Chase LST2 A 0 A_JumpIfInventory("LastStandHP",50,"Die") LST2 A 0 A_GiveInventory("LastStandHP",1) LST2 AA 3 A_Chase loop SeeBlind: LST2 A 3 A_Jump(32,"MissileBlind") LST2 A 3 A_Jump(32,"MissileBlind") LST2 A 0 A_JumpIfInventory("LastStandHP",50,"Die") LST2 A 0 A_GiveInventory("LastStandHP",1) LST2 A 0 A_JumpIfInventory("BlindCheck",1,1) goto See+5 LST2 A 3 A_Jump(32,"MissileBlind") LST2 A 3 A_Jump(32,"MissileBlind") goto See Die: LST2 A 0 A_Die goto Death MissileBlind: LST2 A 8 LST2 B 5 BRIGHT A_CustomBulletAttack(13, 4, 1, 5, "MonsterBulletPuff", 0, CBAF_AIMFACING || FBF_NORANDOM) LST2 A 5 LST2 A 0 A_Jump(168,"See") LST2 B 5 BRIGHT A_CustomBulletAttack(13, 4, 1, 5, "MonsterBulletPuff", 0, CBAF_AIMFACING || FBF_NORANDOM) LST2 A 5 LST2 A 0 A_Jump(168,"See") LST2 B 5 BRIGHT A_CustomBulletAttack(13, 4, 1, 5, "MonsterBulletPuff", 0, CBAF_AIMFACING || FBF_NORANDOM) LST2 A 5 LST2 A 0 A_Jump(168,"See") LST2 B 5 BRIGHT A_CustomBulletAttack(13, 4, 1, 5, "MonsterBulletPuff", 0, CBAF_AIMFACING || FBF_NORANDOM) LST2 A 6 goto See Missile: LST2 A 8 A_FaceTarget LST2 B 5 BRIGHT A_CustomBulletAttack(6.5, 2, 1, 5, "MonsterBulletPuff", 0, FBF_NORANDOM) LST2 A 5 A_FaceTarget LST2 A 0 A_Jump(112,"See") LST2 B 5 BRIGHT A_CustomBulletAttack(6.5, 2, 1, 5, "MonsterBulletPuff", 0, FBF_NORANDOM) LST2 A 5 A_FaceTarget LST2 A 0 A_Jump(112,"See") LST2 B 5 BRIGHT A_CustomBulletAttack(6.5, 2, 1, 5, "MonsterBulletPuff", 0, FBF_NORANDOM) LST2 A 5 A_FaceTarget LST2 A 0 A_Jump(112,"See") LST2 B 5 BRIGHT A_CustomBulletAttack(6.5, 2, 1, 5, "MonsterBulletPuff", 0, FBF_NORANDOM) LST2 A 5 A_FaceTarget LST2 A 0 A_Jump(112,"See") LST2 B 5 BRIGHT A_CustomBulletAttack(6.5, 2, 1, 5, "MonsterBulletPuff", 0, FBF_NORANDOM) LST2 A 6 goto See Pain.Stun3: LST1 C 0 ACS_ExecuteAlways(608,0,2,0,0) goto Pain Pain.Stun2: LST1 C 0 ACS_ExecuteAlways(608,0,1,0,0) goto Pain Pain.Stun: LST1 C 0 ACS_ExecuteAlways(608,0,0,0,0) goto Pain Pain: LST1 C 3 LST1 C 3 A_Pain goto See Death: LST1 C 5 A_Scream POS2 K 5 A_NoBlocking POS2 LL 3 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0) POS2 L -1 stop XDeath: POSS R 5 POSS S 5 A_XScream POSS T 5 A_NoBlocking POSS U -1 stop Raise: POS2 K 1 POS2 KJIH 5 A_UnsetSolid TNT1 A 10 A_SpawnItemEx("ZombieMan_3") stop } } actor ZombieMan_LastStand3alt : ZombieMan_LastStand3 { states { Death: LST1 C 5 A_Scream POS2 K 0 A_NoBlocking POS2 K 0 A_Jump(224,2) POS2 K 0 A_CustomMissile("FragGrenadeDropped2",8,0,0) POS2 K 5 POS2 LL 3 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0) POS2 L -1 stop } } actor ZombieMan_LastStand4 : RGAMonster { obituary "%o was killed by a last stand trooper!" health 35 Gibhealth 60 radius 20 height 32 mass 200 speed 0 painchance 150 painchance "Dragon", 75 painchance "Knife", 255 painchance "Explosion", 255 painchance "Stun", 255 painchance "Stun2", 255 painchance "Stun3", 255 DamageFactor "Knife", 1.15 seesound "grunt/sight" attacksound "m93r/fire" painsound "grunt/pain" deathsound "grunt/death" activesound "grunt/pain" DamageFactor "Step", 0.0 MONSTER +FLOORCLIP +MISSILEMORE +MISSILEEVENMORE -SOLID DropItem "M93RDrop" 48 DropItem "HandgunAmmo" 160 states { Spawn: LST1 A 6 A_Look LST1 A 0 A_JumpIfInventory("LastStandHP",50,"Die") LST1 A 0 A_GiveInventory("LastStandHP",1) LST1 A 6 A_Look loop See: LST2 A 0 A_JumpIfInventory("BlindCheck",1,"SeeBlind") LST2 AA 3 A_Chase LST2 A 0 A_JumpIfInventory("LastStandHP",50,"Die") LST2 A 0 A_GiveInventory("LastStandHP",1) LST2 AA 3 A_Chase loop SeeBlind: LST2 A 3 A_Jump(32,"MissileBlind") LST2 A 3 A_Jump(32,"MissileBlind") LST2 A 0 A_JumpIfInventory("LastStandHP",50,"Die") LST2 A 0 A_GiveInventory("LastStandHP",1) LST2 A 0 A_JumpIfInventory("BlindCheck",1,1) goto See+5 LST2 A 3 A_Jump(32,"MissileBlind") LST2 A 3 A_Jump(32,"MissileBlind") goto See Die: LST2 A 0 A_Die goto Death MissileBlind: LST2 A 8 LST2 B 2 BRIGHT A_CustomBulletAttack(13, 4, 1, 3, "MonsterBulletPuff", 0, CBAF_AIMFACING || FBF_NORANDOM) LST2 A 1 LST2 B 2 BRIGHT A_CustomBulletAttack(13, 4, 1, 3, "MonsterBulletPuff", 0, CBAF_AIMFACING || FBF_NORANDOM) LST2 A 1 LST2 B 2 BRIGHT A_CustomBulletAttack(13, 4, 1, 3, "MonsterBulletPuff", 0, CBAF_AIMFACING || FBF_NORANDOM) LST2 A 6 goto See Missile: LST2 A 8 A_FaceTarget LST2 B 2 BRIGHT A_CustomBulletAttack(6.5, 2, 1, 3, "MonsterBulletPuff", 0, FBF_NORANDOM) LST2 A 1 A_FaceTarget LST2 B 2 BRIGHT A_CustomBulletAttack(6.5, 2, 1, 3, "MonsterBulletPuff", 0, FBF_NORANDOM) LST2 A 1 A_FaceTarget LST2 B 2 BRIGHT A_CustomBulletAttack(6.5, 2, 1, 3, "MonsterBulletPuff", 0, FBF_NORANDOM) LST2 A 6 goto See Pain.Stun3: LST1 C 0 ACS_ExecuteAlways(608,0,2,0,0) goto Pain Pain.Stun2: LST1 C 0 ACS_ExecuteAlways(608,0,1,0,0) goto Pain Pain.Stun: LST1 C 0 ACS_ExecuteAlways(608,0,0,0,0) goto Pain Pain: LST1 C 3 LST1 C 3 A_Pain goto See Death: LST1 C 5 A_Scream POS2 K 5 A_NoBlocking POS2 LL 3 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0) POS2 L -1 stop XDeath: POSS R 5 POSS S 5 A_XScream POSS T 5 A_NoBlocking POSS U -1 stop Raise: POS2 K 1 POS2 KJIH 5 A_UnsetSolid TNT1 A 10 A_SpawnItemEx("ZombieMan_4") stop } } actor ZombieMan_LastStand4alt : ZombieMan_LastStand4 { states { Death: LST1 C 5 A_Scream POS2 K 0 A_NoBlocking POS2 K 0 A_Jump(224,2) POS2 K 0 A_CustomMissile("FragGrenadeDropped2",8,0,0) POS2 K 5 POS2 LL 3 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0) POS2 L -1 stop } } actor ZombieMan_LastStand5 : RGAMonster { obituary "%o was killed by a last stand trooper!" health 35 Gibhealth 60 radius 20 height 32 mass 200 speed 0 painchance 150 painchance "Dragon", 75 painchance "Knife", 255 painchance "Explosion", 255 painchance "Stun", 255 painchance "Stun2", 255 painchance "Stun3", 255 DamageFactor "Knife", 1.15 seesound "grunt/sight" attacksound "pp2000/fire" painsound "grunt/pain" deathsound "grunt/death" activesound "grunt/pain" DamageFactor "Step", 0.0 MONSTER +FLOORCLIP +MISSILEMORE -SOLID DropItem "PP2000Drop" 48 DropItem "HandgunAmmo" 160 states { Spawn: LST1 A 6 A_Look LST1 A 0 A_JumpIfInventory("LastStandHP",50,"Die") LST1 A 0 A_GiveInventory("LastStandHP",1) LST1 A 6 A_Look loop See: LST2 A 0 A_JumpIfInventory("BlindCheck",1,"SeeBlind") LST2 AA 3 A_Chase LST2 A 0 A_JumpIfInventory("LastStandHP",50,"Die") LST2 A 0 A_GiveInventory("LastStandHP",1) LST2 AA 3 A_Chase loop SeeBlind: LST2 A 3 A_Jump(32,"MissileBlind") LST2 A 3 A_Jump(32,"MissileBlind") LST2 A 0 A_JumpIfInventory("LastStandHP",50,"Die") LST2 A 0 A_GiveInventory("LastStandHP",1) LST2 A 0 A_JumpIfInventory("BlindCheck",1,1) goto See+5 LST2 A 3 A_Jump(32,"MissileBlind") LST2 A 3 A_Jump(32,"MissileBlind") goto See Die: LST2 A 0 A_Die goto Death MissileBlind: LST2 A 8 LST2 B 2 BRIGHT A_CustomBulletAttack(15, 6, 1, 5, "MonsterBulletPuff", 0, CBAF_AIMFACING || FBF_NORANDOM) LST2 A 2 LST2 A 0 A_Jump(132,"See") LST2 B 2 BRIGHT A_CustomBulletAttack(19, 8, 1, 5, "MonsterBulletPuff", 0, CBAF_AIMFACING || FBF_NORANDOM) LST2 A 2 LST2 A 0 A_Jump(132,"See") LST2 B 2 BRIGHT A_CustomBulletAttack(23, 10, 1, 5, "MonsterBulletPuff", 0, CBAF_AIMFACING || FBF_NORANDOM) LST2 A 6 goto See Missile: LST2 A 8 A_FaceTarget LST2 B 2 BRIGHT A_CustomBulletAttack(7.5, 3, 1, 5, "MonsterBulletPuff", 0, FBF_NORANDOM) LST2 A 2 A_FaceTarget LST2 A 0 A_Jump(88,"See") LST2 B 2 BRIGHT A_CustomBulletAttack(8.5, 3.5, 1, 5, "MonsterBulletPuff", 0, FBF_NORANDOM) LST2 A 2 A_FaceTarget LST2 A 0 A_Jump(88,"See") LST2 B 2 BRIGHT A_CustomBulletAttack(9.5, 4, 1, 5, "MonsterBulletPuff", 0, FBF_NORANDOM) LST2 A 2 A_FaceTarget LST2 A 0 A_Jump(88,"See") LST2 B 2 BRIGHT A_CustomBulletAttack(10.5, 4.5, 1, 5, "MonsterBulletPuff", 0, FBF_NORANDOM) LST2 A 2 A_FaceTarget LST2 A 0 A_Jump(88,"See") LST2 B 2 BRIGHT A_CustomBulletAttack(11.5, 5, 1, 5, "MonsterBulletPuff", 0, FBF_NORANDOM) LST2 A 2 A_FaceTarget LST2 A 0 A_Jump(88,"See") LST2 B 2 BRIGHT A_CustomBulletAttack(12.5, 5.5, 1, 5, "MonsterBulletPuff", 0, FBF_NORANDOM) LST2 A 6 goto See Pain.Stun3: LST1 C 0 ACS_ExecuteAlways(608,0,2,0,0) goto Pain Pain.Stun2: LST1 C 0 ACS_ExecuteAlways(608,0,1,0,0) goto Pain Pain.Stun: LST1 C 0 ACS_ExecuteAlways(608,0,0,0,0) goto Pain Pain: LST1 C 3 LST1 C 3 A_Pain goto See Death: LST1 C 5 A_Scream POS2 K 5 A_NoBlocking POS2 LL 3 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0) POS2 L -1 stop XDeath: POSS R 5 POSS S 5 A_XScream POSS T 5 A_NoBlocking POSS U -1 stop Raise: POS2 K 1 POS2 KJIH 5 A_UnsetSolid TNT1 A 10 A_SpawnItemEx("ZombieMan_5") stop } } actor ZombieMan_LastStand5alt : ZombieMan_LastStand5 { states { Death: LST1 C 5 A_Scream POS2 K 0 A_NoBlocking POS2 K 0 A_Jump(224,2) POS2 K 0 A_CustomMissile("FragGrenadeDropped2",8,0,0) POS2 K 5 POS2 LL 3 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0) POS2 L -1 stop } } actor ZombieMan_LastStand6 : RGAMonster { obituary "%o was killed by a last stand trooper!" health 35 Gibhealth 60 radius 20 height 32 mass 200 speed 0 painchance 150 painchance "Dragon", 75 painchance "Knife", 255 painchance "Explosion", 255 painchance "Stun", 255 painchance "Stun2", 255 painchance "Stun3", 255 DamageFactor "Knife", 1.15 seesound "grunt/sight" attacksound "g18/fire" painsound "grunt/pain" deathsound "grunt/death" activesound "grunt/pain" DamageFactor "Step", 0.0 MONSTER +FLOORCLIP +MISSILEMORE -SOLID DropItem "G18Drop" 48 DropItem "HandgunAmmo" 160 states { Spawn: LST1 A 6 A_Look LST1 A 0 A_JumpIfInventory("LastStandHP",50,"Die") LST1 A 0 A_GiveInventory("LastStandHP",1) LST1 A 6 A_Look loop See: LST2 A 0 A_JumpIfInventory("BlindCheck",1,"SeeBlind") LST2 AA 3 A_Chase LST2 A 0 A_JumpIfInventory("LastStandHP",50,"Die") LST2 A 0 A_GiveInventory("LastStandHP",1) LST2 AA 3 A_Chase loop SeeBlind: LST2 A 3 A_Jump(32,"MissileBlind") LST2 A 3 A_Jump(32,"MissileBlind") LST2 A 0 A_JumpIfInventory("LastStandHP",50,"Die") LST2 A 0 A_GiveInventory("LastStandHP",1) LST2 A 0 A_JumpIfInventory("BlindCheck",1,1) goto See+5 LST2 A 3 A_Jump(32,"MissileBlind") LST2 A 3 A_Jump(32,"MissileBlind") goto See Die: LST2 A 0 A_Die goto Death MissileBlind: LST2 A 8 LST2 B 2 BRIGHT A_CustomBulletAttack(17, 6, 1, 3, "MonsterBulletPuff", 0, CBAF_AIMFACING || FBF_NORANDOM) LST2 A 1 LST2 A 0 A_Jump(144,"See") LST2 B 2 BRIGHT A_CustomBulletAttack(21, 8, 1, 3, "MonsterBulletPuff", 0, CBAF_AIMFACING || FBF_NORANDOM) LST2 A 1 LST2 A 0 A_Jump(144,"See") LST2 B 2 BRIGHT A_CustomBulletAttack(25, 10, 1, 3, "MonsterBulletPuff", 0, CBAF_AIMFACING || FBF_NORANDOM) LST2 A 6 goto See Missile: LST2 A 8 A_FaceTarget LST2 B 2 BRIGHT A_CustomBulletAttack(8.5, 3, 1, 3, "MonsterBulletPuff", 0, FBF_NORANDOM) LST2 A 1 A_FaceTarget LST2 A 0 A_Jump(96,"See") LST2 B 2 BRIGHT A_CustomBulletAttack(9.5, 3.5, 1, 3, "MonsterBulletPuff", 0, FBF_NORANDOM) LST2 A 1 A_FaceTarget LST2 A 0 A_Jump(96,"See") LST2 B 2 BRIGHT A_CustomBulletAttack(10.5, 4, 1, 3, "MonsterBulletPuff", 0, FBF_NORANDOM) LST2 A 1 A_FaceTarget LST2 A 0 A_Jump(96,"See") LST2 B 2 BRIGHT A_CustomBulletAttack(11.5, 4.5, 1, 3, "MonsterBulletPuff", 0, FBF_NORANDOM) LST2 A 1 A_FaceTarget LST2 A 0 A_Jump(96,"See") LST2 B 2 BRIGHT A_CustomBulletAttack(12.5, 5, 1, 3, "MonsterBulletPuff", 0, FBF_NORANDOM) LST2 A 1 A_FaceTarget LST2 A 0 A_Jump(96,"See") LST2 B 2 BRIGHT A_CustomBulletAttack(13.5, 5.5, 1, 3, "MonsterBulletPuff", 0, FBF_NORANDOM) LST2 A 6 goto See Pain.Stun3: LST1 C 0 ACS_ExecuteAlways(608,0,2,0,0) goto Pain Pain.Stun2: LST1 C 0 ACS_ExecuteAlways(608,0,1,0,0) goto Pain Pain.Stun: LST1 C 0 ACS_ExecuteAlways(608,0,0,0,0) goto Pain Pain: LST1 C 3 LST1 C 3 A_Pain goto See Death: LST1 C 5 A_Scream POS2 K 5 A_NoBlocking POS2 LL 3 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0) POS2 L -1 stop XDeath: POSS R 5 POSS S 5 A_XScream POSS T 5 A_NoBlocking POSS U -1 stop Raise: POS2 K 1 POS2 KJIH 5 A_UnsetSolid TNT1 A 10 A_SpawnItemEx("ZombieMan_6") stop } } actor ZombieMan_LastStand6alt : ZombieMan_LastStand6 { states { Death: LST1 C 5 A_Scream POS2 K 0 A_NoBlocking POS2 K 0 A_Jump(224,2) POS2 K 0 A_CustomMissile("FragGrenadeDropped2",8,0,0) POS2 K 5 POS2 LL 3 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0) POS2 L -1 stop } } actor DrDude : RGAMonster { obituary "%o was capped by a scientist." hitobituary "%o was given brain surgery by a scientist." health 70 radius 20 height 56 mass 100 speed 7 painchance 175 painchance "Dragon", 88 painchance "Knife", 255 painchance "Explosion", 255 painchance "Stun", 255 painchance "Stun2", 255 painchance "Stun3", 255 DamageFactor "Knife", 1.65 seesound "heavy/sight" painsound "grunt/pain" deathsound "heavy/death" activesound "heavy/active" MONSTER +FLOORCLIP Translation "112:125=[189,159,130]:[28,21,15]", "128:133=56:79", "144:147=54:79", "0:0=2:2", "109:109=15:15", "111:111=1:1", "5:8=1:2", "110:110=108:108", "126:127=238:239" Scale 1.12 states { Spawn: DRDO A 0 DRDO A 0 Thing_SetSpecial(0,226,613,0,random(6,12)) Idle: DRDO A 10 A_Look Loop See2: DRDO F 2 See: DRDO A 0 A_JumpIfInventory("BlindCheck",1,"SeeBlind") DRDO A 0 A_JumpIfCloser(2048,2) DRDO A 0 A_Jump(240,1) goto SeeFar DRDO AABBCCDDAABBCCDD 3 A_Chase DRDO D 0 A_SpawnItemEx("ZombieStepDamage",0,0,28,0,0,0,0,0,0) loop SeeFar: DRDO A 0 A_Jump(160,2) DRDO A 0 A_JumpIfCloser(1536,"See") DRDO AAB 2 A_Chase("Melee","") DRDO B 2 A_Chase DRDO B 0 A_SpawnItemEx("PlayerStepSound2",-1,-1,0,0,0,0,0,128,0) DRDO CCD 2 A_Chase("Melee","") DRDO D 2 A_Chase DRDO D 0 A_SpawnItemEx("PlayerStepSound2",-1,1,0,0,0,0,0,128,0) DRDO AAB 2 A_Chase("Melee","") DRDO B 2 A_Chase DRDO B 0 A_SpawnItemEx("PlayerStepSound2",-1,-1,0,0,0,0,0,128,0) DRDO CCD 2 A_Chase("Melee","") DRDO D 2 A_Chase DRDO D 0 A_SpawnItemEx("PlayerStepSound2",-1,1,0,0,0,0,0,128,0) DRDO D 0 A_SpawnItemEx("ZombieStepDamage",0,0,28,0,0,0,0,0,0) loop SeeBlind: DRDO A 0 A_Jump(160,"SeeBlind2","MissileBlind") DRDO AAB 3 A_Wander DRDO B 0 A_Jump(192,2) DRDO B 0 A_Pain DRDO B 3 A_Wander DRDO A 0 A_JumpIfInventory("BlindCheck",1,1) goto See+7 DRDO CCDD 3 A_Wander DRDO D 0 A_SpawnItemEx("ZombieStepDamage",0,0,28,0,0,0,0,0,0) goto See SeeBlind2: DRDO A 0 A_Jump(256,1,2,3) DRDO AAA 3 DRDO A 0 A_Jump(192,2) DRDO A 0 A_Pain DRDO A 3 DRDO A 0 A_JumpIfInventory("BlindCheck",1,1) goto See+1 DRDO A 0 A_Jump(256,1,2,3,4) DRDO AAAA 3 goto See MissileBlind: DRDO EF 10 DRDO G 0 BRIGHT A_PlayWeaponSound("44magnum/fire") DRDO G 8 BRIGHT A_CustomBulletAttack(21, 7, 1, 13, "MonsterBulletPuff", 0, CBAF_AIMFACING || FBF_NORANDOM) DRDO F 6 DRDO F 0 A_Jump(192,"See") goto MissileBlind+2 Missile: DRDO EF 10 A_FaceTarget DRDO G 0 BRIGHT A_PlayWeaponSound("44magnum/fire") DRDO G 8 BRIGHT A_CustomBulletAttack(10.5, 3.5, 1, 13, "MonsterBulletPuff", 0, FBF_NORANDOM) DRDO F 6 A_FaceTarget DRDO F 0 A_Jump(168,"See2") DRDO G 0 BRIGHT A_PlayWeaponSound("44magnum/fire") DRDO G 8 BRIGHT A_CustomBulletAttack(10.5, 3.5, 1, 13, "MonsterBulletPuff", 0, FBF_NORANDOM) DRDO F 8 goto See Melee: DRDO EF 5 A_FaceTarget DRDO G 0 BRIGHT A_PlayWeaponSound("44magnum/fire") DRDO G 8 BRIGHT A_CustomBulletAttack(9, 3, 1, 13, "MonsterBulletPuff", 0, FBF_NORANDOM) DRDO F 4 A_FaceTarget DRDO F 0 A_Jump(152,"See2") DRDO G 0 BRIGHT A_PlayWeaponSound("44magnum/fire") DRDO G 8 BRIGHT A_CustomBulletAttack(9, 3, 1, 13, "MonsterBulletPuff", 0, FBF_NORANDOM) DRDO F 8 goto See Pain.Stun3: DRDO H 0 ACS_ExecuteAlways(608,0,2,0,0) goto Pain Pain.Stun2: DRDO H 0 ACS_ExecuteAlways(608,0,1,0,0) goto Pain Pain.Stun: DRDO H 0 ACS_ExecuteAlways(608,0,0,0,0) goto Pain Pain: DRDO H 3 DRDO H 3 A_Pain goto See Death: DRDO I 0 DRDO I 5 A_Jump(48,"Death2") DRDO J 5 A_Scream DRDO J 0 A_SpawnItemEx("44MagnumDrop",0,0,0,random(-2,2),random(-2,2),3,0,0,207) DRDO J 0 A_SpawnItemEx("HandgunAmmo",0,0,0,random(-2,2),random(-2,2),3,0,0,135) DRDO K 5 A_NoBlocking DRDO L 5 DRDO MM 3 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0) DRDO N -1 stop Death.Knife: DRDO I 5 DRDO J 5 DRDO J 0 A_SpawnItemEx("44MagnumDrop",0,0,0,random(-2,2),random(-2,2),3,0,0,207) DRDO J 0 A_SpawnItemEx("HandgunAmmo",0,0,0,random(-2,2),random(-2,2),3,0,0,135) DRDO K 5 A_NoBlocking DRDO L 5 DRDO L 0 A_PlaySound("body/splats") DRDO MM 3 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0) DRDO N -1 stop Death.BarrelBoom: Death.Explosion: DRDO I 5 A_JumpIfHealthLower(-70, "XDeath") DRDO J 5 A_Scream DRDO J 0 A_SpawnItemEx("44MagnumDrop",0,0,0,random(-2,2),random(-2,2),3,0,0,207) DRDO J 0 A_SpawnItemEx("HandgunAmmo",0,0,0,random(-2,2),random(-2,2),3,0,0,135) DRDO K 5 A_NoBlocking DRDO L 5 DRDO MM 3 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0) DRDO N -1 stop Death2: DRDO I 5 DRDO J 5 A_Pain DRDO K 5 A_NoBlocking DRDO LM 5 DRDO N 15 TNT1 A 10 A_SpawnItemEx("DrDude_LastStand",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0) stop XDeath: POSS O 7 POSS P 7 A_XScream POSS P 0 A_SpawnItemEx("44MagnumDrop",0,0,0,random(-2,2),random(-2,2),3,0,0,207) POSS P 0 A_SpawnItemEx("HandgunAmmo",0,0,0,random(-2,2),random(-2,2),3,0,0,135) POSS Q 7 A_NoBlocking POSS RST 6 POSS U -1 stop Raise: DRDO NMLKJI 5 goto See } } actor DrDude2 : RGAMonster { obituary "%o was capped by a scientist." hitobituary "%o was given brain surgery by a scientist." health 70 radius 20 height 56 mass 100 speed 7 painchance 175 painchance "Dragon", 88 painchance "Knife", 255 painchance "Explosion", 255 painchance "Stun", 255 painchance "Stun2", 255 painchance "Stun3", 255 DamageFactor "Knife", 1.65 seesound "heavy/sight" painsound "grunt/pain" deathsound "heavy/death" activesound "heavy/active" MONSTER +FLOORCLIP Translation "112:125=[189,159,130]:[28,21,15]", "128:133=56:79", "144:147=54:79", "0:0=2:2", "109:109=15:15", "111:111=1:1", "5:8=1:2", "110:110=108:108", "126:127=238:239" Scale 1.12 states { Spawn: DRDO A 0 DRDO A 0 Thing_SetSpecial(0,226,613,0,random(6,12)) Idle: DRDO A 10 A_Look Loop See2: DRDO F 4 See: DRDO A 0 A_JumpIfInventory("BlindCheck",1,"SeeBlind") DRDO A 0 A_JumpIfCloser(2048,2) DRDO A 0 A_Jump(240,1) goto SeeFar DRDO AABBCCDDAABBCCDD 3 A_Chase DRDO D 0 A_SpawnItemEx("ZombieStepDamage",0,0,28,0,0,0,0,0,0) loop SeeFar: DRDO A 0 A_Jump(160,2) DRDO A 0 A_JumpIfCloser(1536,"See") DRDO AAB 2 A_Chase("Melee","") DRDO B 2 A_Chase DRDO B 0 A_SpawnItemEx("PlayerStepSound2",-1,-1,0,0,0,0,0,128,0) DRDO CCD 2 A_Chase("Melee","") DRDO D 2 A_Chase DRDO D 0 A_SpawnItemEx("PlayerStepSound2",-1,1,0,0,0,0,0,128,0) DRDO AAB 2 A_Chase("Melee","") DRDO B 2 A_Chase DRDO B 0 A_SpawnItemEx("PlayerStepSound2",-1,-1,0,0,0,0,0,128,0) DRDO CCD 2 A_Chase("Melee","") DRDO D 2 A_Chase DRDO D 0 A_SpawnItemEx("PlayerStepSound2",-1,1,0,0,0,0,0,128,0) DRDO D 0 A_SpawnItemEx("ZombieStepDamage",0,0,28,0,0,0,0,0,0) loop SeeBlind: DRDO A 0 A_Jump(160,"SeeBlind2","MissileBlind") DRDO AAB 3 A_Wander DRDO B 0 A_Jump(192,2) DRDO B 0 A_Pain DRDO B 3 A_Wander DRDO A 0 A_JumpIfInventory("BlindCheck",1,1) goto See+7 DRDO CCDD 3 A_Wander DRDO D 0 A_SpawnItemEx("ZombieStepDamage",0,0,28,0,0,0,0,0,0) goto See SeeBlind2: DRDO A 0 A_Jump(256,1,2,3) DRDO AAA 3 DRDO A 0 A_Jump(192,2) DRDO A 0 A_Pain DRDO A 3 DRDO A 0 A_JumpIfInventory("BlindCheck",1,1) goto See+1 DRDO A 0 A_Jump(256,1,2,3,4) DRDO AAAA 3 goto See MissileBlind: DRDO EF 8 DRDO G 0 BRIGHT A_PlayWeaponSound("deagle/fire") DRDO G 8 BRIGHT A_CustomBulletAttack(27, 9, 1, 11, "MonsterBulletPuff", 0, CBAF_AIMFACING || FBF_NORANDOM) DRDO F 5 DRDO F 0 A_Jump(192,"See") goto MissileBlind+2 Missile: DRDO EF 8 A_FaceTarget DRDO G 0 BRIGHT A_PlayWeaponSound("deagle/fire") DRDO G 8 BRIGHT A_CustomBulletAttack(13.5, 4.5, 1, 11, "MonsterBulletPuff", 0, FBF_NORANDOM) DRDO F 4 A_FaceTarget DRDO F 0 A_Jump(168,"See2") DRDO G 0 BRIGHT A_PlayWeaponSound("deagle/fire") DRDO G 8 BRIGHT A_CustomBulletAttack(13.5, 4.5, 1, 11, "MonsterBulletPuff", 0, FBF_NORANDOM) DRDO F 8 goto See Melee: DRDO EF 4 A_FaceTarget DRDO G 0 BRIGHT A_PlayWeaponSound("deagle/fire") DRDO G 8 BRIGHT A_CustomBulletAttack(12, 4, 1, 11, "MonsterBulletPuff", 0, FBF_NORANDOM) DRDO F 4 A_FaceTarget DRDO F 0 A_Jump(152,"See2") DRDO G 0 BRIGHT A_PlayWeaponSound("deagle/fire") DRDO G 8 BRIGHT A_CustomBulletAttack(12, 4, 1, 11, "MonsterBulletPuff", 0, FBF_NORANDOM) DRDO F 8 goto See Pain.Stun3: DRDO H 0 ACS_ExecuteAlways(608,0,2,0,0) goto Pain Pain.Stun2: DRDO H 0 ACS_ExecuteAlways(608,0,1,0,0) goto Pain Pain.Stun: DRDO H 0 ACS_ExecuteAlways(608,0,0,0,0) goto Pain Pain: DRDO H 3 DRDO H 3 A_Pain goto See Death: DRDO I 0 DRDO I 5 A_Jump(48,"Death2") DRDO J 5 A_Scream DRDO J 0 A_SpawnItemEx("DeagleDrop",0,0,0,random(-2,2),random(-2,2),3,0,0,207) DRDO J 0 A_SpawnItemEx("HandgunAmmo",0,0,0,random(-2,2),random(-2,2),3,0,0,135) DRDO K 5 A_NoBlocking DRDO L 5 DRDO MM 3 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0) DRDO N -1 stop Death.Knife: DRDO I 5 DRDO J 5 DRDO J 0 A_SpawnItemEx("DeagleDrop",0,0,0,random(-2,2),random(-2,2),3,0,0,207) DRDO J 0 A_SpawnItemEx("HandgunAmmo",0,0,0,random(-2,2),random(-2,2),3,0,0,135) DRDO K 5 A_NoBlocking DRDO L 5 DRDO L 0 A_PlaySound("body/splats") DRDO MM 3 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0) DRDO N -1 stop Death.BarrelBoom: Death.Explosion: DRDO I 5 A_JumpIfHealthLower(-70, "XDeath") DRDO J 5 A_Scream DRDO J 0 A_SpawnItemEx("DeagleDrop",0,0,0,random(-2,2),random(-2,2),3,0,0,207) DRDO J 0 A_SpawnItemEx("HandgunAmmo",0,0,0,random(-2,2),random(-2,2),3,0,0,135) DRDO K 5 A_NoBlocking DRDO L 5 DRDO MM 3 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0) DRDO N -1 stop Death2: DRDO I 5 DRDO J 5 A_Pain DRDO K 5 A_NoBlocking DRDO LM 5 DRDO N 15 TNT1 A 10 A_SpawnItemEx("DrDude2_LastStand",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0) stop XDeath: POSS O 7 POSS P 7 A_XScream POSS P 0 A_SpawnItemEx("DeagleDrop",0,0,0,random(-2,2),random(-2,2),3,0,0,207) POSS P 0 A_SpawnItemEx("HandgunAmmo",0,0,0,random(-2,2),random(-2,2),3,0,0,135) POSS Q 7 A_NoBlocking POSS RST 6 POSS U -1 stop Raise: DRDO NMLKJI 5 goto See } } actor DrDude_LastStand : RGAMonster { obituary "%o was killed by a last stand scientist!" health 45 Gibhealth 60 radius 20 height 32 mass 200 speed 0 painchance 175 painchance "Dragon", 88 painchance "Knife", 255 painchance "Explosion", 255 painchance "Stun", 255 painchance "Stun2", 255 painchance "Stun3", 255 DamageFactor "Knife", 1.15 seesound "heavy/sight" attacksound "44magnum/fire" painsound "grunt/pain" deathsound "heavy/death" activesound "grunt/pain" Translation "112:125=[189,159,130]:[28,21,15]", "128:133=56:79", "144:147=54:79", "0:0=2:2", "109:109=15:15", "111:111=1:1", "5:8=1:2", "110:110=108:108", "126:127=238:239" DamageFactor "Step", 0.0 MONSTER +MISSILEMORE +FLOORCLIP Scale 1.12 -SOLID DropItem "44MagnumDrop" 48 DropItem "HandgunAmmo" 120 states { Spawn: LST5 A 6 A_Look LST5 A 0 A_JumpIfInventory("LastStandHP",50,"Die") LST5 A 0 A_GiveInventory("LastStandHP",1) LST5 A 6 A_Look loop See2: LST5 A 2 See: LST5 A 0 A_JumpIfInventory("BlindCheck",1,"SeeBlind") LST5 AA 3 A_Chase LST5 A 0 A_JumpIfInventory("LastStandHP",50,"Die") LST5 A 0 A_GiveInventory("LastStandHP",1) LST5 AA 3 A_Chase loop SeeBlind: LST5 A 3 A_Jump(32,"MissileBlind") LST5 A 3 A_Jump(32,"MissileBlind") LST5 A 0 A_JumpIfInventory("LastStandHP",50,"Die") LST5 A 0 A_GiveInventory("LastStandHP",1) LST5 A 0 A_JumpIfInventory("BlindCheck",1,1) goto See+5 LST5 A 3 A_Jump(32,"MissileBlind") LST5 A 3 A_Jump(32,"MissileBlind") goto See Die: LST5 A 0 A_Die goto Death MissileBlind: LST5 AA 10 LST5 B 8 BRIGHT A_CustomBulletAttack(13, 2, 1, 13, "MonsterBulletPuff", 0, CBAF_AIMFACING || FBF_NORANDOM) LST5 A 8 goto See Missile: LST5 AA 10 A_FaceTarget LST5 B 8 BRIGHT A_CustomBulletAttack(6.5, 1, 1, 13, "MonsterBulletPuff", 0, FBF_NORANDOM) LST5 A 6 A_FaceTarget LST5 A 0 A_Jump(160,"See2") LST5 B 8 BRIGHT A_CustomBulletAttack(6.5, 1, 1, 13, "MonsterBulletPuff", 0, FBF_NORANDOM) LST5 A 8 goto See Pain.Stun3: LST5 A 0 ACS_ExecuteAlways(608,0,2,0,0) goto Pain Pain.Stun2: LST5 A 0 ACS_ExecuteAlways(608,0,1,0,0) goto Pain Pain.Stun: LST5 A 0 ACS_ExecuteAlways(608,0,0,0,0) goto Pain Pain: LST5 A 3 LST5 A 3 A_Pain goto See Death: LST5 A 5 A_Scream DRDO M 5 A_NoBlocking DRDO NN 3 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0) DRDO N -1 stop XDeath: POSS R 5 POSS S 5 A_XScream POSS T 5 A_NoBlocking POSS U -1 stop Raise: DRDO N 1 DRDO NMLKJI 5 A_UnsetSolid TNT1 A 10 A_SpawnItemEx("DrDude",0,0,0,0,0,0,0,SXF_TRANSFERTRANSLATION|SXF_NOCHECKPOSITION,0) stop } } actor DrDude2_LastStand : RGAMonster { obituary "%o was killed by a last stand scientist!" health 45 Gibhealth 60 radius 20 height 32 mass 200 speed 0 painchance 175 painchance "Dragon", 88 painchance "Knife", 255 painchance "Explosion", 255 painchance "Stun", 255 painchance "Stun2", 255 painchance "Stun3", 255 DamageFactor "Knife", 1.15 seesound "heavy/sight" attacksound "deagle/fire" painsound "grunt/pain" deathsound "heavy/death" activesound "grunt/pain" Translation "112:125=[189,159,130]:[28,21,15]", "128:133=56:79", "144:147=54:79", "0:0=2:2", "109:109=15:15", "111:111=1:1", "5:8=1:2", "110:110=108:108", "126:127=238:239" DamageFactor "Step", 0.0 MONSTER +FLOORCLIP +MISSILEMORE Scale 1.12 -SOLID DropItem "DeagleDrop" 48 DropItem "HandgunAmmo" 120 states { Spawn: LST5 A 6 A_Look LST5 A 0 A_JumpIfInventory("LastStandHP",50,"Die") LST5 A 0 A_GiveInventory("LastStandHP",1) LST5 A 6 A_Look loop See2: LST5 A 4 See: LST5 A 0 A_JumpIfInventory("BlindCheck",1,"SeeBlind") LST5 AA 3 A_Chase LST5 A 0 A_JumpIfInventory("LastStandHP",50,"Die") LST5 A 0 A_GiveInventory("LastStandHP",1) LST5 AA 3 A_Chase loop SeeBlind: LST5 A 3 A_Jump(32,"MissileBlind") LST5 A 3 A_Jump(32,"MissileBlind") LST5 A 0 A_JumpIfInventory("LastStandHP",50,"Die") LST5 A 0 A_GiveInventory("LastStandHP",1) LST5 A 0 A_JumpIfInventory("BlindCheck",1,1) goto See+5 LST5 A 3 A_Jump(32,"MissileBlind") LST5 A 3 A_Jump(32,"MissileBlind") goto See Die: LST5 A 0 A_Die goto Death MissileBlind: LST5 AA 8 LST5 B 8 BRIGHT A_CustomBulletAttack(14, 3, 1, 11, "MonsterBulletPuff", 0, CBAF_AIMFACING || FBF_NORANDOM) LST5 A 8 goto See Missile: LST5 AA 8 A_FaceTarget LST5 B 8 BRIGHT A_CustomBulletAttack(7, 1.5, 1, 11, "MonsterBulletPuff", 0, FBF_NORANDOM) LST5 A 4 A_FaceTarget LST5 A 0 A_Jump(160,"See2") LST5 B 8 BRIGHT A_CustomBulletAttack(7, 1.5, 1, 11, "MonsterBulletPuff", 0, FBF_NORANDOM) LST5 A 8 goto See Pain.Stun3: LST5 A 0 ACS_ExecuteAlways(608,0,2,0,0) goto Pain Pain.Stun2: LST5 A 0 ACS_ExecuteAlways(608,0,1,0,0) goto Pain Pain.Stun: LST5 A 0 ACS_ExecuteAlways(608,0,0,0,0) goto Pain Pain: LST5 A 3 LST5 A 3 A_Pain goto See Death: LST5 A 5 A_Scream DRDO M 5 A_NoBlocking DRDO NN 2 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0) DRDO N -1 stop XDeath: POSS R 5 POSS S 5 A_XScream POSS T 5 A_NoBlocking POSS U -1 stop Raise: DRDO N 1 DRDO NMLKJI 5 A_UnsetSolid TNT1 A 10 A_SpawnItemEx("DrDude2",0,0,0,0,0,0,0,SXF_TRANSFERTRANSLATION|SXF_NOCHECKPOSITION,0) stop } } actor ShotgunGuy_2 : RGAMonster { obituary "%o was shot by a sergeant." health 75 GibHealth 70 radius 20 height 56 mass 100 speed 8 painchance 120 painchance "Dragon", 60 painchance "Knife", 255 painchance "Explosion", 255 painchance "Stun", 255 painchance "Stun2", 255 painchance "Stun3", 255 DamageFactor "Knife", 1.65 seesound "grunt/sight" painsound "grunt/pain" deathsound "grunt/death" activesound "grunt/active" MONSTER +FLOORCLIP states { Spawn: SPOS A 0 SPOS A 0 Thing_SetSpecial(0,226,613,0,random(6,12)) Idle: SPOS A 10 A_Look Loop See: SPOS A 0 A_JumpIfInventory("BlindCheck",1,"SeeBlind") SPOS A 0 A_JumpIfCloser(2048,2) SPOS A 0 A_Jump(240,1) goto SeeFar SPOS AABBCCDDAABBCCDD 3 A_Chase SPOS D 0 A_SpawnItemEx("ZombieStepDamage",0,0,28,0,0,0,0,0,0) loop SeeFar: SPOS A 0 A_Jump(160,2) SPOS A 0 A_JumpIfCloser(1536,"See") SPOS AAB 2 A_Chase("Melee","") SPOS B 2 A_Chase SPOS B 0 A_SpawnItemEx("PlayerStepSound2",-1,-1,0,0,0,0,0,128,0) SPOS CCD 2 A_Chase("Melee","") SPOS D 2 A_Chase SPOS D 0 A_SpawnItemEx("PlayerStepSound2",-1,1,0,0,0,0,0,128,0) SPOS AAB 2 A_Chase("Melee","") SPOS B 2 A_Chase SPOS B 0 A_SpawnItemEx("PlayerStepSound2",-1,-1,0,0,0,0,0,128,0) SPOS CCD 2 A_Chase("Melee","") SPOS D 2 A_Chase SPOS D 0 A_SpawnItemEx("PlayerStepSound2",-1,1,0,0,0,0,0,128,0) SPOS D 0 A_SpawnItemEx("ZombieStepDamage",0,0,28,0,0,0,0,0,0) loop SeeBlind: SPOS A 0 A_Jump(160,"SeeBlind2","MissileBlind") SPOS AAB 3 A_Wander SPOS B 0 A_Jump(192,2) SPOS B 0 A_Pain SPOS B 3 A_Wander SPOS A 0 A_JumpIfInventory("BlindCheck",1,1) goto See+7 SPOS CCDD 3 A_Wander SPOS D 0 A_SpawnItemEx("ZombieStepDamage",0,0,28,0,0,0,0,0,0) goto See SeeBlind2: SPOS A 0 A_Jump(256,1,2,3) SPOS AAA 3 SPOS A 0 A_Jump(192,2) SPOS A 0 A_Pain SPOS A 3 SPOS A 0 A_JumpIfInventory("BlindCheck",1,1) goto See+1 SPOS A 0 A_Jump(256,1,2,3,4) SPOS AAAA 3 goto See MissileBlind: SPOS E 6 SPOS F 0 BRIGHT A_PlayWeaponSound("spas/fire") SPOS F 10 BRIGHT A_CustomBulletAttack(45, 4.6, 5, 6, "MonsterShotgunPuff", 0, CBAF_AIMFACING || FBF_NORANDOM) SPOS E 10 goto See Melee: Missile: SPOS E 6 A_FaceTarget SPOS F 0 BRIGHT A_PlayWeaponSound("spas/fire") SPOS F 10 BRIGHT A_CustomBulletAttack(22.5, 2.3, 5, 6, "MonsterShotgunPuff", 0, FBF_NORANDOM) SPOS E 10 goto See Pain.Stun3: SPOS G 0 ACS_ExecuteAlways(608,0,2,0,0) goto Pain Pain.Stun2: SPOS G 0 ACS_ExecuteAlways(608,0,1,0,0) goto Pain Pain.Stun: SPOS G 0 ACS_ExecuteAlways(608,0,0,0,0) goto Pain Pain: SPOS G 3 SPOS G 3 A_Pain goto See Death: SPOS H 0 SPOS H 5 A_Jump(48,"Death2","Death3") SPOS I 5 A_Scream SPOS I 0 A_SpawnItemEx("SPASDrop",0,0,0,random(-2,2),random(-2,2),3,0,0,205) SPOS I 0 A_SpawnItemEx("ShotgunAmmo",0,0,0,random(-2,2),random(-2,2),3,0,0,127) SPOS J 5 A_NoBlocking SPOS K 5 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0) SPOS L -1 stop Death.Knife: SPOS H 5 SPOS I 5 SPOS I 0 A_SpawnItemEx("SPASDrop",0,0,0,random(-2,2),random(-2,2),3,0,0,205) SPOS I 0 A_SpawnItemEx("ShotgunAmmo",0,0,0,random(-2,2),random(-2,2),3,0,0,127) SPOS J 5 A_NoBlocking SPOS J 0 A_PlaySound("body/splats") SPOS K 5 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0) SPOS L -1 stop Death.BarrelBoom: Death.Explosion: SPOS H 5 A_JumpIfHealthLower(-70, "XDeath") SPOS I 5 A_Scream SPOS I 0 A_SpawnItemEx("SPASDrop",0,0,0,random(-2,2),random(-2,2),3,0,0,205) SPOS I 0 A_SpawnItemEx("ShotgunAmmo",0,0,0,random(-2,2),random(-2,2),3,0,0,127) SPOS J 5 A_NoBlocking SPOS K 5 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0) SPOS L -1 stop Death2: SPOS H 5 SPOS I 5 A_Pain SPOS J 5 A_NoBlocking SPOS K 5 SPOS L 15 TNT1 A 10 A_SpawnItemEx("ShotgunGuy_LastStand",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0) Stop Death3: SPOS H 5 SPOS I 5 A_Pain SPOS J 5 A_NoBlocking SPOS K 5 SPOS L 15 TNT1 A 10 A_SpawnItemEx("ShotgunGuy_LastStand2",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0) Stop XDeath: SPOS M 5 SPOS N 5 A_XScream SPOS N 0 A_SpawnItemEx("SPASDrop",0,0,0,random(-2,2),random(-2,2),3,0,0,205) SPOS N 0 A_SpawnItemEx("ShotgunAmmo",0,0,0,random(-2,2),random(-2,2),3,0,0,127) SPOS O 5 A_NoBlocking SPOS PQRST 5 SPOS U -1 stop Raise: SPOS LKJIH 5 goto See } } actor ShotgunGuy_3 : RGAMonster { obituary "%o was hosed by a lieutenant." health 85 GibHealth 80 radius 20 height 56 mass 100 speed 8 painchance 120 painchance "Dragon", 60 painchance "Knife", 255 painchance "Explosion", 255 painchance "Stun", 255 painchance "Stun2", 255 painchance "Stun3", 255 DamageFactor "Knife", 1.65 seesound "grunt/sight" painsound "grunt/pain" deathsound "grunt/death" activesound "grunt/active" Translation "128:141=105:111", "142:143=5:6", "144:149=108:111", "150:151=5:6", "152:157=107:111", "158:159=5:6", "112:123=107:111", "124:127=5:6", "1:2=5:6", "73:76=108:111", "77:79=5:7", "236:239=5:6", "20:47=30:47" MONSTER +FLOORCLIP +MISSILEMORE states { Spawn: POSS A 0 POSS A 0 Thing_SetSpecial(0,226,613,0,random(7,14)) Idle: POSS A 10 A_Look Loop See2: POSS E 5 See: POSS A 0 A_JumpIfInventory("BlindCheck",1,"SeeBlind") POSS A 0 A_JumpIfCloser(2048,2) POSS A 0 A_Jump(240,1) goto SeeFar POSS AABBCCDDAABBCCDD 3 A_Chase POSS D 0 A_SpawnItemEx("ZombieStepDamage",0,0,28,0,0,0,0,0,0) loop SeeFar: POSS A 0 A_Jump(160,2) POSS A 0 A_JumpIfCloser(1536,"See") POSS AAB 2 A_Chase("Melee","") POSS B 2 A_Chase POSS B 0 A_SpawnItemEx("PlayerStepSound2",-1,-1,0,0,0,0,0,128,0) POSS CCD 2 A_Chase("Melee","") POSS D 2 A_Chase POSS D 0 A_SpawnItemEx("PlayerStepSound2",-1,1,0,0,0,0,0,128,0) POSS AAB 2 A_Chase("Melee","") POSS B 2 A_Chase POSS B 0 A_SpawnItemEx("PlayerStepSound2",-1,-1,0,0,0,0,0,128,0) POSS CCD 2 A_Chase("Melee","") POSS D 2 A_Chase POSS D 0 A_SpawnItemEx("PlayerStepSound2",-1,1,0,0,0,0,0,128,0) POSS D 0 A_SpawnItemEx("ZombieStepDamage",0,0,28,0,0,0,0,0,0) loop SeeBlind: POSS A 0 A_Jump(160,"SeeBlind2","MissileBlind") POSS AAB 3 A_Wander POSS B 0 A_Jump(192,2) POSS B 0 A_Pain POSS B 3 A_Wander POSS A 0 A_JumpIfInventory("BlindCheck",1,1) goto See+7 POSS CCDD 3 A_Wander POSS D 0 A_SpawnItemEx("ZombieStepDamage",0,0,28,0,0,0,0,0,0) goto See SeeBlind2: POSS A 0 A_Jump(256,1,2,3) POSS AAA 3 POSS A 0 A_Jump(192,2) POSS A 0 A_Pain POSS A 3 POSS A 0 A_JumpIfInventory("BlindCheck",1,1) goto See+1 POSS A 0 A_Jump(256,1,2,3,4) POSS AAAA 3 goto See MissileBlind: POSS E 8 POSS F 0 BRIGHT A_PlayWeaponSound("vector/fire") POSS F 1 BRIGHT A_CustomBulletAttack(17.5, 3.6, 1, 5, "MonsterBulletPuff", 0, CBAF_AIMFACING || FBF_NORANDOM) POSS E 1 POSS E 0 A_Jump(48,"See2") POSS F 0 BRIGHT A_PlayWeaponSound("vector/fire") POSS F 1 BRIGHT A_CustomBulletAttack(17.5, 3.6, 1, 5, "MonsterBulletPuff", 0, CBAF_AIMFACING || FBF_NORANDOM) POSS E 1 POSS E 0 A_Jump(96,"See2") POSS F 0 BRIGHT A_PlayWeaponSound("vector/fire") POSS F 1 BRIGHT A_CustomBulletAttack(17.5, 3.6, 1, 5, "MonsterBulletPuff", 0, CBAF_AIMFACING || FBF_NORANDOM) POSS E 1 POSS E 0 A_Jump(144,"See2") POSS F 0 BRIGHT A_PlayWeaponSound("vector/fire") POSS F 1 BRIGHT A_CustomBulletAttack(17.5, 3.6, 1, 5, "MonsterBulletPuff", 0, CBAF_AIMFACING || FBF_NORANDOM) POSS E 6 goto See Melee: Missile: POSS E 8 A_FaceTarget POSS F 0 BRIGHT A_PlayWeaponSound("vector/fire") POSS F 1 BRIGHT A_CustomBulletAttack(17.5, 1.8, 1, 5, "MonsterBulletPuff", 0, FBF_NORANDOM) POSS E 1 A_FaceTarget POSS E 0 A_Jump(32,"See2") POSS F 0 BRIGHT A_PlayWeaponSound("vector/fire") POSS F 1 BRIGHT A_CustomBulletAttack(17.5, 1.8, 1, 5, "MonsterBulletPuff", 0, FBF_NORANDOM) POSS E 1 A_FaceTarget POSS E 0 A_Jump(64,"See2") POSS F 0 BRIGHT A_PlayWeaponSound("vector/fire") POSS F 1 BRIGHT A_CustomBulletAttack(17.5, 1.8, 1, 5, "MonsterBulletPuff", 0, FBF_NORANDOM) POSS E 1 A_FaceTarget POSS E 0 A_Jump(96,"See2") POSS F 0 BRIGHT A_PlayWeaponSound("vector/fire") POSS F 1 BRIGHT A_CustomBulletAttack(17.5, 1.8, 1, 5, "MonsterBulletPuff", 0, FBF_NORANDOM) POSS E 1 A_FaceTarget POSS E 0 A_Jump(128,"See2") POSS F 0 BRIGHT A_PlayWeaponSound("vector/fire") POSS F 1 BRIGHT A_CustomBulletAttack(17.5, 1.8, 1, 5, "MonsterBulletPuff", 0, FBF_NORANDOM) POSS E 1 A_FaceTarget POSS E 0 A_Jump(160,"See2") POSS F 0 BRIGHT A_PlayWeaponSound("vector/fire") POSS F 1 BRIGHT A_CustomBulletAttack(17.5, 1.8, 1, 5, "MonsterBulletPuff", 0, FBF_NORANDOM) POSS E 1 A_FaceTarget POSS E 0 A_Jump(192,"See2") POSS F 0 BRIGHT A_PlayWeaponSound("vector/fire") POSS F 1 BRIGHT A_CustomBulletAttack(17.5, 1.8, 1, 5, "MonsterBulletPuff", 0, FBF_NORANDOM) POSS E 1 A_FaceTarget POSS E 0 A_Jump(224,"See2") POSS F 0 BRIGHT A_PlayWeaponSound("vector/fire") POSS F 2 BRIGHT A_CustomBulletAttack(17.5, 1.8, 1, 5, "MonsterBulletPuff", 0, FBF_NORANDOM) POSS E 6 goto See Pain.Stun3: POSS G 0 ACS_ExecuteAlways(608,0,2,0,0) goto Pain Pain.Stun2: POSS G 0 ACS_ExecuteAlways(608,0,1,0,0) goto Pain Pain.Stun: POSS G 0 ACS_ExecuteAlways(608,0,0,0,0) goto Pain Pain: POSS G 3 POSS G 3 A_Pain goto See Death: POSS H 0 POSS H 5 A_Jump(48,"Death2") POSS I 5 A_Scream POSS I 0 A_SpawnItemEx("VectorDrop",0,0,0,random(-2,2),random(-2,2),3,0,0,223) POSS I 0 A_SpawnItemEx("SMGAmmo",0,0,0,random(-2,2),random(-2,2),3,0,0,159) POSS J 5 A_NoBlocking POSS K 5 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0) POSS L -1 stop Death.Knife: POSS H 5 POSS I 5 POSS I 0 A_SpawnItemEx("VectorDrop",0,0,0,random(-2,2),random(-2,2),3,0,0,223) POSS I 0 A_SpawnItemEx("SMGAmmo",0,0,0,random(-2,2),random(-2,2),3,0,0,159) POSS J 5 A_NoBlocking POSS J 0 A_PlaySound("body/splats") POSS K 5 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0) POSS L -1 stop Death.BarrelBoom: Death.Explosion: POSS H 5 A_JumpIfHealthLower(-80, "XDeath") POSS I 5 A_Scream POSS I 0 A_SpawnItemEx("VectorDrop",0,0,0,random(-2,2),random(-2,2),3,0,0,223) POSS I 0 A_SpawnItemEx("SMGAmmo",0,0,0,random(-2,2),random(-2,2),3,0,0,159) POSS J 5 A_NoBlocking POSS K 5 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0) POSS L -1 stop Death2: POSS H 5 POSS I 5 A_Pain POSS J 5 A_NoBlocking POSS K 5 POSS L 15 TNT1 A 10 A_SpawnItemEx("ShotgunGuy_LastStand3",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0) Stop XDeath: POSS M 5 POSS N 5 A_XScream POSS N 0 A_SpawnItemEx("VectorDrop",0,0,0,random(-2,2),random(-2,2),3,0,0,223) POSS N 0 A_SpawnItemEx("SMGAmmo",0,0,0,random(-2,2),random(-2,2),3,0,0,159) POSS O 5 A_NoBlocking POSS PQRST 5 POSS U -1 stop Raise: POSS KJIH 5 goto See } } actor ShotgunGuy_LastStand : RGAMonster { obituary "%o was shot by a last stand sergeant!" health 40 Gibhealth 60 radius 20 height 32 mass 200 speed 0 painchance 120 painchance "Dragon", 60 painchance "Knife", 255 painchance "Explosion", 255 painchance "Stun", 255 painchance "Stun2", 255 painchance "Stun3", 255 DamageFactor "Knife", 1.15 seesound "grunt/sight" attacksound "u45/fire" painsound "grunt/pain" deathsound "grunt/death" activesound "grunt/pain" DamageFactor "Step", 0.0 MONSTER +MISSILEMORE +FLOORCLIP -SOLID DropItem "AA12Drop" 72 DropItem "ShotgunAmmo" 128 states { Spawn: LST3 A 6 A_Look LST3 A 0 A_JumpIfInventory("LastStandHP",50,"Die") LST3 A 0 A_GiveInventory("LastStandHP",1) LST3 A 6 A_Look loop See: LST3 A 0 A_JumpIfInventory("BlindCheck",1,"SeeBlind") LST3 AA 3 A_Chase LST3 A 0 A_JumpIfInventory("LastStandHP",50,"Die") LST3 A 0 A_GiveInventory("LastStandHP",1) LST3 AA 3 A_Chase loop Die: LST3 A 0 A_Die goto Death SeeBlind: LST3 A 3 A_Jump(32,"MissileBlind") LST3 A 3 A_Jump(32,"MissileBlind") LST3 A 0 A_JumpIfInventory("LastStandHP",50,"Die") LST3 A 0 A_GiveInventory("LastStandHP",1) LST3 A 0 A_JumpIfInventory("BlindCheck",1,1) goto See+5 LST3 A 3 A_Jump(32,"MissileBlind") LST3 A 3 A_Jump(32,"MissileBlind") goto See MissileBlind: LST3 A 8 LST3 B 5 BRIGHT A_CustomBulletAttack(13, 2, 1, 7, "MonsterBulletPuff", 0, CBAF_AIMFACING || FBF_NORANDOM) LST3 A 5 LST3 A 0 A_Jump(168,"See") LST3 B 5 BRIGHT A_CustomBulletAttack(13, 2, 1, 7, "MonsterBulletPuff", 0, CBAF_AIMFACING || FBF_NORANDOM) LST3 A 5 LST3 A 0 A_Jump(216,"See") LST3 B 5 BRIGHT A_CustomBulletAttack(13, 2, 1, 7, "MonsterBulletPuff", 0, CBAF_AIMFACING || FBF_NORANDOM) LST3 A 6 goto See Missile: LST3 A 8 A_FaceTarget LST3 B 5 BRIGHT A_CustomBulletAttack(6.5, 1, 1, 7, "MonsterBulletPuff", 0, FBF_NORANDOM) LST3 A 5 A_FaceTarget LST3 A 0 A_Jump(112,"See") LST3 B 5 BRIGHT A_CustomBulletAttack(6.5, 1, 1, 7, "MonsterBulletPuff", 0, FBF_NORANDOM) LST3 A 5 A_FaceTarget LST3 A 0 A_Jump(144,"See") LST3 B 5 BRIGHT A_CustomBulletAttack(6.5, 1, 1, 7, "MonsterBulletPuff", 0, FBF_NORANDOM) LST3 A 6 goto See Pain.Stun3: LST3 A 0 ACS_ExecuteAlways(608,0,2,0,0) goto Pain Pain.Stun2: LST3 A 0 ACS_ExecuteAlways(608,0,1,0,0) goto Pain Pain.Stun: LST3 A 0 ACS_ExecuteAlways(608,0,0,0,0) goto Pain Pain: LST3 A 3 LST3 A 3 A_Pain goto See Death: LST3 A 5 A_Scream SPOS K 5 A_NoBlocking SPOS LL 3 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0) SPOS L -1 stop XDeath: SPOS R 5 SPOS S 5 A_XScream SPOS T 5 A_NoBlocking SPOS U -1 stop Raise: SPOS K 1 SPOS KJIH 5 A_UnsetSolid TNT1 A 10 A_SpawnItemEx("ShotgunGuy_2") stop } } actor ShotgunGuy_LastStand2 : RGAMonster { obituary "%o was shot by a last stand sergeant!" health 40 Gibhealth 60 radius 20 height 32 mass 200 speed 0 painchance 120 painchance "Dragon", 60 painchance "Knife", 255 painchance "Explosion", 255 painchance "Stun", 255 painchance "Stun2", 255 painchance "Stun3", 255 DamageFactor "Knife", 1.15 seesound "grunt/sight" attacksound "aa12/fire" painsound "grunt/pain" deathsound "grunt/death" activesound "grunt/pain" DamageFactor "Step", 0.0 MONSTER +MISSILEMORE +FLOORCLIP -SOLID DropItem "AA12Drop" 72 DropItem "ShotgunAmmo" 128 states { Spawn: LST4 A 6 A_Look LST4 A 0 A_JumpIfInventory("LastStandHP",50,"Die") LST4 A 0 A_GiveInventory("LastStandHP",1) LST4 A 6 A_Look loop See: LST4 A 0 A_JumpIfInventory("BlindCheck",1,"SeeBlind") LST4 AA 3 A_Chase LST4 A 0 A_JumpIfInventory("LastStandHP",50,"Die") LST4 A 0 A_GiveInventory("LastStandHP",1) LST4 AA 3 A_Chase loop Die: LST4 A 0 A_Die goto Death SeeBlind: LST4 A 3 A_Jump(32,"MissileBlind") LST4 A 3 A_Jump(32,"MissileBlind") LST4 A 0 A_JumpIfInventory("LastStandHP",50,"Die") LST4 A 0 A_GiveInventory("LastStandHP",1) LST4 A 0 A_JumpIfInventory("BlindCheck",1,1) goto See+5 LST4 A 3 A_Jump(32,"MissileBlind") LST4 A 3 A_Jump(32,"MissileBlind") goto See MissileBlind: LST4 A 8 LST4 B 10 BRIGHT A_CustomBulletAttack(45, 4.6, 4, 6, "MonsterShotgunPuff", 0, CBAF_AIMFACING || FBF_NORANDOM) LST4 A 8 goto See Missile: LST4 A 8 A_FaceTarget LST4 B 10 BRIGHT A_CustomBulletAttack(22.5, 2.3, 4, 6, "MonsterShotgunPuff", 0, FBF_NORANDOM) LST4 A 8 goto See Pain.Stun3: LST4 A 0 ACS_ExecuteAlways(608,0,2,0,0) goto Pain Pain.Stun2: LST4 A 0 ACS_ExecuteAlways(608,0,1,0,0) goto Pain Pain.Stun: LST4 A 0 ACS_ExecuteAlways(608,0,0,0,0) goto Pain Pain: LST4 A 3 LST4 A 3 A_Pain goto See Death: LST4 A 5 A_Scream SPOS K 5 A_NoBlocking SPOS LL 3 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0) SPOS L -1 stop XDeath: SPOS R 5 SPOS S 5 A_XScream SPOS T 5 A_NoBlocking SPOS U -1 stop Raise: SPOS K 1 SPOS KJIH 5 A_UnsetSolid TNT1 A 10 A_SpawnItemEx("ShotgunGuy_2") stop } } actor ShotgunGuy_LastStand3 : RGAMonster { obituary "%o was shot by a last stand lieutenant!" health 50 Gibhealth 65 radius 20 height 32 mass 200 speed 0 painchance 120 painchance "Dragon", 60 painchance "Knife", 255 painchance "Explosion", 255 painchance "Stun", 255 painchance "Stun2", 255 painchance "Stun3", 255 DamageFactor "Knife", 1.15 seesound "grunt/sight" attacksound "u45/fire" painsound "grunt/pain" deathsound "grunt/death" activesound "grunt/pain" DamageFactor "Step", 0.0 MONSTER +MISSILEMORE +FLOORCLIP -SOLID Translation "128:141=105:111", "142:143=5:6", "144:149=108:111", "150:151=5:6", "152:157=107:111", "158:159=5:6", "112:123=107:111", "124:127=5:6", "1:2=5:6", "73:76=108:111", "77:79=5:7", "236:239=5:6", "20:47=30:47" dropitem "VectorDrop" 32 dropitem "SMGAmmo" 96 states { Spawn: LST2 A 6 A_Look LST2 A 0 A_JumpIfInventory("LastStandHP",50,"Die") LST2 A 0 A_GiveInventory("LastStandHP",1) LST2 A 6 A_Look loop See: LST2 A 0 A_JumpIfInventory("BlindCheck",1,"SeeBlind") LST2 AA 3 A_Chase LST2 A 0 A_JumpIfInventory("LastStandHP",50,"Die") LST2 A 0 A_GiveInventory("LastStandHP",1) LST2 AA 3 A_Chase loop Die: LST2 A 0 A_Die goto Death SeeBlind: LST2 A 3 A_Jump(32,"MissileBlind") LST2 A 3 A_Jump(32,"MissileBlind") LST2 A 0 A_JumpIfInventory("LastStandHP",50,"Die") LST2 A 0 A_GiveInventory("LastStandHP",1) LST2 A 0 A_JumpIfInventory("BlindCheck",1,1) goto See+5 LST2 A 3 A_Jump(32,"MissileBlind") LST2 A 3 A_Jump(32,"MissileBlind") goto See MissileBlind: LST2 A 8 LST2 B 5 BRIGHT A_CustomBulletAttack(13, 2, 1, 7, "MonsterBulletPuff", 0, CBAF_AIMFACING || FBF_NORANDOM) LST2 A 5 LST2 A 0 A_Jump(168,"See") LST2 B 5 BRIGHT A_CustomBulletAttack(13, 2, 1, 7, "MonsterBulletPuff", 0, CBAF_AIMFACING || FBF_NORANDOM) LST2 A 5 LST2 A 0 A_Jump(216,"See") LST2 B 5 BRIGHT A_CustomBulletAttack(13, 2, 1, 7, "MonsterBulletPuff", 0, CBAF_AIMFACING || FBF_NORANDOM) LST2 A 6 goto See Missile: LST2 A 8 A_FaceTarget LST2 B 5 BRIGHT A_CustomBulletAttack(6.5, 1, 1, 7, "MonsterBulletPuff", 0, FBF_NORANDOM) LST2 A 5 A_FaceTarget LST2 A 0 A_Jump(112,"See") LST2 B 5 BRIGHT A_CustomBulletAttack(6.5, 1, 1, 7, "MonsterBulletPuff", 0, FBF_NORANDOM) LST2 A 5 A_FaceTarget LST2 A 0 A_Jump(144,"See") LST2 B 5 BRIGHT A_CustomBulletAttack(6.5, 1, 1, 7, "MonsterBulletPuff", 0, FBF_NORANDOM) LST2 A 6 goto See Pain.Stun3: LST2 A 0 ACS_ExecuteAlways(608,0,2,0,0) goto Pain Pain.Stun2: LST2 A 0 ACS_ExecuteAlways(608,0,1,0,0) goto Pain Pain.Stun: LST2 A 0 ACS_ExecuteAlways(608,0,0,0,0) goto Pain Pain: LST2 A 3 LST2 A 3 A_Pain goto See Death: LST2 A 5 A_Scream POSS K 5 A_NoBlocking POSS LL 3 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0) POSS L -1 stop XDeath: POSS R 5 POSS S 5 A_XScream POSS T 5 A_NoBlocking POSS U -1 stop Raise: POSS K 1 POSS KJIH 5 A_UnsetSolid TNT1 A 10 A_SpawnItemEx("ShotgunGuy_3") stop } } actor SuperShotgunGuy_2 : RGAMonster { obituary "%o was jacked by a captain." scale 0.9 health 120 GibHealth 100 radius 20 height 56 mass 110 speed 4 painchance 120 painchance "Dragon", 60 painchance "Knife", 255 painchance "Explosion", 255 painchance "Stun", 255 painchance "Stun2", 255 painchance "Stun3", 255 DamageFactor "Knife", 1.65 seesound "heavy/sight" painsound "grunt/pain" deathsound "heavy/death" activesound "heavy/active" MONSTER +FLOORCLIP States { Spawn: GPOS A 0 GPOS A 0 Thing_SetSpecial(0,226,613,0,random(7,14)) Idle: GPOS A 10 A_Look Loop See2: GPOS DDDD 2 A_Chase("","") See: GPOS A 0 A_JumpIfInventory("BlindCheck",1,"SeeBlind") GPOS A 2 A_Chase GPOS AA 2 A_Chase("Melee","") GPOS AB 2 A_Chase GPOS BB 2 A_Chase("Melee","") GPOS BC 2 A_Chase GPOS CC 2 A_Chase("Melee","") GPOS CD 2 A_Chase GPOS DD 2 A_Chase("Melee","") GPOS DA 2 A_Chase GPOS AA 2 A_Chase("Melee","") GPOS AB 2 A_Chase GPOS BB 2 A_Chase("Melee","") GPOS BC 2 A_Chase GPOS CC 2 A_Chase("Melee","") GPOS CD 2 A_Chase GPOS DD 2 A_Chase("Melee","") GPOS D 2 A_Chase GPOS D 0 A_SpawnItemEx("ZombieStepDamage",0,0,28,0,0,0,0,0,0) Loop SeeBlind: GPOS A 0 A_Jump(160,"SeeBlind2","MissileBlind") GPOS AAAABB 2 A_Wander GPOS B 0 A_Jump(192,2) GPOS B 0 A_Pain GPOS BB 2 A_Wander GPOS A 0 A_JumpIfInventory("BlindCheck",1,1) goto See+9 GPOS CCCCDDDD 2 A_Wander GPOS D 0 A_SpawnItemEx("ZombieStepDamage",0,0,28,0,0,0,0,0,0) goto See SeeBlind2: GPOS A 0 A_Jump(256,1,2,3) GPOS AAA 4 GPOS A 0 A_Jump(192,2) GPOS A 0 A_Pain GPOS A 4 GPOS A 0 A_JumpIfInventory("BlindCheck",1,1) goto See+1 GPOS A 0 A_Jump(256,1,2,3,4) GPOS AAAA 4 goto See MissileBlind: GPOS E 14 GPOS F 0 BRIGHT A_PlayWeaponSound("ranger/fire") GPOS F 2 BRIGHT A_CustomBulletAttack(43, 15, 4, 6, "MonsterShotgunPuff", 0, CBAF_AIMFACING || FBF_NORANDOM) GPOS E 3 GPOS F 0 BRIGHT A_PlayWeaponSound("ranger/fire") GPOS F 7 BRIGHT A_CustomBulletAttack(43, 15, 4, 6, "MonsterShotgunPuff", 0, CBAF_AIMFACING || FBF_NORANDOM) GPOS E 8 goto See2 Melee: Missile: GPOS E 14 A_FaceTarget GPOS F 0 BRIGHT A_PlayWeaponSound("ranger/fire") GPOS F 2 BRIGHT A_CustomBulletAttack(21.5, 7.5, 4, 6, "MonsterShotgunPuff", 0, FBF_NORANDOM) GPOS E 3 A_FaceTarget GPOS F 0 BRIGHT A_PlayWeaponSound("ranger/fire") GPOS F 7 BRIGHT A_CustomBulletAttack(21.5, 7.5, 4, 6, "MonsterShotgunPuff", 0, FBF_NORANDOM) GPOS E 8 Goto See2 Pain.Stun3: GPOS G 0 ACS_ExecuteAlways(608,0,2,0,0) goto Pain Pain.Stun2: GPOS G 0 ACS_ExecuteAlways(608,0,1,0,0) goto Pain Pain.Stun: GPOS G 0 ACS_ExecuteAlways(608,0,0,0,0) goto Pain Pain: GPOS G 3 GPOS G 9 A_Pain Goto See2 Death: GPOS H 0 GPOS H 5 A_Jump(48,"Death2","Death3") GPOS I 5 A_Scream GPOS I 0 A_SpawnItemEx("RangerDrop",0,0,0,random(-2,2),random(-2,2),3,0,0,159) GPOS I 0 A_SpawnItemEx("ShotgunAmmo",0,0,0,random(-2,2),random(-2,2),3,0,0,95) GPOS J 5 A_NoBlocking GPOS K 5 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0) GPOS LM 5 GPOS N -1 Stop Death.Knife: GPOS H 5 GPOS I 5 GPOS I 0 A_SpawnItemEx("RangerDrop",0,0,0,random(-2,2),random(-2,2),3,0,0,159) GPOS I 0 A_SpawnItemEx("ShotgunAmmo",0,0,0,random(-2,2),random(-2,2),3,0,0,95) GPOS J 5 A_NoBlocking GPOS K 5 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0) GPOS L 5 GPOS M 5 A_PlaySound("body/splats") GPOS N -1 Stop Death.BarrelBoom: Death.Explosion: GPOS H 5 A_JumpIfHealthLower(-100, "XDeath") GPOS I 5 A_Scream GPOS I 0 A_SpawnItemEx("RangerDrop",0,0,0,random(-2,2),random(-2,2),3,0,0,159) GPOS I 0 A_SpawnItemEx("ShotgunAmmo",0,0,0,random(-2,2),random(-2,2),3,0,0,95) GPOS J 5 A_NoBlocking GPOS K 5 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0) GPOS LM 5 GPOS N -1 Stop Death2: GPOS H 5 GPOS I 5 A_Pain GPOS J 5 A_NoBlocking GPOS KLM 5 GPOS N 15 TNT1 A 10 A_SpawnItemEx("SuperShotgunGuy_LastStand",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0) Stop Death3: GPOS H 5 GPOS I 5 A_Pain GPOS J 5 A_NoBlocking GPOS KLM 5 GPOS N 15 TNT1 A 10 A_SpawnItemEx("SuperShotgunGuy_LastStand2",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0) Stop XDeath: GPOS O 5 GPOS P 5 A_XScream GPOS P 0 A_SpawnItemEx("RangerDrop",0,0,0,random(-2,2),random(-2,2),3,0,0,159) GPOS P 0 A_SpawnItemEx("ShotgunAmmo",0,0,0,random(-2,2),random(-2,2),3,0,0,95) GPOS Q 5 A_NoBlocking GPOS RS 5 GPOS T -1 Stop Raise: GPOS NMLKJIH 5 Goto See } } actor SuperShotgunGuy_LastStand : RGAMonster { obituary "%o was jacked by a last stand captain!" scale 0.9 health 50 GibHealth 100 radius 20 height 32 mass 220 speed 0 painchance 120 painchance "Dragon", 60 painchance "Knife", 255 painchance "Explosion", 255 painchance "Stun", 255 painchance "Stun2", 255 painchance "Stun3", 255 DamageFactor "Knife", 1.15 seesound "heavy/sight" attacksound "deagle/fire" painsound "grunt/pain" deathsound "heavy/death" activesound "grunt/pain" DamageFactor "Step", 0.0 MONSTER +MISSILEMORE +FLOORCLIP -SOLID DropItem "StrikerDrop" 104 DropItem "ShotgunAmmo" 160 states { Spawn: GPOS U 6 A_Look GPOS U 0 A_JumpIfInventory("LastStandHP",50,"Die") GPOS U 0 A_GiveInventory("LastStandHP",1) GPOS U 6 A_Look loop See2: GPOS U 4 See: GPOS U 0 A_JumpIfInventory("BlindCheck",1,"SeeBlind") GPOS UU 3 A_Chase GPOS U 0 A_JumpIfInventory("LastStandHP",50,"Die") GPOS U 0 A_GiveInventory("LastStandHP",1) GPOS UU 3 A_Chase loop Die: GPOS U 0 A_Die goto Death SeeBlind: GPOS U 3 A_Jump(32,"MissileBlind") GPOS U 3 A_Jump(32,"MissileBlind") GPOS U 0 A_JumpIfInventory("LastStandHP",50,"Die") GPOS U 0 A_GiveInventory("LastStandHP",1) GPOS U 0 A_JumpIfInventory("BlindCheck",1,1) goto See+5 GPOS U 3 A_Jump(32,"MissileBlind") GPOS U 3 A_Jump(32,"MissileBlind") goto See MissileBlind: GPOS UU 6 GPOS V 8 BRIGHT A_CustomBulletAttack(14, 3, 1, 13, "MonsterBulletPuff", 0, CBAF_AIMFACING || FBF_NORANDOM) GPOS U 8 goto See Missile: GPOS UU 6 A_FaceTarget GPOS V 8 BRIGHT A_CustomBulletAttack(7, 1.5, 1, 13, "MonsterBulletPuff", 0, FBF_NORANDOM) GPOS U 4 A_FaceTarget GPOS U 0 A_Jump(160,"See2") GPOS V 8 BRIGHT A_CustomBulletAttack(7, 1.5, 1, 13, "MonsterBulletPuff", 0, FBF_NORANDOM) GPOS U 8 goto See Pain.Stun3: GPOS U 0 ACS_ExecuteAlways(608,0,2,0,0) goto Pain Pain.Stun2: GPOS U 0 ACS_ExecuteAlways(608,0,1,0,0) goto Pain Pain.Stun: GPOS U 0 ACS_ExecuteAlways(608,0,0,0,0) goto Pain Pain: GPOS U 3 GPOS U 3 A_Pain goto See Death: GPOS U 5 A_Scream GPOS M 5 A_NoBlocking GPOS NN 3 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0) GPOS N -1 stop XDeath: GPOS Q 5 GPOS R 5 A_XScream GPOS S 5 A_NoBlocking GPOS T -1 Stop Raise: GPOS N 1 GPOS NMLKJIH 5 TNT1 A 10 A_SpawnItemEx("SuperShotgunGuy_2") stop } } actor SuperShotgunGuy_LastStand2 : RGAMonster { obituary "%o was jacked by a Last stand captain!" scale 0.9 health 50 Gibhealth 100 radius 20 height 32 mass 220 speed 0 painchance 120 painchance "Dragon", 60 painchance "Knife", 255 painchance "Explosion", 255 painchance "Stun", 255 painchance "Stun2", 255 painchance "Stun3", 255 DamageFactor "Knife", 1.15 seesound "heavy/sight" attacksound "striker/fire" painsound "grunt/pain" deathsound "heavy/death" activesound "grunt/pain" DamageFactor "Step", 0.0 MONSTER +MISSILEMORE +FLOORCLIP -SOLID DropItem "StrikerDrop" 104 DropItem "ShotgunAmmo" 160 states { Spawn: GPOS W 6 A_Look GPOS W 0 A_JumpIfInventory("LastStandHP",50,"Die") GPOS W 0 A_GiveInventory("LastStandHP",1) GPOS W 6 A_Look loop See: GPOS W 0 A_JumpIfInventory("BlindCheck",1,"SeeBlind") GPOS WW 3 A_Chase GPOS W 0 A_JumpIfInventory("LastStandHP",50,"Die") GPOS W 0 A_GiveInventory("LastStandHP",1) GPOS WW 3 A_Chase loop Die: GPOS W 0 A_Die goto Death SeeBlind: GPOS W 3 A_Jump(32,"MissileBlind") GPOS W 3 A_Jump(32,"MissileBlind") GPOS W 0 A_JumpIfInventory("LastStandHP",50,"Die") GPOS W 0 A_GiveInventory("LastStandHP",1) GPOS W 0 A_JumpIfInventory("BlindCheck",1,1) goto See+5 GPOS W 3 A_Jump(32,"MissileBlind") GPOS W 3 A_Jump(32,"MissileBlind") goto See MissileBlind: GPOS W 8 GPOS X 10 BRIGHT A_CustomBulletAttack(44.6, 4.4, 4, 6, "MonsterShotgunPuff", 0, CBAF_AIMFACING || FBF_NORANDOM) GPOS W 8 goto See Missile: GPOS W 8 A_FaceTarget GPOS X 10 BRIGHT A_CustomBulletAttack(22.3, 2.2, 4, 6, "MonsterShotgunPuff", 0, FBF_NORANDOM) GPOS W 8 goto See Pain.Stun3: GPOS W 0 ACS_ExecuteAlways(608,0,2,0,0) goto Pain Pain.Stun2: GPOS W 0 ACS_ExecuteAlways(608,0,1,0,0) goto Pain Pain.Stun: GPOS W 0 ACS_ExecuteAlways(608,0,0,0,0) goto Pain Pain: GPOS W 3 GPOS W 6 A_Pain goto See Death: GPOS W 5 A_Scream GPOS M 5 A_NoBlocking GPOS NN 3 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0) GPOS N -1 stop XDeath: GPOS Q 5 GPOS R 5 A_XScream GPOS S 5 A_NoBlocking GPOS T -1 Stop Raise: GPOS N 1 GPOS NMLKJIH 5 TNT1 A 10 A_SpawnItemEx("SuperShotgunGuy_2") stop } }actor ChaingunGuy_2 : RGAMonster { obituary "%o was perforated by a commando." health 90 Gibhealth 130 radius 20 height 56 mass 110 speed 8 painchance 120 painchance "Dragon", 60 painchance "Knife", 255 painchance "Explosion", 255 painchance "Stun", 255 painchance "Stun2", 255 painchance "Stun3", 255 DamageFactor "Knife", 1.65 seesound "chainguy/sight" painsound "chainguy/pain" deathsound "chainguy/death" activesound "chainguy/active" MONSTER +FLOORCLIP Translation "112:127=[224,31,31]:[0,0,0]" states { Spawn: CZOM A 0 CZOM A 0 Thing_SetSpecial(0,226,613,0,random(7,14)) Idle: CZOM A 10 A_Look Loop See: CZOM A 0 A_JumpIfInventory("BlindCheck",2,"SeeBlind") CZOM AABBCCDDAABBCCDD 3 A_Chase CZOM D 0 A_SpawnItemEx("ZombieStepDamage",0,0,28,0,0,0,0,0,0) Loop SeeBlind: CZOM A 0 A_Jump(128,"SeeBlind2","MissileBlind") CZOM AAB 3 A_Wander CZOM B 0 A_Jump(192,2) CZOM B 0 A_Pain CZOM B 3 A_Wander CZOM A 0 A_JumpIfInventory("BlindCheck",2,1) goto See+5 CZOM CCDD 3 A_Wander CZOM D 0 A_SpawnItemEx("ZombieStepDamage",0,0,28,0,0,0,0,0,0) goto See SeeBlind2: CZOM A 0 A_Jump(256,1,2,3) CZOM AAA 3 CZOM A 0 A_Jump(192,2) CZOM A 0 A_Pain CZOM A 3 CZOM A 0 A_JumpIfInventory("BlindCheck",2,1) goto See+1 CZOM A 0 A_Jump(256,1,2,3,4) CZOM AAAA 3 goto See MissileBlind: CZOM E 10 CZOM E 0 A_JumpIfInventory("BlindCheck",2,1) goto See+1 CZOM F 0 BRIGHT A_PlayWeaponSound("mp5k/fire") CZOM F 4 BRIGHT A_CustomBulletAttack(45, 10, 1, 7, "MonsterBulletPuff", 0, CBAF_AIMFACING || FBF_NORANDOM) CZOM E 0 BRIGHT A_PlayWeaponSound("mp5k/fire") CZOM E 4 BRIGHT A_CustomBulletAttack(45, 10, 1, 7, "MonsterBulletPuff", 0, CBAF_AIMFACING || FBF_NORANDOM) CZOM F 0 A_Jump(64,"See") goto MissileBlind+1 Melee: Missile: CZOM E 10 A_FaceTarget CZOM E 0 A_FaceTarget CZOM F 0 BRIGHT A_PlayWeaponSound("mp5k/fire") CZOM F 4 BRIGHT A_CustomBulletAttack(22.5, 5, 1, 7, "MonsterBulletPuff", 0, FBF_NORANDOM) CZOM E 0 BRIGHT A_PlayWeaponSound("mp5k/fire") CZOM E 4 BRIGHT A_CustomBulletAttack(22.5, 5, 1, 7, "MonsterBulletPuff", 0, FBF_NORANDOM) CZOM F 0 A_CPosRefire goto Missile+1 Pain.Stun3: CZOM G 0 ACS_ExecuteAlways(608,0,2,0,0) goto Pain Pain.Stun2: CZOM G 0 ACS_ExecuteAlways(608,0,1,0,0) goto Pain Pain.Stun: CZOM G 0 ACS_ExecuteAlways(608,0,0,0,0) goto Pain Pain: CZOM G 3 CZOM G 3 A_Pain goto See Death: CZOM H 0 CZOM H 0 A_Jump(24,"Death2") CZOM H 5 A_Jump(96,"Death1") CZOM I 5 A_Scream CZOM I 0 A_SpawnItemEx("MP5Drop",0,0,0,random(-2,2),random(-2,2),3,0,0,191) CZOM I 0 A_SpawnItemEx("SMGAmmo",0,0,0,random(-2,2),random(-2,2),3,0,0,95) CZOM I 0 A_SpawnItemEx("HandgunAmmo",0,0,0,random(-2,2),random(-2,2),3,0,0,159) CZOM J 5 A_NoBlocking CZOM K 5 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0) CZOM LM 5 CZOM N -1 stop Death.Knife: CZOM H 5 CZOM I 5 CZOM I 0 A_SpawnItemEx("MP5Drop",0,0,0,random(-2,2),random(-2,2),3,0,0,191) CZOM I 0 A_SpawnItemEx("SMGAmmo",0,0,0,random(-2,2),random(-2,2),3,0,0,95) CZOM I 0 A_SpawnItemEx("HandgunAmmo",0,0,0,random(-2,2),random(-2,2),3,0,0,159) CZOM J 5 A_NoBlocking CZOM J 0 A_PlaySound("body/splats") CZOM K 5 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0) CZOM LM 5 CZOM N -1 stop Death.BarrelBoom: Death.Explosion: CZOM H 5 A_JumpIfHealthLower(-130, "XDeath") CZOM I 5 A_Scream CZOM I 0 A_SpawnItemEx("MP5Drop",0,0,0,random(-2,2),random(-2,2),3,0,0,191) CZOM I 0 A_SpawnItemEx("SMGAmmo",0,0,0,random(-2,2),random(-2,2),3,0,0,95) CZOM I 0 A_SpawnItemEx("HandgunAmmo",0,0,0,random(-2,2),random(-2,2),3,0,0,159) CZOM J 5 A_NoBlocking CZOM K 5 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0) CZOM LM 5 CZOM N -1 stop Death1: CDTH A 5 CDTH B 5 A_Scream CDTH B 0 A_SpawnItemEx("MP5Drop",0,0,0,random(-2,2),random(-2,2),3,0,0,191) CDTH B 0 A_SpawnItemEx("SMGAmmo",0,0,0,random(-2,2),random(-2,2),3,0,0,95) CDTH B 0 A_SpawnItemEx("HandgunAmmo",0,0,0,random(-2,2),random(-2,2),3,0,0,159) CDTH C 5 A_NoBlocking CDTH DE 5 CDTH F 5 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0) CDTH G -1 Stop Death2: CDTH A 5 CDTH B 5 A_Pain CDTH C 5 A_NoBlocking CDTH DEF 5 CDTH G 15 TNT1 A 10 A_SpawnItemEx("ChaingunGuy_LastStand",0,0,0,0,0,0,0,SXF_TRANSFERTRANSLATION|SXF_NOCHECKPOSITION,0) Stop XDeath: GPOS P 6 GPOS Q 6 A_XScream GPOS Q 0 A_SpawnItemEx("MP5Drop",0,0,0,random(-2,2),random(-2,2),3,0,0,191) GPOS Q 0 A_SpawnItemEx("SMGAmmo",0,0,0,random(-2,2),random(-2,2),3,0,0,95) GPOS Q 0 A_SpawnItemEx("HandgunAmmo",0,0,0,random(-2,2),random(-2,2),3,0,0,159) GPOS R 6 A_NoBlocking GPOS S 6 GPOS T -1 Stop Raise: CZOM NMLKJIH 5 goto See } } actor ChaingunGuy_3 : ChaingunGuy_2 { Translation "112:127=[131,62,31]:[0,0,0]" states { MissileBlind: CZOM E 10 CZOM E 0 A_JumpIfInventory("BlindCheck",2,1) goto See+1 CZOM F 0 BRIGHT A_PlayWeaponSound("p90/fire") CZOM F 3 BRIGHT A_CustomBulletAttack(45, 10, 1, 5, "MonsterBulletPuff", 0, CBAF_AIMFACING || FBF_NORANDOM) CZOM E 0 BRIGHT A_PlayWeaponSound("p90/fire") CZOM E 3 BRIGHT A_CustomBulletAttack(45, 10, 1, 5, "MonsterBulletPuff", 0, CBAF_AIMFACING || FBF_NORANDOM) CZOM F 0 A_Jump(64,"See") goto MissileBlind+1 Melee: Missile: CZOM E 10 A_FaceTarget CZOM E 0 A_FaceTarget CZOM F 0 BRIGHT A_PlayWeaponSound("p90/fire") CZOM F 3 BRIGHT A_CustomBulletAttack(22.5, 5, 1, 5, "MonsterBulletPuff", 0, FBF_NORANDOM) CZOM E 0 BRIGHT A_PlayWeaponSound("p90/fire") CZOM E 3 BRIGHT A_CustomBulletAttack(22.5, 5, 1, 5, "MonsterBulletPuff", 0, FBF_NORANDOM) CZOM F 0 A_CPosRefire goto Missile+1 Death: CZOM H 0 CZOM H 0 A_Jump(24,"Death2") CZOM H 5 A_Jump(96,"Death1") CZOM I 5 A_Scream CZOM I 0 A_SpawnItemEx("P90Drop",0,0,0,random(-2,2),random(-2,2),3,0,0,191) CZOM I 0 A_SpawnItemEx("SMGAmmo",0,0,0,random(-2,2),random(-2,2),3,0,0,95) CZOM I 0 A_SpawnItemEx("HandgunAmmo",0,0,0,random(-2,2),random(-2,2),3,0,0,159) CZOM J 5 A_NoBlocking CZOM K 5 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0) CZOM LM 5 CZOM N -1 stop Death.Knife: CZOM H 5 CZOM I 5 CZOM I 0 A_SpawnItemEx("P90Drop",0,0,0,random(-2,2),random(-2,2),3,0,0,191) CZOM I 0 A_SpawnItemEx("SMGAmmo",0,0,0,random(-2,2),random(-2,2),3,0,0,95) CZOM I 0 A_SpawnItemEx("HandgunAmmo",0,0,0,random(-2,2),random(-2,2),3,0,0,159) CZOM J 5 A_NoBlocking CZOM J 0 A_PlaySound("body/splats") CZOM K 5 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0) CZOM LM 5 CZOM N -1 stop Death.BarrelBoom: Death.Explosion: CZOM H 5 A_JumpIfHealthLower(-130, "XDeath") CZOM I 5 A_Scream CZOM I 0 A_SpawnItemEx("P90Drop",0,0,0,random(-2,2),random(-2,2),3,0,0,191) CZOM I 0 A_SpawnItemEx("SMGAmmo",0,0,0,random(-2,2),random(-2,2),3,0,0,95) CZOM I 0 A_SpawnItemEx("HandgunAmmo",0,0,0,random(-2,2),random(-2,2),3,0,0,159) CZOM J 5 A_NoBlocking CZOM K 5 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0) CZOM LM 5 CZOM N -1 stop Death1: CDTH A 5 CDTH B 5 A_Scream CDTH B 0 A_SpawnItemEx("P90Drop",0,0,0,random(-2,2),random(-2,2),3,0,0,191) CDTH B 0 A_SpawnItemEx("SMGAmmo",0,0,0,random(-2,2),random(-2,2),3,0,0,95) CDTH B 0 A_SpawnItemEx("HandgunAmmo",0,0,0,random(-2,2),random(-2,2),3,0,0,159) CDTH C 5 A_NoBlocking CDTH DE 5 CDTH F 5 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0) CDTH G -1 Stop Death2: CDTH A 5 CDTH B 5 A_Pain CDTH C 5 A_NoBlocking CDTH DEF 5 CDTH G 15 TNT1 A 10 A_SpawnItemEx("ChaingunGuy_3_LastStand",0,0,0,0,0,0,0,SXF_TRANSFERTRANSLATION|SXF_NOCHECKPOSITION,0) Stop XDeath: GPOS P 6 GPOS Q 6 A_XScream GPOS Q 0 A_SpawnItemEx("P90Drop",0,0,0,random(-2,2),random(-2,2),3,0,0,191) GPOS Q 0 A_SpawnItemEx("SMGAmmo",0,0,0,random(-2,2),random(-2,2),3,0,0,95) GPOS Q 0 A_SpawnItemEx("HandgunAmmo",0,0,0,random(-2,2),random(-2,2),3,0,0,159) GPOS R 6 A_NoBlocking GPOS S 6 GPOS T -1 Stop } } actor DoubleChaingunGuy_2 : RGAMonster { obituary "%o was minced by an elite commando." health 100 Gibhealth 130 radius 20 height 56 mass 110 speed 8 Scale 1.02 painchance 120 painchance "Dragon", 60 painchance "Knife", 255 painchance "Explosion", 255 painchance "Stun", 255 painchance "Stun2", 255 painchance "Stun3", 255 DamageFactor "Knife", 1.65 seesound "chainguy/sight" painsound "chainguy/pain" deathsound "chainguy/death" activesound "chainguy/active" MONSTER +FLOORCLIP Translation "112:127=[224,31,31]:[0,0,0]" states { Spawn: CZM2 A 0 CZM2 A 0 Thing_SetSpecial(0,226,613,0,random(8,16)) Idle: CZM2 A 10 A_Look Loop See: CZM2 A 0 A_JumpIfInventory("BlindCheck",2,"SeeBlind") CZM2 AABBCCDDAABBCCDD 3 A_Chase CZM2 D 0 A_SpawnItemEx("ZombieStepDamage",0,0,28,0,0,0,0,0,0) Loop SeeBlind: CZM2 A 0 A_Jump(128,"SeeBlind2","MissileBlind") CZM2 AAB 3 A_Wander CZM2 B 0 A_Jump(192,2) CZM2 B 0 A_Pain CZM2 B 3 A_Wander CZM2 A 0 A_JumpIfInventory("BlindCheck",2,1) goto See+5 CZM2 CCDD 3 A_Wander CZM2 D 0 A_SpawnItemEx("ZombieStepDamage",0,0,28,0,0,0,0,0,0) goto See SeeBlind2: CZM2 A 0 A_Jump(256,1,2,3) CZM2 AAA 3 CZM2 A 0 A_Jump(192,2) CZM2 A 0 A_Pain CZM2 A 3 CZM2 A 0 A_JumpIfInventory("BlindCheck",2,1) goto See+1 CZM2 A 0 A_Jump(256,1,2,3,4) CZM2 AAAA 3 goto See MissileBlind: CZM2 E 10 CZM2 E 0 A_JumpIfInventory("BlindCheck",2,1) goto See+1 CZM2 F 0 BRIGHT A_PlayWeaponSound("ump45/fire") CZM2 F 2 BRIGHT A_CustomBulletAttack(45, 10, 1, 6, "MonsterBulletPuff", 0, CBAF_AIMFACING || FBF_NORANDOM) CZM2 F 0 BRIGHT A_PlayWeaponSound("ump45/fire") CZM2 F 1 BRIGHT A_CustomBulletAttack(45, 10, 1, 6, "MonsterBulletPuff", 0, CBAF_AIMFACING || FBF_NORANDOM) CZM2 E 3 BRIGHT CZM2 F 0 BRIGHT A_PlayWeaponSound("ump45/fire") CZM2 F 2 BRIGHT A_CustomBulletAttack(45, 10, 1, 6, "MonsterBulletPuff", 0, CBAF_AIMFACING || FBF_NORANDOM) CZM2 F 0 BRIGHT A_PlayWeaponSound("ump45/fire") CZM2 F 1 BRIGHT A_CustomBulletAttack(45, 10, 1, 6, "MonsterBulletPuff", 0, CBAF_AIMFACING || FBF_NORANDOM) CZM2 E 3 BRIGHT CZM2 F 0 A_Jump(64,"See") goto MissileBlind+1 Melee: Missile: CZM2 E 10 A_FaceTarget CZM2 E 0 A_FaceTarget CZM2 F 0 BRIGHT A_PlayWeaponSound("ump45/fire") CZM2 F 2 BRIGHT A_CustomBulletAttack(22.5, 5, 1, 6, "MonsterBulletPuff", 0, FBF_NORANDOM) CZM2 F 0 BRIGHT A_PlayWeaponSound("ump45/fire") CZM2 F 1 BRIGHT A_CustomBulletAttack(22.5, 5, 1, 6, "MonsterBulletPuff", 0, FBF_NORANDOM) CZM2 E 3 BRIGHT CZM2 F 0 BRIGHT A_PlayWeaponSound("ump45/fire") CZM2 F 2 BRIGHT A_CustomBulletAttack(22.5, 5, 1, 6, "MonsterBulletPuff", 0, FBF_NORANDOM) CZM2 F 0 BRIGHT A_PlayWeaponSound("ump45/fire") CZM2 F 1 BRIGHT A_CustomBulletAttack(22.5, 5, 1, 6, "MonsterBulletPuff", 0, FBF_NORANDOM) CZM2 E 3 BRIGHT CZM2 E 0 A_CPosRefire goto Missile+1 Pain.Stun3: CZM2 G 0 ACS_ExecuteAlways(608,0,2,0,0) goto Pain Pain.Stun2: CZM2 G 0 ACS_ExecuteAlways(608,0,1,0,0) goto Pain Pain.Stun: CZM2 G 0 ACS_ExecuteAlways(608,0,0,0,0) goto Pain Pain: CZM2 G 3 CZM2 G 3 A_Pain goto See Death: CZM2 H 0 CZM2 H 0 A_Jump(24,"Death2") CZM2 H 5 A_Jump(96,"Death1") CZM2 I 5 A_Scream CZM2 I 0 A_SpawnItemEx("UMP45Drop",0,0,0,random(-2,2),random(-2,2),3,0,0,187) CZM2 I 0 A_SpawnItemEx("SMGAmmo",0,0,0,random(-2,2),random(-2,2),3,0,0,79) CZM2 I 0 A_SpawnItemEx("HandgunAmmo",0,0,0,random(-2,2),random(-2,2),3,0,0,151) CZM2 J 5 A_NoBlocking CZM2 K 5 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0) CZM2 LM 5 CZM2 N -1 stop Death.Knife: CZM2 H 5 CZM2 I 5 CZM2 I 0 A_SpawnItemEx("UMP45Drop",0,0,0,random(-2,2),random(-2,2),3,0,0,187) CZM2 I 0 A_SpawnItemEx("SMGAmmo",0,0,0,random(-2,2),random(-2,2),3,0,0,79) CZM2 I 0 A_SpawnItemEx("HandgunAmmo",0,0,0,random(-2,2),random(-2,2),3,0,0,151) CZM2 J 5 A_NoBlocking CZM2 J 0 A_PlaySound("body/splats") CZM2 K 5 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0) CZM2 LM 5 CZM2 N -1 stop Death.BarrelBoom: Death.Explosion: CZM2 H 5 A_JumpIfHealthLower(-130, "XDeath") CZM2 I 5 A_Scream CZM2 I 0 A_SpawnItemEx("UMP45Drop",0,0,0,random(-2,2),random(-2,2),3,0,0,187) CZM2 I 0 A_SpawnItemEx("SMGAmmo",0,0,0,random(-2,2),random(-2,2),3,0,0,79) CZM2 I 0 A_SpawnItemEx("HandgunAmmo",0,0,0,random(-2,2),random(-2,2),3,0,0,151) CZM2 J 5 A_NoBlocking CZM2 K 5 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0) CZM2 LM 5 CZM2 N -1 stop Death1: CDTH A 5 CDTH B 5 A_Scream CDTH B 0 A_SpawnItemEx("UMP45Drop",0,0,0,random(-2,2),random(-2,2),3,0,0,187) CDTH B 0 A_SpawnItemEx("SMGAmmo",0,0,0,random(-2,2),random(-2,2),3,0,0,79) CDTH B 0 A_SpawnItemEx("HandgunAmmo",0,0,0,random(-2,2),random(-2,2),3,0,0,151) CDTH C 5 A_NoBlocking CDTH DE 5 CDTH F 5 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0) CDTH G -1 Stop Death2: CDTH A 5 CDTH B 5 A_Pain CDTH C 5 A_NoBlocking CDTH DEF 5 CDTH G 15 TNT1 A 10 A_SpawnItemEx("DoubleChaingunGuy_LastStand",0,0,0,0,0,0,0,SXF_TRANSFERTRANSLATION|SXF_NOCHECKPOSITION,0) Stop XDeath: GPOS P 6 GPOS Q 6 A_XScream GPOS Q 0 A_SpawnItemEx("UMP45Drop",0,0,0,random(-2,2),random(-2,2),3,0,0,187) GPOS Q 0 A_SpawnItemEx("SMGAmmo",0,0,0,random(-2,2),random(-2,2),3,0,0,79) GPOS Q 0 A_SpawnItemEx("HandgunAmmo",0,0,0,random(-2,2),random(-2,2),3,0,0,151) GPOS R 6 A_NoBlocking GPOS S 6 GPOS T -1 Stop Raise: CZM2 NMLKJIH 5 goto See } } actor DoubleChaingunGuy_3 : DoubleChaingunGuy_2 { Translation "112:127=[131,62,31]:[0,0,0]" states { MissileBlind: CZM2 E 10 CZM2 E 0 A_JumpIfInventory("BlindCheck",2,1) goto See+1 CZM2 F 0 BRIGHT A_PlayWeaponSound("uzi/fire") CZM2 F 1 BRIGHT A_CustomBulletAttack(45, 10, 1, 4, "MonsterBulletPuff", 0, CBAF_AIMFACING || FBF_NORANDOM) CZM2 F 0 BRIGHT A_PlayWeaponSound("uzi/fire") CZM2 F 1 BRIGHT A_CustomBulletAttack(45, 10, 1, 4, "MonsterBulletPuff", 0, CBAF_AIMFACING || FBF_NORANDOM) CZM2 E 2 BRIGHT CZM2 F 0 BRIGHT A_PlayWeaponSound("uzi/fire") CZM2 F 1 BRIGHT A_CustomBulletAttack(45, 10, 1, 4, "MonsterBulletPuff", 0, CBAF_AIMFACING || FBF_NORANDOM) CZM2 F 0 BRIGHT A_PlayWeaponSound("uzi/fire") CZM2 F 1 BRIGHT A_CustomBulletAttack(45, 10, 1, 4, "MonsterBulletPuff", 0, CBAF_AIMFACING || FBF_NORANDOM) CZM2 E 2 BRIGHT CZM2 F 0 A_Jump(64,"See") goto MissileBlind+1 Melee: Missile: CZM2 E 10 A_FaceTarget CZM2 E 0 A_FaceTarget CZM2 F 0 BRIGHT A_PlayWeaponSound("uzi/fire") CZM2 F 1 BRIGHT A_CustomBulletAttack(22.5, 5, 1, 4, "MonsterBulletPuff", 0, FBF_NORANDOM) CZM2 F 0 BRIGHT A_PlayWeaponSound("uzi/fire") CZM2 F 1 BRIGHT A_CustomBulletAttack(22.5, 5, 1, 4, "MonsterBulletPuff", 0, FBF_NORANDOM) CZM2 E 2 BRIGHT CZM2 F 0 BRIGHT A_PlayWeaponSound("uzi/fire") CZM2 F 1 BRIGHT A_CustomBulletAttack(22.5, 5, 1, 4, "MonsterBulletPuff", 0, FBF_NORANDOM) CZM2 F 0 BRIGHT A_PlayWeaponSound("uzi/fire") CZM2 F 1 BRIGHT A_CustomBulletAttack(22.5, 5, 1, 4, "MonsterBulletPuff", 0, FBF_NORANDOM) CZM2 E 2 BRIGHT CZM2 E 0 A_CPosRefire goto Missile+1 Death: CZM2 H 0 CZM2 H 0 A_Jump(24,"Death2") CZM2 H 5 A_Jump(96,"Death1") CZM2 I 5 A_Scream CZM2 I 0 A_SpawnItemEx("MiniUziDrop",0,0,0,random(-2,2),random(-2,2),3,0,0,187) CZM2 I 0 A_SpawnItemEx("SMGAmmo",0,0,0,random(-2,2),random(-2,2),3,0,0,79) CZM2 I 0 A_SpawnItemEx("HandgunAmmo",0,0,0,random(-2,2),random(-2,2),3,0,0,151) CZM2 J 5 A_NoBlocking CZM2 K 5 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0) CZM2 LM 5 CZM2 N -1 stop Death.Knife: CZM2 H 5 CZM2 I 5 CZM2 I 0 A_SpawnItemEx("MiniUziDrop",0,0,0,random(-2,2),random(-2,2),3,0,0,187) CZM2 I 0 A_SpawnItemEx("SMGAmmo",0,0,0,random(-2,2),random(-2,2),3,0,0,79) CZM2 I 0 A_SpawnItemEx("HandgunAmmo",0,0,0,random(-2,2),random(-2,2),3,0,0,151) CZM2 J 5 A_NoBlocking CZM2 J 0 A_PlaySound("body/splats") CZM2 K 5 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0) CZM2 LM 5 CZM2 N -1 stop Death.BarrelBoom: Death.Explosion: CZM2 H 5 A_JumpIfHealthLower(-130, "XDeath") CZM2 I 5 A_Scream CZM2 I 0 A_SpawnItemEx("MiniUziDrop",0,0,0,random(-2,2),random(-2,2),3,0,0,187) CZM2 I 0 A_SpawnItemEx("SMGAmmo",0,0,0,random(-2,2),random(-2,2),3,0,0,79) CZM2 I 0 A_SpawnItemEx("HandgunAmmo",0,0,0,random(-2,2),random(-2,2),3,0,0,151) CZM2 J 5 A_NoBlocking CZM2 K 5 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0) CZM2 LM 5 CZM2 N -1 stop Death1: CDTH A 5 CDTH B 5 A_Scream CDTH B 0 A_SpawnItemEx("MiniUziDrop",0,0,0,random(-2,2),random(-2,2),3,0,0,187) CDTH B 0 A_SpawnItemEx("SMGAmmo",0,0,0,random(-2,2),random(-2,2),3,0,0,79) CDTH B 0 A_SpawnItemEx("HandgunAmmo",0,0,0,random(-2,2),random(-2,2),3,0,0,151) CDTH C 5 A_NoBlocking CDTH DE 5 CDTH F 5 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0) CDTH G -1 Stop Death2: CDTH A 5 CDTH B 5 A_Pain CDTH C 5 A_NoBlocking CDTH DEF 5 CDTH G 15 TNT1 A 10 A_SpawnItemEx("DoubleChaingunGuy_3_LastStand",0,0,0,0,0,0,0,SXF_TRANSFERTRANSLATION|SXF_NOCHECKPOSITION,0) Stop XDeath: GPOS P 6 GPOS Q 6 A_XScream GPOS Q 0 A_SpawnItemEx("MiniUziDrop",0,0,0,random(-2,2),random(-2,2),3,0,0,187) GPOS Q 0 A_SpawnItemEx("SMGAmmo",0,0,0,random(-2,2),random(-2,2),3,0,0,79) GPOS Q 0 A_SpawnItemEx("HandgunAmmo",0,0,0,random(-2,2),random(-2,2),3,0,0,151) GPOS R 6 A_NoBlocking GPOS S 6 GPOS T -1 Stop } } actor GrenadeGuy_2 : RGAMonster { obituary "%o was popped by a grenadier." health 120 Gibhealth 130 radius 20 height 56 mass 110 speed 8 painchance 100 painchance "Dragon", 50 painchance "Knife", 255 painchance "Explosion", 255 painchance "Stun", 255 painchance "Stun2", 255 painchance "Stun3", 255 DamageFactor "Knife", 1.65 seesound "chainguy/sight" painsound "chainguy/pain" deathsound "chainguy/death" activesound "chainguy/active" MONSTER +FLOORCLIP Translation "112:127=[131,123,75]:[0,0,0]" states { Spawn: CZOM A 0 CZOM A 0 Thing_SetSpecial(0,226,613,0,random(8,16)) Idle: CZOM A 10 A_Look Loop See: CZOM A 0 A_JumpIfInventory("BlindCheck",2,"SeeBlind") CZOM AABBCCDDAABBCCDD 3 A_Chase CZOM D 0 A_SpawnItemEx("ZombieStepDamage",0,0,28,0,0,0,0,0,0) Loop SeeBlind: CZOM A 0 A_Jump(128,"SeeBlind2","MissileBlind") CZOM AAB 3 A_Wander CZOM B 0 A_Jump(192,2) CZOM B 0 A_Pain CZOM B 3 A_Wander CZOM A 0 A_JumpIfInventory("BlindCheck",2,1) goto See+5 CZOM CCDD 3 A_Wander CZOM D 0 A_SpawnItemEx("ZombieStepDamage",0,0,28,0,0,0,0,0,0) goto See SeeBlind2: CZOM A 0 A_Jump(256,1,2,3) CZOM AAA 3 CZOM A 0 A_Jump(192,2) CZOM A 0 A_Pain CZOM A 3 CZOM A 0 A_JumpIfInventory("BlindCheck",2,1) goto See+1 CZOM A 0 A_Jump(256,1,2,3,4) CZOM AAAA 3 goto See MissileBlind: CZOM E 20 CZOM F 0 BRIGHT A_PlayWeaponSound("m203/fire") CZOM F 8 BRIGHT A_CustomMissile("GrenadeGuyShell",36,5,random(-3000,3000)/100.00,2,random(-1000,2000)/100.00) CZOM E 4 goto SeeBlind+1 Melee: Missile: CZOM E 20 A_FaceTarget CZOM E 0 A_FaceTarget CZOM F 0 BRIGHT A_PlayWeaponSound("m203/fire") CZOM F 8 BRIGHT A_CustomMissile("GrenadeGuyShell",36,5,random(-1000,1000)/100.00,0,random(-333,667)/100.00) CZOM E 4 CZOM AABBCCDD 3 A_Chase("","") goto See Pain.Stun3: CZOM G 0 ACS_ExecuteAlways(608,0,2,0,0) goto Pain Pain.Stun2: CZOM G 0 ACS_ExecuteAlways(608,0,1,0,0) goto Pain Pain.Stun: CZOM G 0 ACS_ExecuteAlways(608,0,0,0,0) goto Pain Pain: CZOM G 4 CZOM G 4 A_Pain goto See Death: CZOM H 0 CZOM H 0 A_Jump(24,"Death2") CZOM H 5 A_Jump(96,"Death1") CZOM I 5 A_Scream CZOM I 0 A_SpawnItemEx("ThumperDrop",0,0,0,random(-2,2),random(-2,2),3,0,0,191) CZOM I 0 A_SpawnItemEx("ExplosiveAmmo",0,0,0,random(-2,2),random(-2,2),3,0,0,159) CZOM J 5 A_NoBlocking CZOM K 5 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0) CZOM LM 5 CZOM N -1 stop Death.Knife: CZOM H 5 CZOM I 5 CZOM I 0 A_SpawnItemEx("ThumperDrop",0,0,0,random(-2,2),random(-2,2),3,0,0,191) CZOM I 0 A_SpawnItemEx("ExplosiveAmmo",0,0,0,random(-2,2),random(-2,2),3,0,0,159) CZOM J 5 A_NoBlocking CZOM J 0 A_PlaySound("body/splats") CZOM K 5 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0) CZOM LM 5 CZOM N -1 stop Death.BarrelBoom: Death.Explosion: CZOM H 5 A_JumpIfHealthLower(-130, "XDeath") CZOM I 5 A_Scream CZOM I 0 A_SpawnItemEx("ThumperDrop",0,0,0,random(-2,2),random(-2,2),3,0,0,191) CZOM I 0 A_SpawnItemEx("ExplosiveAmmo",0,0,0,random(-2,2),random(-2,2),3,0,0,159) CZOM J 5 A_NoBlocking CZOM K 5 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0) CZOM LM 5 CZOM N -1 stop Death1: CDTH A 5 CDTH B 5 A_Scream CDTH B 0 A_SpawnItemEx("ThumperDrop",0,0,0,random(-2,2),random(-2,2),3,0,0,191) CDTH B 0 A_SpawnItemEx("ExplosiveAmmo",0,0,0,random(-2,2),random(-2,2),3,0,0,159) CDTH C 5 A_NoBlocking CDTH DE 5 CDTH F 5 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0) CDTH G -1 Stop Death2: CDTH A 5 CDTH B 5 A_Pain CDTH C 5 A_NoBlocking CDTH DEF 5 CDTH G 15 TNT1 A 10 A_SpawnItemEx("GrenadeGuy_LastStand",0,0,0,0,0,0,0,SXF_TRANSFERTRANSLATION|SXF_NOCHECKPOSITION,0) Stop XDeath: GPOS P 6 GPOS Q 6 A_XScream GPOS Q 0 A_SpawnItemEx("ThumperDrop",0,0,0,random(-2,2),random(-2,2),3,0,0,191) GPOS Q 0 A_SpawnItemEx("ExplosiveAmmo",0,0,0,random(-2,2),random(-2,2),3,0,0,159) GPOS R 6 A_NoBlocking GPOS S 6 GPOS T -1 Stop Raise: CZOM NMLKJIH 5 goto See } } actor GrenadeGuyShell { radius 5 height 5 speed 25 damage (15) damagetype "Normal" PROJECTILE -NOGRAVITY +NOEXTREMEDEATH +FORCERADIUSDMG +CANBOUNCEWATER Scale 0.05 gravity 0.0 bouncefactor 0.5 states { Spawn: G69X AAAAAAAAA 1 A_SpawnItemEx("FlightSmokePuff", 0, 0, 0, 0, 0, 0, 0, 128, 0) G69X A 0 A_GiveInventory("M203Armed",1) Loop Death: TNT1 A 0 A_JumpIfInventory("M203Armed",1,"DeathArmed") TNT1 A 0 A_Explode(50,16,0) TNT1 A 20 A_SpawnItemEx("M203ShellUnarmedDrop",0,0,0,-2,0,2,random(-8,8),0,0) stop DeathArmed: TNT1 A 0 TNT1 A 0 A_AlertMonsters TNT1 A 0 Radius_Quake(2,15,0,8,0) TNT1 A 0 A_Explode(25,64,0) TNT1 A 0 A_Explode(25,128,0) TNT1 A 0 A_SpawnItemEx("ExplosionMain2") TNT1 AAAAAAAAAA 0 A_SpawnItemEx("ImpactSpark2", random(-32,32), random(-32,32), random(-32,32), random(-5,5), random(-5,5), random(-1,5), 0, 128, 0) TNT1 AAAAAAAAAA 0 A_SpawnItemEx("ImpactSpark2", random(-32,32), random(-32,32), random(-32,32), random(-5,5), random(-5,5), random(-1,5), 0, 128, 0) TNT1 A 20 stop } } actor RaisingChaingunGuy : RGAMonster { Translation "112:127=[224,31,31]:[0,0,0]" states { Spawn: POL5 A 5 A_LookEx(LOF_NOSOUNDCHECK,0,256,0,360) loop See: POL5 A 90 POL5 A 0 A_PlayWeaponSound("brain/spit") POL5 A 15 A_SpawnItemEx("ResurrectionFire",0,0,0,0,0,0,0,128,0) POL5 BCDE 5 POL5 F 5 A_FaceTarget TNT1 A 10 A_SpawnItemEx("ChaingunGuy_2",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0) stop } } actor RaisingChaingunGuy_3 : RGAMonster { Translation "112:127=[131,62,31]:[0,0,0]" states { Spawn: POL5 A 5 A_LookEx(LOF_NOSOUNDCHECK,0,256,0,360) loop See: POL5 A 90 POL5 A 0 A_PlayWeaponSound("brain/spit") POL5 A 15 A_SpawnItemEx("ResurrectionFire",0,0,0,0,0,0,0,128,0) POL5 BCDE 5 POL5 F 5 A_FaceTarget TNT1 A 10 A_SpawnItemEx("ChaingunGuy_3",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0) stop } } actor RaisingDoubleChainGuy : RGAMonster { Scale 1.02 Translation "112:127=[224,31,31]:[0,0,0]" states { Spawn: POL5 A 5 A_LookEx(LOF_NOSOUNDCHECK,0,256,0,360) loop See: POL5 A 90 POL5 A 0 A_PlayWeaponSound("brain/spit") POL5 A 15 A_SpawnItemEx("ResurrectionFire",0,0,0,0,0,0,0,128,0) POL5 BCDE 5 POL5 F 5 A_FaceTarget TNT1 A 10 A_SpawnItemEx("DoubleChaingunGuy_2",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0) stop } } actor RaisingDoubleChainGuy_3 : RGAMonster { Scale 1.02 Translation "112:127=[131,62,31]:[0,0,0]" states { Spawn: POL5 A 5 A_LookEx(LOF_NOSOUNDCHECK,0,256,0,360) loop See: POL5 A 90 POL5 A 0 A_PlayWeaponSound("brain/spit") POL5 A 15 A_SpawnItemEx("ResurrectionFire",0,0,0,0,0,0,0,128,0) POL5 BCDE 5 POL5 F 5 A_FaceTarget TNT1 A 10 A_SpawnItemEx("DoubleChaingunGuy_3",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0) stop } } actor RaisingGrenadeGuy : RGAMonster { Translation "112:127=[131,123,75]:[0,0,0]" states { Spawn: POL5 A 5 A_LookEx(LOF_NOSOUNDCHECK,0,256,0,360) loop See: POL5 A 90 POL5 A 0 A_PlayWeaponSound("brain/spit") POL5 A 15 A_SpawnItemEx("ResurrectionFire",0,0,0,0,0,0,0,128,0) POL5 BCDE 5 POL5 F 5 A_FaceTarget TNT1 A 10 A_SpawnItemEx("GrenadeGuy_2",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0) stop } } actor GibbedChaingunGuy : RGAMonster { states { Spawn: PLAY W 5 A_LookEx(LOF_NOSOUNDCHECK,0,256,0,360) loop See: PLAY W 90 PLAY W 0 A_PlayWeaponSound("brain/spit") PLAY W 15 A_SpawnItemEx("ResurrectionFire",0,0,0,0,0,0,0,128,0) GPOS TSRQ 5 GPOS P 5 A_FaceTarget GPOS P 0 A_Jump(136,4,5,6) GPOS P 0 A_Jump(256,1,2) TNT1 A 10 A_SpawnItemEx("ChaingunGuy_2",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0) stop TNT1 A 10 A_SpawnItemEx("ChaingunGuy_3",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0) stop TNT1 A 10 A_SpawnItemEx("DoubleChaingunGuy_2",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0) stop TNT1 A 10 A_SpawnItemEx("DoubleChaingunGuy_3",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0) stop TNT1 A 10 A_SpawnItemEx("GrenadeGuy_2",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0) stop } } actor ChaingunGuy_LastStand : RGAMonster { obituary "%o was perforated by a last stand commando!" health 50 Gibhealth 120 radius 20 height 24 mass 220 speed 0 painchance 120 painchance "Dragon", 60 painchance "Knife", 255 painchance "Explosion", 255 DamageFactor "Knife", 1.15 seesound "chainguy/sight" attacksound "u45/fire" painsound "chainguy/pain" deathsound "chainguy/death" activesound "chainguy/pain" Translation "112:127=[224,31,31]:[0,0,0]" DamageFactor "Step", 0.0 MONSTER +MISSILEMORE +FLOORCLIP -SOLID DropItem "MP5Drop" 64 DropItem "SMGAmmo" 160 DropItem "HandgunAmmo" 96 states { Spawn: CDTH H 6 A_Look CDTH H 0 A_JumpIfInventory("LastStandHP",50,"Die") CDTH H 0 A_GiveInventory("LastStandHP",1) CDTH H 6 A_Look loop See: CDTH H 0 A_JumpIfInventory("BlindCheck",2,"MissileBlind") CDTH HH 3 A_Chase CDTH H 0 A_JumpIfInventory("LastStandHP",50,"Die") CDTH H 0 A_GiveInventory("LastStandHP",1) CDTH HH 3 A_Chase loop Die: CDTH H 0 A_Die goto Death SeeBlind: CDTH H 3 A_Jump(32,"MissileBlind") CDTH H 3 A_Jump(32,"MissileBlind") CDTH H 0 A_JumpIfInventory("LastStandHP",50,"Die") CDTH H 0 A_GiveInventory("LastStandHP",1) CDTH H 0 A_JumpIfInventory("BlindCheck",2,1) goto See+5 CDTH H 3 A_Jump(32,"MissileBlind") CDTH H 3 A_Jump(32,"MissileBlind") goto See MissileBlind: CDTH H 8 CDTH I 5 BRIGHT A_CustomBulletAttack(13, 2, 1, 7, "MonsterBulletPuff", 0, CBAF_AIMFACING || FBF_NORANDOM) CDTH H 5 CDTH H 0 A_Jump(168,"See") CDTH I 5 BRIGHT A_CustomBulletAttack(13, 2, 1, 7, "MonsterBulletPuff", 0, CBAF_AIMFACING || FBF_NORANDOM) CDTH H 5 CDTH H 0 A_Jump(216,"See") CDTH I 5 BRIGHT A_CustomBulletAttack(13, 2, 1, 7, "MonsterBulletPuff", 0, CBAF_AIMFACING || FBF_NORANDOM) CDTH H 6 goto See Missile: CDTH H 8 A_FaceTarget CDTH I 5 BRIGHT A_CustomBulletAttack(6.5, 1, 1, 7, "MonsterBulletPuff", 0, FBF_NORANDOM) CDTH H 5 A_FaceTarget CDTH H 0 A_Jump(112,"See") CDTH I 5 BRIGHT A_CustomBulletAttack(6.5, 1, 1, 7, "MonsterBulletPuff", 0, FBF_NORANDOM) CDTH H 5 A_FaceTarget CDTH H 0 A_Jump(144,"See") CDTH I 5 BRIGHT A_CustomBulletAttack(6.5, 1, 1, 7, "MonsterBulletPuff", 0, FBF_NORANDOM) CDTH H 6 goto See Pain.Stun: CDTH H 0 ACS_ExecuteAlways(608,0,0,0,0) goto Pain Pain.Stun2: CDTH H 0 ACS_ExecuteAlways(608,0,1,0,0) goto Pain Pain.Stun3: CDTH H 0 ACS_ExecuteAlways(608,0,2,0,0) goto Pain Pain: CDTH H 3 CDTH H 3 A_Pain goto See Death: CDTH H 5 A_Scream CDTH E 5 A_NoBlocking CDTH FF 3 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0) CDTH G -1 stop XDeath: GPOS Q 5 GPOS R 5 A_XScream GPOS S 5 A_NoBlocking GPOS T -1 Stop Raise: CDTH G 1 CDTH GFEDCBA 5 A_UnsetSolid TNT1 A 10 A_SpawnItemEx("ChaingunGuy_2") stop } } actor ChaingunGuy_3_LastStand : ChaingunGuy_LastStand { Translation "112:127=[131,62,31]:[0,0,0]" DropItem "P90Drop" 64 DropItem "SMGAmmo" 160 DropItem "HandgunAmmo" 96 states { Raise: CDTH G 1 CDTH GFEDCBA 5 A_UnsetSolid TNT1 A 10 A_SpawnItemEx("ChaingunGuy_3") stop } } actor DoubleChaingunGuy_LastStand : ChaingunGuy_LastStand { Scale 1.02 obituary "%o was minced by a last stand elite commando!" Translation "112:127=[224,31,31]:[0,0,0]" DropItem "UMP45Drop" 72 DropItem "SMGAmmo" 176 DropItem "HandgunAmmo" 104 states { Raise: CDTH G 1 CDTH GFEDCBA 5 A_UnsetSolid TNT1 A 10 A_SpawnItemEx("DoubleChaingunGuy_2") stop } } actor DoubleChaingunGuy_3_LastStand : ChaingunGuy_LastStand { Scale 1.02 obituary "%o was minced by a last stand elite commando!" Translation "112:127=[131,62,31]:[0,0,0]" DropItem "MiniUziDrop" 72 DropItem "SMGAmmo" 176 DropItem "HandgunAmmo" 104 states { Raise: CDTH G 1 CDTH GFEDCBA 5 A_UnsetSolid TNT1 A 10 A_SpawnItemEx("DoubleChaingunGuy_3") stop } } actor GrenadeGuy_LastStand : ChaingunGuy_LastStand { obituary "%o was popped by a last stand grenadier!" Translation "112:127=[131,123,75]:[0,0,0]" DropItem "ThumperDrop" 64 DropItem "ExplosiveAmmo" 96 states { Raise: CDTH G 1 CDTH GFEDCBA 5 A_UnsetSolid TNT1 A 10 A_SpawnItemEx("GrenadeGuy_2") stop } }actor ZombieMarine : RGAMonster { Translation "112:116=128:133", "117:119=138:140", "120:122=157:159", "123:127=9:12" states { Spawn: PLAY N 5 A_LookEx(LOF_NOSOUNDCHECK,0,256,0,360) loop See: PLAY N 0 PLAY N 90 PLAY N 0 A_PlayWeaponSound("brain/spit") PLAY N 15 A_SpawnItemEx("ResurrectionFire",0,0,0,0,0,0,0,128,0) PLAY NMLKJI 5 PLAY H 5 A_FaceTarget PLAY H 0 A_Jump(256,1,2) TNT1 A 10 A_SpawnItemEx("ZombieMarineA",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0) stop TNT1 A 10 A_SpawnItemEx("ZombieMarineB",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0) stop } } actor ZombieMarine2 : RGAMonster { Translation "112:116=128:133", "117:119=138:140", "120:122=157:159", "123:127=9:12" states { Spawn: PLAY W 5 A_LookEx(LOF_NOSOUNDCHECK,0,256,0,360) loop See: PLAY W 0 PLAY W 90 PLAY W 0 A_PlayWeaponSound("brain/spit") PLAY W 10 A_SpawnItemEx("ResurrectionFire",0,0,0,0,0,0,0,128,0) PLAY VUTSRQP 5 PLAY O 5 A_FaceTarget PLAY O 0 A_Jump(256,1,2) TNT1 A 10 A_SpawnItemEx("ZombieMarineA",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0) stop TNT1 A 10 A_SpawnItemEx("ZombieMarineB",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0) stop } } actor ZombieMarineA : RGAMonster { obituary "%o was betrayed by a corrupted marine!" health 250 Gibhealth 125 radius 20 height 56 mass 500 speed 8 painchance 80 painchance "Dragon", 40 painchance "Knife", 255 painchance "Explosion", 255 seesound "heavy/sight" painsound "grunt/pain" deathsound "heavy/death" activesound "heavy/active" Translation "112:116=128:133", "117:119=138:140", "120:122=157:159", "123:127=9:12" MONSTER +FLOORCLIP states { Spawn: UDM2 A 0 UDM2 A 0 Thing_SetSpecial(0,226,613,0,random(12,24)) Idle: UDM2 A 10 A_Look Loop See: UDM2 AABBCCDDAABBCCDD 3 A_Chase UDM2 D 0 A_SpawnItemEx("ZombieStepDamage",0,0,28,0,0,0,0,0,0) loop Melee: Missile: UDM2 E 8 A_FaceTarget UDM2 F 0 BRIGHT A_PlayWeaponSound("spas/fire") UDM2 F 8 BRIGHT A_CustomBulletAttack(9, 4.5, 6, 6, "MonsterShotgunPuff", 0, FBF_NORANDOM) UDM2 E 8 goto See Pain: UDM2 G 3 UDM2 G 3 A_Pain Goto See Death: PLAY H 0 PLAY H 8 A_Jump(64,"Death2") PLAY I 8 A_Scream PLAY I 0 A_SpawnItemEx("SMGAmmo",0,0,0,random(-2,2),random(-2,2),3,0,0,159) PLAY I 0 A_SpawnItemEx("ShotgunAmmo",0,0,0,random(-2,2),random(-2,2),3,0,0,127) PLAY I 0 A_SpawnItemEx("HandgunAmmo",0,0,0,random(-2,2),random(-2,2),3,0,0,191) PLAY J 0 A_NoBlocking PLAY J 0 A_Jump(208,2) PLAY J 0 A_CustomMissile("FragGrenadeDropped2",8,0,0) PLAY J 8 PLAY KKKK 2 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0) PLAY L 8 PLAY M 8 PLAY N -1 stop Death.Knife: PLAY H 8 PLAY I 8 PLAY I 0 A_SpawnItemEx("SMGAmmo",0,0,0,random(-2,2),random(-2,2),3,0,0,159) PLAY I 0 A_SpawnItemEx("ShotgunAmmo",0,0,0,random(-2,2),random(-2,2),3,0,0,127) PLAY I 0 A_SpawnItemEx("HandgunAmmo",0,0,0,random(-2,2),random(-2,2),3,0,0,191) PLAY J 8 A_NoBlocking PLAY KKKK 2 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0) PLAY L 8 A_PlaySound("body/splats") PLAY M 8 PLAY N -1 stop Death.BarrelBoom: Death.Explosion: PLAY H 8 A_JumpIfHealthLower(-125, "XDeath") PLAY I 8 A_Scream PLAY I 0 A_SpawnItemEx("SMGAmmo",0,0,0,random(-2,2),random(-2,2),3,0,0,159) PLAY I 0 A_SpawnItemEx("ShotgunAmmo",0,0,0,random(-2,2),random(-2,2),3,0,0,127) PLAY I 0 A_SpawnItemEx("HandgunAmmo",0,0,0,random(-2,2),random(-2,2),3,0,0,191) PLAY J 8 A_NoBlocking PLAY KKKK 2 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0) PLAY L 8 PLAY M 8 PLAY N -1 stop Death2: PLAY H 8 PLAY I 8 A_Pain PLAY J 8 A_NoBlocking PLAY KLM 8 PLAY N 15 TNT1 A 10 A_SpawnItemEx("ZombieMarine_LastStand",0,0,0,0,0,0,0,SXF_TRANSFERTRANSLATION|SXF_NOCHECKPOSITION,0) stop XDeath: PLAY O 5 PLAY P 5 A_XScream PLAY P 0 A_SpawnItemEx("SMGAmmo",0,0,0,random(-2,2),random(-2,2),3,0,0,159) PLAY P 0 A_SpawnItemEx("ShotgunAmmo",0,0,0,random(-2,2),random(-2,2),3,0,0,127) PLAY P 0 A_SpawnItemEx("HandgunAmmo",0,0,0,random(-2,2),random(-2,2),3,0,0,191) PLAY Q 5 A_NoBlocking PLAY RSTUV 5 PLAY W -1 Stop Raise: PLAY NMLKJIH 5 goto See } } actor ZombieMarineB : RGAMonster { obituary "%o was betrayed by a corrupted marine!" health 250 Gibhealth 125 radius 20 height 56 mass 500 speed 8 painchance 80 painchance "Dragon", 40 painchance "Knife", 255 painchance "Explosion", 255 seesound "heavy/sight" painsound "grunt/pain" deathsound "heavy/death" activesound "heavy/active" Translation "112:116=128:133", "117:119=138:140", "120:122=157:159", "123:127=9:12" MONSTER +FLOORCLIP states { Spawn: UDM2 A 0 UDM2 A 0 Thing_SetSpecial(0,226,613,0,random(12,24)) Idle: UDM2 A 10 A_Look Loop See2: UDM2 E 6 See: UDM2 AABBCCDDAABBCCDD 3 A_Chase UDM2 D 0 A_SpawnItemEx("ZombieStepDamage",0,0,28,0,0,0,0,0,0) loop Melee: Missile: UDM2 E 8 A_FaceTarget UDM2 F 0 BRIGHT A_PlayWeaponSound("striker/fire") UDM2 F 4 BRIGHT A_CustomBulletAttack(10, 5, 3, 6, "MonsterShotgunPuff", 0, FBF_NORANDOM) UDM2 E 2 A_FaceTarget UDM2 E 0 A_Jump(128,"See2") UDM2 F 0 BRIGHT A_PlayWeaponSound("striker/fire") UDM2 F 4 BRIGHT A_CustomBulletAttack(10, 5, 3, 6, "MonsterShotgunPuff", 0, FBF_NORANDOM) UDM2 E 2 A_FaceTarget UDM2 E 0 A_Jump(160,"See2") UDM2 F 0 BRIGHT A_PlayWeaponSound("striker/fire") UDM2 F 4 BRIGHT A_CustomBulletAttack(10, 5, 3, 6, "MonsterShotgunPuff", 0, FBF_NORANDOM) UDM2 E 8 goto See Pain: UDM2 G 3 UDM2 G 3 A_Pain Goto See Death: PLAY H 0 PLAY H 8 A_Jump(64,"Death2") PLAY I 8 A_Scream PLAY I 0 A_SpawnItemEx("SMGAmmo",0,0,0,random(-2,2),random(-2,2),3,0,0,159) PLAY I 0 A_SpawnItemEx("ShotgunAmmo",0,0,0,random(-2,2),random(-2,2),3,0,0,127) PLAY I 0 A_SpawnItemEx("HandgunAmmo",0,0,0,random(-2,2),random(-2,2),3,0,0,191) PLAY J 0 A_NoBlocking PLAY J 0 A_Jump(208,2) PLAY J 0 A_CustomMissile("FragGrenadeDropped2",8,0,0) PLAY J 8 PLAY KKKK 2 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0) PLAY L 8 PLAY M 8 PLAY N -1 stop Death.Knife: PLAY H 8 PLAY I 8 PLAY I 0 A_SpawnItemEx("SMGAmmo",0,0,0,random(-2,2),random(-2,2),3,0,0,159) PLAY I 0 A_SpawnItemEx("ShotgunAmmo",0,0,0,random(-2,2),random(-2,2),3,0,0,127) PLAY I 0 A_SpawnItemEx("HandgunAmmo",0,0,0,random(-2,2),random(-2,2),3,0,0,191) PLAY J 8 A_NoBlocking PLAY KKKK 2 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0) PLAY L 8 A_PlaySound("body/splats") PLAY M 8 PLAY N -1 stop Death.BarrelBoom: Death.Explosion: PLAY H 8 A_JumpIfHealthLower(-125, "XDeath") PLAY I 8 A_Scream PLAY I 0 A_SpawnItemEx("SMGAmmo",0,0,0,random(-2,2),random(-2,2),3,0,0,159) PLAY I 0 A_SpawnItemEx("ShotgunAmmo",0,0,0,random(-2,2),random(-2,2),3,0,0,127) PLAY I 0 A_SpawnItemEx("HandgunAmmo",0,0,0,random(-2,2),random(-2,2),3,0,0,191) PLAY J 8 A_NoBlocking PLAY KKKK 2 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0) PLAY L 8 PLAY M 8 PLAY N -1 stop Death2: PLAY H 8 PLAY I 8 A_Pain PLAY J 8 A_NoBlocking PLAY KLM 8 PLAY N 15 TNT1 A 10 A_SpawnItemEx("ZombieMarine_LastStand",0,0,0,0,0,0,0,SXF_TRANSFERTRANSLATION|SXF_NOCHECKPOSITION,0) stop XDeath: PLAY O 5 PLAY P 5 A_XScream PLAY P 0 A_SpawnItemEx("SMGAmmo",0,0,0,random(-2,2),random(-2,2),3,0,0,159) PLAY P 0 A_SpawnItemEx("ShotgunAmmo",0,0,0,random(-2,2),random(-2,2),3,0,0,127) PLAY P 0 A_SpawnItemEx("HandgunAmmo",0,0,0,random(-2,2),random(-2,2),3,0,0,191) PLAY Q 5 A_NoBlocking PLAY RSTUV 5 PLAY W -1 Stop Raise: PLAY NMLKJIH 5 goto See } } actor ZombieMarine_LastStand : RGAMonster { obituary "%o was killed by a last stand corrupted marine!" health 70 Gibhealth 100 radius 20 height 24 mass 200 speed 0 painchance 120 painchance "Dragon", 60 painchance "Knife", 255 painchance "Explosion", 255 DamageFactor "Knife", 1.15 seesound "heavy/sight" attacksound "u45/fire" painsound "grunt/pain" deathsound "heavy/death" activesound "grunt/pain" Translation "112:116=128:133", "117:119=138:140", "120:122=157:159", "123:127=9:12" DamageFactor "Step", 0.0 MONSTER +MISSILEMORE +FLOORCLIP -SOLID DropItem "SMGAmmo" 96 DropItem "ShotgunAmmo" 128 DropItem "HandgunAmmo" 64 states { Spawn: LAST A 6 A_Look LAST A 0 A_JumpIfInventory("LastStandHP",50,"Die") LAST A 0 A_GiveInventory("LastStandHP",1) LAST A 6 A_Look loop See: LAST AA 3 A_Chase LAST A 0 A_JumpIfInventory("LastStandHP",50,"Die") LAST A 0 A_GiveInventory("LastStandHP",1) LAST AA 3 A_Chase loop Die: LAST A 0 A_Die goto Death Missile: LAST A 8 A_FaceTarget LAST B 5 BRIGHT A_CustomBulletAttack(6.5, 1, 1, 8, "MonsterBulletPuff", 0, FBF_NORANDOM) LAST A 5 A_FaceTarget LAST A 0 A_Jump(112,"See") LAST B 5 BRIGHT A_CustomBulletAttack(6.5, 1, 1, 8, "MonsterBulletPuff", 0, FBF_NORANDOM) LAST A 5 A_FaceTarget LAST A 0 A_Jump(144,"See") LAST B 5 BRIGHT A_CustomBulletAttack(6.5, 1, 1, 8, "MonsterBulletPuff", 0, FBF_NORANDOM) LAST A 6 goto See Pain: LAST A 3 LAST A 3 A_Pain goto See Death: LAST C 5 LAST C 5 A_Scream LAST D 0 A_NoBlocking LAST D 0 A_Jump(128,2) LAST D 0 A_CustomMissile("FragGrenadeDropped2",8,0,0) LAST D 5 LAST DDDDD 2 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0) LAST E -1 stop stop XDeath: PLAY T 5 PLAY U 5 A_XScream PLAY V 5 A_NoBlocking PLAY W -1 stop Raise: PLAY N 0 PLAY N 1 A_Jump(128,"Raise2") PLAY NMLKJI 5 A_UnsetSolid TNT1 A 10 A_SpawnItemEx("ZombieMarineA",0,0,0,0,0,0,0,SXF_TRANSFERTRANSLATION|SXF_NOCHECKPOSITION,0) stop Raise2: PLAY N 1 PLAY NMLKJI 5 A_UnsetSolid TNT1 A 10 A_SpawnItemEx("ZombieMarineB",0,0,0,0,0,0,0,SXF_TRANSFERTRANSLATION|SXF_NOCHECKPOSITION,0) stop } } actor SpaceNazi : RGAMonster { obituary "%o was blitzed by a space nazi." health 175 radius 20 height 56 mass 100 speed 8 painchance 130 painchance "Dragon", 65 painchance "Knife", 255 painchance "Explosion", 255 seesound "wolfss/sight" activesound "wolfss/active" painSound "wolfss/pain" deathsound "misc/teleport" MONSTER +FLOORCLIP states { Spawn: BHEL A 0 BHEL A 0 Thing_SetSpecial(0,226,613,0,random(8,16)) Idle: BHEL A 10 A_Look Loop See: BHEL AABBCCDDAABBCCDD 3 A_Chase BHEL D 0 A_SpawnItemEx("ZombieStepDamage",0,0,28,0,0,0,0,0,0) loop Melee: Missile: BHEL EE 10 A_FaceTarget BHEL F 0 BRIGHT A_PlayWeaponSound("fal/fire") BHEL F 3 BRIGHT A_CustomBulletAttack(15, 5, 1, 8, "MonsterBulletPuff", 0, FBF_NORANDOM) BHEL E 2 A_FaceTarget BHEL F 0 BRIGHT A_PlayWeaponSound("fal/fire") BHEL F 3 BRIGHT A_CustomBulletAttack(15, 5, 1, 8, "MonsterBulletPuff", 0, FBF_NORANDOM) BHEL E 2 A_CPosRefire BHEL E 0 A_Jump(12,"See") goto Missile+2 Pain: BHEL G 3 BHEL G 3 A_Pain goto See Death: BHEL H 0 BRIGHT BHEL H 5 BRIGHT A_Jump(24,"Death2") BHEL I 0 BRIGHT A_SpawnItemEx("FALDrop",0,0,0,random(-2,2),random(-2,2),3,0,0,191) BHEL I 0 BRIGHT A_SpawnItemEx("AssaultRifleAmmo",0,0,0,random(-2,2),random(-2,2),3,0,0,159) BHEL I 0 BRIGHT A_Scream BHEL I 5 BRIGHT A_PlaySound("peasant/death") BHEL J 5 BRIGHT A_NoBlocking BHEL KL 5 BRIGHT BHEL MM 2 BRIGHT A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0) BHEL M 1 BRIGHT A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0) BHEL N -1 stop Death.Knife: BHEL H 5 BRIGHT BHEL I 0 BRIGHT A_SpawnItemEx("FALDrop",0,0,0,random(-2,2),random(-2,2),3,0,0,191) BHEL I 0 BRIGHT A_SpawnItemEx("AssaultRifleAmmo",0,0,0,random(-2,2),random(-2,2),3,0,0,159) BHEL I 5 BRIGHT A_Scream BHEL J 5 BRIGHT A_NoBlocking BHEL KL 5 BRIGHT BHEL MM 2 BRIGHT A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0) BHEL M 1 BRIGHT A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0) BHEL N -1 stop Death2: BHEL H 5 BRIGHT BHEL I 5 BRIGHT A_Scream BHEL J 5 BRIGHT A_NoBlocking BHEL KLM 5 BRIGHT BHEL N 0 A_Jump(256,1,2,3) BHEL NNNNNN 115 BHEL M 7 BRIGHT A_PlaySound("wolfss/teleport") BHEL LKJIH 7 BRIGHT TNT1 A 10 A_SpawnItemEx("SpaceNazi",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0) stop Raise: BHEL N 0 BHEL M 7 BRIGHT A_PlaySound("wolfss/teleport") BHEL LKJIH 7 BRIGHT goto See } } ACTOR UziGuy : RGAMonster { hitobituary "%o was punched by a nazi collaborator." obituary "%o was shot up by a nazi collaborator." health 150 speed 5 radius 20 height 56 woundHealth 41 painChance 180 painchance "Dragon", 90 painchance "Knife", 255 painchance "Explosion", 255 painchance "Stun", 255 painchance "Stun2", 255 painchance "Stun3", 255 MONSTER +FLOORCLIP seeSound "grunt/sight" activesound "grunt/active" painSound "grunt/pain" deathSound "grunt/death" dropitem "MiniUziDrop" 64 dropitem "SMGAmmo" 80 dropitem "HandgunAmmo" 80 States { Spawn: PEUU A 0 PEUU A 0 Thing_SetSpecial(0,226,613,0,random(7,14)) Idle: PEUU A 4 A_Look Loop See: PEUU A 0 A_JumpIfInventory("BlindCheck",1,"SeeBlind") PEUU A 2 A_Chase PEUU AA 2 A_Chase("Melee","") PEUU AB 2 A_Chase PEUU BB 2 A_Chase("Melee","") PEUU BC 2 A_Chase PEUU CC 2 A_Chase("Melee","") PEUU CD 2 A_Chase PEUU DD 2 A_Chase("Melee","") PEUU DA 2 A_Chase PEUU AA 2 A_Chase("Melee","") PEUU AB 2 A_Chase PEUU BB 2 A_Chase("Melee","") PEUU BC 2 A_Chase PEUU CC 2 A_Chase("Melee","") PEUU CD 2 A_Chase PEUU DD 2 A_Chase("Melee","") PEUU D 2 A_Chase PEUU D 0 A_SpawnItemEx("ZombieStepDamage",0,0,28,0,0,0,0,0,0) Loop SeeBlind: PEUU A 0 A_Jump(160,"SeeBlind2","MissileBlind") PEUU AAAABB 2 A_Wander PEUU B 0 A_Jump(192,2) PEUU B 0 A_Pain PEUU BB 2 A_Wander PEUU A 0 A_JumpIfInventory("BlindCheck",1,1) goto See+9 PEUU CCCCDDDD 2 A_Wander PEUU D 0 A_SpawnItemEx("ZombieStepDamage",0,0,28,0,0,0,0,0,0) goto See SeeBlind2: PEUU A 0 A_Jump(256,1,2,3) PEUU AAA 4 PEUU A 0 A_Jump(192,2) PEUU A 0 A_Pain PEUU A 4 PEUU A 0 A_JumpIfInventory("BlindCheck",1,1) goto See+1 PEUU A 0 A_Jump(256,1,2,3,4) PEUU AAAA 4 goto See MissileBlind: PEUU EE 7 PEUU P 0 A_PlayWeaponSound("uzi/fire") PEUU P 2 BRIGHT A_CustomBulletAttack(30, 15, 1, 5, "MonsterBulletPuff", 0, CBAF_AIMFACING || FBF_NORANDOM) PEUU F 1 A_Jump(40, "See") PEUU F 0 A_Jump(36, "See") Goto MissileBlind+2 Melee: PEAS E 0 A_FaceTarget PEAS E 8 A_SkelWhoosh PEAS F 8 A_CustomMeleeAttack(10,"skeleton/melee","none") PEAS E 8 Goto See Missile: PEUU EE 7 A_FaceTarget PEUU P 0 A_PlayWeaponSound("uzi/fire") PEUU P 2 BRIGHT A_CustomBulletAttack(15, 7.5, 1, 5, "MonsterBulletPuff", 0, FBF_NORANDOM) PEUU F 1 A_CPosRefire PEUU F 0 A_Jump(12, "See") Goto Missile+2 Pain.Stun3: PEUU O 0 ACS_ExecuteAlways(608,0,2,0,0) goto Pain Pain.Stun2: PEUU O 0 ACS_ExecuteAlways(608,0,1,0,0) goto Pain Pain.Stun: PEUU O 0 ACS_ExecuteAlways(608,0,0,0,0) goto Pain Pain: PEUU O 0 PEUU O 3 A_JumpIfHealthLower(41,"WoundPain") PEUU O 3 A_Pain Goto See WoundPain: PEUU H 3 PEUU H 3 A_Pain PEUU I 10 goto Wound+1 Wound: PEUU G 10 PEUU H 10 A_GetHurt PEUU I 15 A_TakeInventory("Health",1) PEUU I 0 A_Jump(8,1) Goto Wound+1 PEUU G 0 A_GiveInventory("Health",75) PEUU G 35 A_PlaySound("grunt/active") Goto See Death: PEUU H 6 PEUU I 6 A_Scream PEUU J 6 A_NoBlocking PEUU K 6 PEUU LL 3 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0) PEUU M 8 PEUU N -1 Stop Death.Knife: PEUU H 6 PEUU I 6 PEUU J 6 A_NoBlocking PEUU K 6 PEUU L 0 A_PlaySound("body/splats") PEUU LL 3 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0) PEUU M 8 PEUU N -1 Stop XDeath: POSS M 5 POSS N 5 A_XScream POSS O 5 A_NoBlocking POSS PQRST 5 POSS U -1 stop Raise: PEUU NMLKJIHG 5 goto See } }actor DoomImp_2 : RGAMonster { obituary "%o was burned by an imp." hitobituary "%o was slashed by an imp." health 90 radius 20 height 56 mass 100 speed 8 painchance 150 painchance "Dragon", 50 painchance "Knife", 255 painchance "Explosion", 255 painchance "Stun", 255 painchance "Stun2", 255 painchance "Stun3", 255 DamageFactor "Knife", 1.65 seesound "imp/sight" painsound "imp/pain" deathsound "imp/death" activesound "imp/active" MONSTER +FLOORCLIP Species "Imp" states { Spawn: TROO A 0 TROO A 0 Thing_SetSpecial(0,226,613,0,random(6,12)) Idle: TROO AABB 10 A_Look Loop See: TROO A 0 A_JumpIfInventory("BlindCheck",2,"SeeBlind") TROO A 0 A_JumpIfCloser(2048,2) TROO A 0 A_Jump(240,1) goto SeeFar TROO AABBCCDDAABBCCDD 3 A_Chase TROO D 0 A_SpawnItemEx("ZombieStepDamage",0,0,28,0,0,0,0,0,0) loop SeeFar: TROO A 0 A_Jump(160,2) TROO A 0 A_JumpIfCloser(1536,"See") TROO AAB 2 A_Chase("Melee","") TROO B 2 A_Chase TROO B 0 A_SpawnItemEx("PlayerStepSound2",-1,-1,0,0,0,0,0,128,0) TROO CCD 2 A_Chase("Melee","") TROO D 2 A_Chase TROO D 0 A_SpawnItemEx("PlayerStepSound2",-1,1,0,0,0,0,0,128,0) TROO AAB 2 A_Chase("Melee","") TROO B 2 A_Chase TROO B 0 A_SpawnItemEx("PlayerStepSound2",-1,-1,0,0,0,0,0,128,0) TROO CCD 2 A_Chase("Melee","") TROO D 2 A_Chase TROO D 0 A_SpawnItemEx("PlayerStepSound2",-1,1,0,0,0,0,0,128,0) TROO D 0 A_SpawnItemEx("ZombieStepDamage",0,0,28,0,0,0,0,0,0) loop SeeBlind: TROO A 0 A_Jump(128,"SeeBlind2") TROO AAB 3 A_Wander TROO B 0 A_Jump(192,2) TROO B 0 A_Pain TROO B 3 A_Wander TROO A 0 A_JumpIfInventory("BlindCheck",2,1) goto See+7 TROO CCDD 3 A_Wander TROO D 0 A_SpawnItemEx("ZombieStepDamage",0,0,28,0,0,0,0,0,0) goto See SeeBlind2: TROO A 0 A_Jump(256,1,2,3) TROO AAA 3 TROO A 0 A_Jump(192,2) TROO A 0 A_Pain TROO A 3 TROO A 0 A_JumpIfInventory("BlindCheck",2,1) goto See+1 TROO A 0 A_Jump(256,1,2,3,4) TROO AAAA 3 goto See Melee: Missile: TROO EF 8 A_FaceTarget TROO G 6 A_CustomComboAttack("DoomImpBall2",32,9,"imp/melee") goto See Missile2: TROO EF 8 A_FaceTarget TROO G 0 A_CustomMissile("DoomImpBall2",30,0,5) TROO G 0 A_CustomMissile("DoomImpBall2",30,0,-5) TROO G 6 A_CustomMissile("DoomImpBall2",30,0,0) goto See Pain.Stun3: TROO H 0 ACS_ExecuteAlways(608,0,2,0,0) goto Pain Pain.Stun2: TROO H 0 ACS_ExecuteAlways(608,0,1,0,0) goto Pain Pain.Stun: TROO H 0 ACS_ExecuteAlways(608,0,0,0,0) goto Pain Pain: TROO H 2 TROO H 2 A_Pain goto See Death: TROO I 0 TROO I 8 A_Jump(24,"Death2") TROO J 8 A_Scream TROO K 6 A_NoBlocking TROO L 6 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0) TROO M -1 stop Death2: TROO I 8 TROO J 8 A_Pain TROO K 6 A_NoBlocking TROO L 6 TROO L 0 A_Jump(256,1,2,3) TROO MMMMM 60 TROO M 5 A_PlayWeaponSound("brain/spit") TROO M -1 A_SpawnItemEx("DoomImpRes",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0) stop Death.Knife: TROO I 8 TROO J 8 TROO K 6 A_NoBlocking TROO L 0 A_PlaySound("body/splats") TROO L 6 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0) TROO M -1 stop XDeath: TROO N 5 TROO O 5 A_XScream TROO P 5 TROO Q 5 A_NoBlocking TROO RST 5 TROO U -1 stop Raise: TROO ML 8 TROO KJI 6 goto See } } actor DoomImpRes : RGAMonster { obituary "%o was burned by an imp's ghost." hitobituary "%o was slashed by an imp's ghost." health 60 radius 20 height 56 mass 500 speed 6 painchance 75 painchance "Dragon", 25 painchance "Knife", 255 painchance "Explosion", 255 painchance "Step", 0 painchance "Stun", 0 painchance "Stun2", 0 painchance "Stun3", 0 seesound "imp/sight" painsound "imp/pain" deathsound "imp/death" activesound "imp/active" MONSTER -SOLID +FLOORCLIP +NOBLOOD +NOPAIN +SHADOW DamageFactor "Step", 0.0 DamageFactor "Stun", 0.0 DamageFactor "Stun2", 0.0 DamageFactor "Stun3", 0.0 Renderstyle Add Alpha 0.4 Species "Imp" states { Spawn: TROO A 0 TROO A 0 Thing_SetSpecial(0,226,613,0,random(4,8)) TROO AAAAAA 1 A_FadeIn(0.1) TROO A 0 A_ChangeFlag("NOPAIN",0) TROO AAAAAAA 2 Idle: TROO AABB 10 A_Look loop See: TROO AABBCCDD 2 A_Chase loop Melee: Missile: TROO EF 8 A_FaceTarget TROO G 6 A_CustomComboAttack("DoomImpBallRes",32,5,"imp/melee") goto See Missile2: TROO EF 8 A_FaceTarget TROO G 0 A_CustomMissile("DoomImpBallRes",30,0,5) TROO G 0 A_CustomMissile("DoomImpBallRes",30,0,-5) TROO G 6 A_CustomMissile("DoomImpBallRes",30,0,0) goto See Pain: TROO H 2 TROO H 2 A_Pain goto See Death: TROO H 2 TROO H 6 A_Scream TROO H 4 A_FadeOut(0.15) TROO H 0 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0) TROO H 4 A_FadeOut(0.15) TROO H 0 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0) TROO H 4 A_FadeOut(0.15) TROO H 0 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0) TROO H 4 A_FadeOut(0.15) TROO H 0 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0) TROO H 4 A_FadeOut(0.15) TROO H 0 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0) TROO H 4 A_FadeOut(0.15) wait } } actor DoomImpBallRes : DoomImpBall2 { Alpha 0.7 Scale 0.8 Damage (8) +FORCEXYBILLBOARD States { Spawn: BAL1 AB 4 Bright Loop Death: BAL1 CDE 6 Bright Stop } } actor DarkImp_2 : RGAMonster { obituary "%o was burned by a blood imp." hitobituary "%o was slashed by a blood imp." health 130 GibHealth 90 radius 20 height 56 mass 100 speed 8 Scale 1.02 painchance 150 painchance "Dragon", 50 painchance "Knife", 255 painchance "Explosion", 255 painchance "Stun", 255 painchance "Stun2", 255 painchance "Stun3", 255 DamageFactor "Knife", 1.65 seesound "imp/sight" painsound "imp/pain" deathsound "imp/death" activesound "imp/active" MONSTER +FLOORCLIP Translation "48:71=16:39", "70:76=40:47", "77:77=2:2", "78:78=8:8", "79:79=0:0", "1:2=0:0", "148:151=0:0" Species "Imp" states { Spawn: TROO A 0 TROO A 0 Thing_SetSpecial(0,226,613,0,random(7,14)) Idle: TROO AABB 10 A_Look Loop See: TROO A 0 A_JumpIfInventory("BlindCheck",4,"SeeBlind") TROO A 0 A_JumpIfCloser(2048,2) TROO A 0 A_Jump(240,1) goto SeeFar TROO AABBCCDDAABBCCDD 3 A_Chase TROO D 0 A_SpawnItemEx("ZombieStepDamage",0,0,28,0,0,0,0,0,0) loop SeeFar: TROO A 0 A_Jump(160,2) TROO A 0 A_JumpIfCloser(1536,"See") TROO AAB 2 A_Chase("Melee","") TROO B 2 A_Chase TROO B 0 A_SpawnItemEx("PlayerStepSound2",-1,-1,0,0,0,0,0,128,0) TROO CCD 2 A_Chase("Melee","") TROO D 2 A_Chase TROO D 0 A_SpawnItemEx("PlayerStepSound2",-1,1,0,0,0,0,0,128,0) TROO AAB 2 A_Chase("Melee","") TROO B 2 A_Chase TROO B 0 A_SpawnItemEx("PlayerStepSound2",-1,-1,0,0,0,0,0,128,0) TROO CCD 2 A_Chase("Melee","") TROO D 2 A_Chase TROO D 0 A_SpawnItemEx("PlayerStepSound2",-1,1,0,0,0,0,0,128,0) TROO D 0 A_SpawnItemEx("ZombieStepDamage",0,0,28,0,0,0,0,0,0) loop SeeBlind: TROO A 0 A_Jump(128,"SeeBlind2") TROO AAB 3 A_Wander TROO B 0 A_Jump(192,2) TROO B 0 A_Pain TROO B 3 A_Wander TROO A 0 A_JumpIfInventory("BlindCheck",4,1) goto See+7 TROO CCDD 3 A_Wander TROO D 0 A_SpawnItemEx("ZombieStepDamage",0,0,28,0,0,0,0,0,0) goto See SeeBlind2: TROO A 0 A_Jump(256,1,2,3) TROO AAA 3 TROO A 0 A_Jump(192,2) TROO A 0 A_Pain TROO A 3 TROO A 0 A_JumpIfInventory("BlindCheck",4,1) goto See+1 TROO A 0 A_Jump(256,1,2,3,4) TROO AAAA 3 goto See Melee: Missile: TROO EF 8 A_FaceTarget TROO G 6 A_CustomComboAttack("DarkImpBall2",32,11,"imp/melee") goto See Missile2: TROO EF 8 A_FaceTarget TROO G 0 A_CustomMissile("DarkImpBall2",30,0,5) TROO G 0 A_CustomMissile("DarkImpBall2",30,0,-5) TROO G 6 A_CustomMissile("DarkImpBall2",30,0,0) goto See Pain.Stun3: TROO H 0 ACS_ExecuteAlways(608,0,2,0,0) goto Pain Pain.Stun2: TROO H 0 ACS_ExecuteAlways(608,0,1,0,0) goto Pain Pain.Stun: TROO H 0 ACS_ExecuteAlways(608,0,0,0,0) goto Pain Pain: TROO H 2 TROO H 2 A_Pain goto See Death: TROO I 0 TROO I 8 A_Jump(24,"Death2") TROO J 8 A_Scream TROO K 6 A_NoBlocking TROO LL 3 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0) TROO M -1 stop Death2: TROO I 8 TROO J 8 A_Pain TROO K 6 A_NoBlocking TROO L 6 TROO L 0 A_Jump(256,1,2,3) TROO MMMMM 60 TROO M 5 A_PlayWeaponSound("brain/spit") TROO M -1 A_SpawnItemEx("DoomImpRes",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0) stop Death.Knife: TROO I 8 TROO J 8 TROO K 6 A_NoBlocking TROO L 0 A_PlaySound("body/splats") TROO LL 3 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0) TROO M -1 stop XDeath: TROO N 5 TROO O 5 A_XScream TROO P 5 TROO Q 5 A_NoBlocking TROO RST 5 TROO U -1 stop Raise: TROO MLKJI 8 goto See } } actor DarkImpBall2 : DoomImpBall2 { Speed 20 FastSpeed 30 Damage (13) +FORCEXYBILLBOARD Translation "168:191=192:207", "208:223=192:199", "231:231=192:192", "232:235=198:201", "196:199=0:0" States { Spawn: BAL1 AB 4 Bright Loop Death: BAL1 CDE 6 Bright Stop } } actor DarkImpRes : RGAMonster { obituary "%o was burned by a blood imp's ghost." hitobituary "%o was slashed by a blood imp's ghost." health 75 radius 20 height 56 mass 500 speed 6 Scale 1.02 painchance 75 painchance "Dragon", 25 painchance "Knife", 255 painchance "Explosion", 255 painchance "Step", 0 painchance "Stun", 0 painchance "Stun2", 0 painchance "Stun3", 0 seesound "imp/sight" painsound "imp/pain" deathsound "imp/death" activesound "imp/active" MONSTER +FLOORCLIP -SOLID +NOBLOOD +NOPAIN +SHADOW DamageFactor "Step", 0.0 DamageFactor "Stun", 0.0 DamageFactor "Stun2", 0.0 DamageFactor "Stun3", 0.0 Renderstyle Add Alpha 0.4 Translation "48:71=16:39", "70:76=40:47", "77:77=2:2", "78:78=8:8", "79:79=0:0", "1:2=0:0", "148:151=0:0" Species "Imp" states { Spawn: TROO A 0 TROO A 0 Thing_SetSpecial(0,226,613,0,random(5,10)) TROO AAAAAA 1 A_FadeIn(0.1) TROO A 0 A_ChangeFlag("NOPAIN",0) TROO AAAAAAA 2 Idle: TROO AABB 10 A_Look loop See: TROO AABBCCDD 2 A_Chase loop Melee: Missile: TROO EF 8 A_FaceTarget TROO G 6 A_CustomComboAttack("DarkImpBallRes",32,7,"imp/melee") goto See Missile2: TROO EF 8 A_FaceTarget TROO G 0 A_CustomMissile("DarkImpBallRes",30,0,5) TROO G 0 A_CustomMissile("DarkImpBallRes",30,0,-5) TROO G 6 A_CustomMissile("DarkImpBallRes",30,0,0) goto See Pain: TROO H 2 TROO H 2 A_Pain goto See Death: TROO H 2 TROO H 6 A_Scream TROO H 4 A_FadeOut(0.15) TROO H 0 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0) TROO H 4 A_FadeOut(0.15) TROO H 0 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0) TROO H 4 A_FadeOut(0.15) TROO H 0 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0) TROO H 4 A_FadeOut(0.15) TROO H 0 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0) TROO H 4 A_FadeOut(0.15) TROO H 0 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0) TROO H 4 A_FadeOut(0.15) wait } } actor DarkImpBallRes : DarkImpBall2 { Alpha 0.7 Scale 0.8 Damage (8) +FORCEXYBILLBOARD States { Spawn: BAL1 AB 4 Bright Loop Death: BAL1 CDE 6 Bright Stop } } actor ImpBoy : DoomImp_2 { obituary "%o was blasted by an imp trooper." hitobituary "%o was slashed by an imp trooper." health 105 GibHealth 90 radius 20 height 56 mass 100 speed 4 painchance 150 painchance "Dragon", 50 painchance "Knife", 255 painchance "Explosion", 255 painchance "Stun", 255 painchance "Stun2", 255 painchance "Stun3", 255 DamageFactor "Knife", 1.65 seesound "imp/sight" painsound "imp/pain" deathsound "imp/death" activesound "imp/active" MONSTER +FLOORCLIP Species "Imp" states { Spawn: IMPB A 0 IMPB A 0 Thing_SetSpecial(0,226,613,0,random(7,14)) Idle: IMPB AABB 10 A_Look loop See: IMPB A 0 A_JumpIfInventory("BlindCheck",3,"SeeBlind") IMPB A 2 A_Chase IMPB AA 2 A_Chase("Melee","") IMPB AB 2 A_Chase IMPB BB 2 A_Chase("Melee","") IMPB BC 2 A_Chase IMPB CC 2 A_Chase("Melee","") IMPB CD 2 A_Chase IMPB DD 2 A_Chase("Melee","") IMPB DA 2 A_Chase IMPB AA 2 A_Chase("Melee","") IMPB AB 2 A_Chase IMPB BB 2 A_Chase("Melee","") IMPB BC 2 A_Chase IMPB CC 2 A_Chase("Melee","") IMPB CD 2 A_Chase IMPB DD 2 A_Chase("Melee","") IMPB D 2 A_Chase IMPB D 0 A_SpawnItemEx("ZombieStepDamage",0,0,28,0,0,0,0,0,0) loop SeeBlind: IMPB A 0 A_Jump(128,"SeeBlind2") IMPB AAAABB 2 A_Wander IMPB B 0 A_Jump(192,2) IMPB B 0 A_Pain IMPB BB 2 A_Wander IMPB A 0 A_JumpIfInventory("BlindCheck",3,1) goto See+9 IMPB CCCCDDDD 2 A_Wander IMPB D 0 A_SpawnItemEx("ZombieStepDamage",0,0,28,0,0,0,0,0,0) goto See SeeBlind2: IMPB A 0 A_Jump(256,1,2,3) IMPB AAA 4 IMPB A 0 A_Jump(192,2) IMPB A 0 A_Pain IMPB A 4 IMPB A 0 A_JumpIfInventory("BlindCheck",3,1) goto See+1 IMPB A 0 A_Jump(256,1,2,3,4) IMPB AAAA 4 goto See Melee: IMPB OP 8 A_FaceTarget IMPB Q 6 A_CustomComboAttack("DoomImpBall2",32,9,"imp/melee") goto See Missile: IMPB E 0 A_Jump(96,"Melee") IMPB E 10 A_FaceTarget IMPB F 2 BRIGHT A_CustomMissile("DoomImpBallTrooper",32,5,0) IMPB F 0 A_Jump(30,3) IMPB E 1 A_FaceTarget IMPB F 2 BRIGHT A_CustomMissile("DoomImpBallTrooper",32,5,0) IMPB F 0 A_Jump(60,3) IMPB E 1 A_FaceTarget IMPB F 4 BRIGHT A_CustomMissile("DoomImpBallTrooper",32,5,0) IMPB E 10 goto See Pain.Stun3: IMPB H 0 ACS_ExecuteAlways(608,0,2,0,0) goto Pain Pain.Stun2: IMPB H 0 ACS_ExecuteAlways(608,0,1,0,0) goto Pain Pain.Stun: IMPB H 0 ACS_ExecuteAlways(608,0,0,0,0) goto Pain Pain: IMPB G 3 IMPB G 3 A_Pain goto See Death: IMPB H 0 IMPB H 7 A_Jump(24,"Death2") IMPB I 7 A_Scream IMPB J 6 A_NoBlocking IMPB K 6 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0) IMPB L -1 stop Death2: IMPB H 7 IMPB I 7 A_Pain IMPB J 6 A_NoBlocking IMPB K 6 IMPB K 0 A_Jump(256,1,2,3) IMPB LLLLL 60 IMPB L 5 A_PlayWeaponSound("brain/spit") IMPB L -1 A_SpawnItemEx("DoomImpRes",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0) stop Death.Knife: IMPB H 7 IMPB I 7 IMPB J 6 A_NoBlocking IMPB K 6 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0) IMPB L 6 A_PlaySound("body/splats") IMPB L -1 stop XDeath: IMPB R 5 IMPB S 5 A_XScream IMPB T 5 IMPB U 5 A_NoBlocking IMPB VWX 5 IMPB Z -1 stop Raise: IMPB NMLKJHI 5 goto See } } actor DoomImpBallTrooper : DoomImpBall { radius 6 height 8 speed 16 fastspeed 24 damage (8) damagetype "Normal" renderstyle Add alpha 0.9 seesound "bfg/alt" deathsound "imp/shotx" PROJECTILE scale 0.3 decal Scorch +FORCEXYBILLBOARD states { Spawn: 8BLX B -1 BRIGHT loop Death: TNT1 A 0 TNT1 A 10 A_SpawnItemEx("ExplosionSmall3",0,0,0,0,0,0,0,128,0) stop } }ACTOR Demon_2 : RGAMonster { Health 175 painchance 100 painchance "Dragon", 25 painchance "Knife", 255 painchance "Explosion", 255 painchance "Stun", 255 painchance "Stun2", 255 painchance "Stun3", 255 Speed 10 Scale 0.97 Radius 30 Height 56 Mass 400 Monster +FLOORCLIP +FASTER SeeSound "demon/sight" AttackSound "demon/melee" PainSound "demon/pain" DeathSound "demon/death" ActiveSound "demon/active" DamageFactor "Knife", 1.15 Obituary "%o was bit by a demon." States { Spawn: SARG A 0 SARG A 0 Thing_SetSpecial(0,226,613,0,random(8,16)) Idle: SARG AABB 10 A_Look Loop See: SARG A 0 A_JumpIfInventory("BlindCheck",2,"SeeWeak") SARG AABBCCDDAABBCCDD 2 A_Chase SARG D 0 A_SpawnItemEx("DemonStepDamage",0,0,32,0,0,0,0,0,0) goto See+1 SeeWeak: SARG AABBCCDD 3 A_Chase SARG A 0 A_JumpIfInventory("BlindCheck",2,1) goto See+9 SARG AABBCCDD 3 A_Chase SARG D 0 A_SpawnItemEx("DemonStepDamage",0,0,32,0,0,0,0,0,0) goto See Melee: SARG E 5 A_FaceTarget SARG E 2 A_Recoil(-8) SARG F 7 A_CustomMeleeAttack(20) SARG G 7 Goto See Pain.Stun3: SARG H 0 ACS_ExecuteAlways(608,0,2,0,0) goto Pain Pain.Stun2: SARG H 0 ACS_ExecuteAlways(608,0,1,0,0) goto Pain Pain.Stun: SARG H 0 ACS_ExecuteAlways(608,0,0,0,0) goto Pain Pain: SARG H 2 SARG H 2 A_Pain Goto See Death: SARG I 0 SARG I 8 A_Jump(111,"Death2") SARG J 8 A_Scream SARG K 4 SARG L 4 A_NoBlocking SARG M 4 SARG N -1 A_Jump(24,1) Stop SARG NNNN 115 SARG N 0 A_SpawnItemEx("ResurrectionFire",0,0,0,0,0,0,0,128,0) SARG N 15 A_PlaySound("brain/spit") TNT1 A 10 A_SpawnItemEx("StoneDemonRes",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0) Stop Death2: SAAR A 8 SAAR B 8 A_Scream SAAR C 8 A_NoBlocking SAAR D 4 SAAR E -1 A_Jump(24,1) Stop SAAR EEEE 115 SAAR E 0 A_SpawnItemEx("ResurrectionFire",0,0,0,0,0,0,0,128,0) SAAR E 15 A_PlaySound("brain/spit") TNT1 A 10 A_SpawnItemEx("StoneDemonRes2",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0) Stop Raise: SARG NMLKJI 5 Goto See } } ACTOR BloodDemon_2 : Demon_2 { Health 275 Scale 0.99 Obituary "%o was chomped by a blood demon." Translation "16:38=25:47", "39:43=1:2", "44:46=8:8", "47:47=0:0", "5:8=0:0", "80:98=93:111", "99:110=5:8", "111:111=0:0", "208:223=170:187", "232:235=188:191", "79:79=0:0" States { Spawn: SARG A 0 SARG A 0 Thing_SetSpecial(0,226,613,0,random(10,20)) Idle: SARG AABB 10 A_Look Loop See: SARG A 0 A_JumpIfInventory("BlindCheck",3,"SeeWeak") SARG AABBCCDDAABBCCDD 2 A_Chase SARG D 0 A_SpawnItemEx("DemonStepDamage",0,0,32,0,0,0,0,0,0) goto See+1 SeeWeak: SARG AABBCCDD 3 A_Chase SARG A 0 A_JumpIfInventory("BlindCheck",3,1) goto See+9 SARG AABBCCDD 3 A_Chase SARG D 0 A_SpawnItemEx("DemonStepDamage",0,0,32,0,0,0,0,0,0) goto See Pain.Stun3: SARG H 0 ACS_ExecuteAlways(608,0,2,0,0) goto Pain Pain.Stun2: SARG H 0 ACS_ExecuteAlways(608,0,1,0,0) goto Pain Pain.Stun: SARG H 0 ACS_ExecuteAlways(608,0,0,0,0) goto Pain Pain: SARG H 2 SARG H 2 A_Pain Goto See Melee: SARG E 4 A_FaceTarget SARG E 2 A_Recoil(-8) SARG F 6 A_CustomMeleeAttack(25) SARG G 6 Goto See Death: SARG I 0 SARG I 8 A_Jump(111,"Death2") SARG J 8 A_Scream SARG K 4 SARG L 4 A_NoBlocking SARG M 4 SARG N -1 A_Jump(24,1) Stop SARG NNNN 115 SARG N 0 A_SpawnItemEx("ResurrectionFire",0,0,0,0,0,0,0,128,0) SARG N 15 A_PlaySound("brain/spit") TNT1 A 10 A_SpawnItemEx("StoneDemonRes",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0) Stop Death2: SAAR A 8 SAAR B 8 A_Scream SAAR C 8 A_NoBlocking SAAR D 4 SAAR E -1 A_Jump(24,1) Stop SAAR EEEE 115 SAAR E 0 A_SpawnItemEx("ResurrectionFire",0,0,0,0,0,0,0,128,0) SAAR E 15 A_PlaySound("brain/spit") TNT1 A 10 A_SpawnItemEx("StoneDemonRes2",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0) Stop Raise: SARG NMLKJI 5 Goto See } } actor StoneDemon : RGAMonster { hitobituary "%o was crunched by a stone demon." health 425 painchance 10 painchance "Sniper", 20 painchance "Dragon", 3 painchance "Knife", 255 painchance "Explosion", 255 speed 8 Scale 1.02 radius 30 height 56 mass 800 attacksound "stoner/sight" painsound "stoner/sight" deathsound "stoner/sight1" activesound "stoner/sight" DamageFactor "Dragon", 0.6 DamageFactor "Knife", 1.15 MONSTER +FLOORCLIP +FASTER +NOBLOOD DropItem "GreenArmor_2" 64 Translation "16:38=100:111", "39:46=5:8", "47:47=0:0", "79:79=0:0", "208:223=96:111", "168:183=192:207", "184:191=240:247" states { Spawn: SARG A 0 SARG A 0 Thing_SetSpecial(0,226,613,0,random(12,24)) Idle: SARG AABB 10 A_Look Loop See: SARG AABBCCDDAABBCCDD 2 A_Chase SARG D 0 A_SpawnItemEx("DemonStepDamage",0,0,32,0,0,0,0,0,0) Loop Melee: SARG E 6 A_FaceTarget SARG E 2 A_Recoil(-6) SARG F 8 A_CustomMeleeAttack(30) SARG G 8 Goto See Pain: SARG H 2 SARG H 2 Goto See Death: SARG I 0 SARG I 8 A_Jump(111,"Death2") SARG J 8 A_Scream SARG K 4 SARG L 4 A_NoBlocking SARG M 4 SARG N -1 Stop Death2: SAAR A 8 SAAR B 8 A_Scream SAAR C 8 A_NoBlocking SAAR D 4 SAAR E -1 Stop Raise: SARG NMLKJI 5 Goto See } } actor StoneDemonRes { Translation "16:38=100:111", "39:46=5:8", "47:47=0:0", "79:79=0:0", "208:223=96:111", "168:183=192:207", "184:191=240:247" Scale 1.02 states { Spawn: SARG NMLKJI 5 TNT1 A 10 A_SpawnItemEx("StoneDemon",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0) Stop } } actor StoneDemonRes2 : StoneDemonRes { states { Spawn: SAAR EDCBA 6 TNT1 A 10 A_SpawnItemEx("StoneDemon",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0) Stop } } actor SpectreStone : StoneDemon { hitobituary "%o was crunched by a stone spectre." +SHADOW RenderStyle OptFuzzy Alpha 0.5 } actor SpectreStoneRes { Translation "16:38=100:111", "39:46=5:8", "47:47=0:0", "79:79=0:0", "208:223=96:111", "168:183=192:207", "184:191=240:247" +SHADOW RenderStyle OptFuzzy Alpha 0.5 Scale 1.02 states { Spawn: SARG NMLKJI 5 TNT1 A 10 A_SpawnItemEx("SpectreStone",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0) Stop } } actor SpectreStoneRes2 : SpectreStoneRes { states { Spawn: SAAR EDCBA 6 TNT1 A 10 A_SpawnItemEx("SpectreStone",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0) Stop } } actor Spectre_2 : Demon_2 { HitObituary "%o was eaten by a spectre." +SHADOW RenderStyle OptFuzzy Alpha 0.3 States { Death: SARG I 0 SARG I 8 A_Jump(111,"Death2") SARG J 8 A_Scream SARG K 4 SARG L 4 A_NoBlocking SARG M 4 SARG N -1 A_Jump(20,1) Stop SARG NNNN 115 SARG N 0 A_SpawnItemEx("ResurrectionFire",0,0,0,0,0,0,0,128,0) SARG N 15 A_PlaySound("brain/spit") TNT1 A 10 A_SpawnItemEx("SpectreStoneRes",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0) Stop Death2: SAAR A 8 SAAR B 8 A_Scream SAAR C 8 A_NoBlocking SAAR D 4 SAAR E -1 A_Jump(20,1) Stop SAAR EEEE 115 SAAR E 0 A_SpawnItemEx("ResurrectionFire",0,0,0,0,0,0,0,128,0) SAAR E 15 A_PlaySound("brain/spit") TNT1 A 10 A_SpawnItemEx("SpectreStoneRes2",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0) Stop } } actor SpectreBlood : BloodDemon_2 { hitobituary "%o was devoured by a blood spectre." +SHADOW RenderStyle OptFuzzy Alpha 0.4 States { Death: SARG I 0 SARG I 8 A_Jump(111,"Death2") SARG J 8 A_Scream SARG K 4 SARG L 4 A_NoBlocking SARG M 4 SARG N -1 A_Jump(20,1) Stop SARG NNNN 115 SARG N 0 A_SpawnItemEx("ResurrectionFire",0,0,0,0,0,0,0,128,0) SARG N 15 A_PlaySound("brain/spit") TNT1 A 15 A_SpawnItemEx("SpectreStoneRes",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0) Stop Death2: SAAR A 8 SAAR B 8 A_Scream SAAR C 8 A_NoBlocking SAAR D 4 SAAR E -1 A_Jump(20,1) Stop SAAR EEEE 115 SAAR E 0 A_SpawnItemEx("ResurrectionFire",0,0,0,0,0,0,0,128,0) SAAR E 15 A_PlaySound("brain/spit") TNT1 A 10 A_SpawnItemEx("SpectreStoneRes2",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0) Stop } }ACTOR LostSoul_2 : RGAMonster { Health 100 Radius 16 Height 40 Mass 50 Speed 5 Damage (13) painchance 256 Monster +FLOAT +NOGRAVITY +DONTFALL +NOICEDEATH +NOBLOOD AttackSound "skull/melee" PainSound "skull/melee" DeathSound "skull/death" ActiveSound "demon/active" RenderStyle SoulTrans Obituary "%o was spooked by a lost soul." States { Spawn: SKUL A 0 BRIGHT SKUL A 0 BRIGHT Thing_SetSpecial(0,226,613,0,random(4,8)) Idle: SKUL AB 10 BRIGHT A_Look Loop See: SKUL AABBAABB 3 BRIGHT A_Chase("","") See2: SKUL AABB 3 BRIGHT A_Chase Goto See2 Melee: Missile: SKUL C 10 BRIGHT A_FaceTarget SKUL D 4 BRIGHT A_SkullAttack SKUL CDCD 4 BRIGHT SKUL D 0 BRIGHT A_JumpIf((MomX*MomX)+(MomY*MomY)+(MomZ*MomZ)<2, "See") Goto Missile+2 Pain: SKUL E 3 BRIGHT SKUL E 3 BRIGHT A_Pain Goto See Death: SKUL F 6 BRIGHT SKUL G 6 BRIGHT A_Scream SKUL H 6 BRIGHT SKUL I 6 BRIGHT A_NoBlocking SKUL K 6 Stop } } ACTOR LostSoul_2_Spawned : LostSoul_2 { States { Spawn: SKUL AB 10 BRIGHT A_Look Loop Idle: stop } } actor SpectreLostSoul : LostSoul_2 { health 75 renderstyle OptFuzzy alpha 0.2 +SHADOW Obituary "%o was shocked by a forgotten soul." } ACTOR SpectreLostSoul_Spawned : SpectreLostSoul { States { Spawn: SKUL AB 10 BRIGHT A_Look Loop Idle: stop } } actor KamikazeSoul : RGAMonster { obituary "%o was imploded by a damned soul." health 80 radius 16 height 40 mass 50 speed 7 damage (13) painchance 256 renderstyle SoulTrans attacksound "skull/melee" painsound "skull/melee" deathsound "skull/death" activesound "demon/active" MONSTER +FLOAT +NOGRAVITY +NOICEDEATH +DONTFALL +NOBLOOD states { Spawn: KSKL A 0 BRIGHT KSKL A 0 BRIGHT Thing_SetSpecial(0,226,613,0,random(5,10)) Idle: KSKL AB 10 BRIGHT A_Look Loop See: KSKL A 0 BRIGHT A_JumpIfCloser(64,"Explode") KSKL AABBAABB 4 BRIGHT A_Chase("","") See2: KSKL AABB 4 BRIGHT A_Chase Goto See2 Melee: Missile: KSKL C 10 BRIGHT A_FaceTarget KSKL D 0 BRIGHT A_SkullAttack KSKL CCDDCCDD 2 BRIGHT A_JumpIfCloser(64,"Explode") KSKL D 0 BRIGHT A_JumpIf((MomX*MomX)+(MomY*MomY)+(MomZ*MomZ)<2, "See") Goto Missile+2 Pain: KSKL E 0 BRIGHT KSKL E 3 BRIGHT A_JumpIfCloser(64,"Explode") KSKL E 3 BRIGHT A_Pain goto See Explode: KSKL F 0 BRIGHT KSKL F 0 BRIGHT A_Die goto Death Death: KSKL F 6 BRIGHT KSKL F 0 BRIGHT A_NoBlocking KSKL F 0 BRIGHT A_Explode(35,150) KSKL F 0 BRIGHT Radius_Quake(2,10,0,6,0) TNT1 A 6 A_SpawnItemEx("ExplosionMain2",0,0,20) stop } } ACTOR KamikazeSoul_Spawned : KamikazeSoul { States { Spawn: KSKL AB 10 BRIGHT A_Look Loop Idle: stop } }actor PainElemental_2 : RGAMonster { obituary "a pain elemental somehow killed %o from afar." hitobituary "%o became dinner for a pain elemental." health 400 radius 31 height 56 mass 400 speed 8 painchance 128 painchance "Dragon", 64 painchance "Knife", 255 painchance "Explosion", 255 painchance "Stun", 255 painchance "Stun2", 255 painchance "Stun3", 255 seesound "pain/sight" painsound "pain/pain" deathsound "pain/death" activesound "demon/active" AttackSound "demon/melee" MONSTER +FLOAT +NOGRAVITY states { Spawn: PAIN A 0 PAIN A 0 Thing_SetSpecial(0,226,613,0,random(12,24)) Idle: PAIN A 10 A_Look Loop See: PAIN A 0 A_JumpIfInventory("BlindCheck",2,"SeeBlind") PAIN AABBCC 3 A_Chase goto See+1 SeeBlind: PAIN A 0 A_Jump(128,"SeeBlind2") PAIN AA 3 A_Wander PAIN B 0 A_Jump(192,2) PAIN B 0 A_Pain PAIN B 3 A_Wander PAIN B 0 A_JumpIfInventory("BlindCheck",2,1) goto See+1 PAIN BCC 3 A_Wander goto See SeeBlind2: PAIN A 0 A_Jump(256,1,2) PAIN AA 3 PAIN A 0 A_Jump(192,2) PAIN A 0 A_Pain PAIN A 3 PAIN A 0 A_JumpIfInventory("BlindCheck",2,1) goto See+1 PAIN A 0 A_Jump(256,1,2,3) PAIN AAA 3 goto See Melee: PAIN D 5 A_FaceTarget PAIN E 5 A_CustomMeleeAttack(25) PAIN F 5 goto See Missile: PAIN DE 5 A_FaceTarget PAIN F 5 BRIGHT A_FaceTarget PAIN F 0 BRIGHT A_Jump(48,3)//,2 PAIN F 0 BRIGHT A_PainAttack("LostSoul_2_Spawned") goto See PAIN F 0 BRIGHT A_PainAttack("SpectreLostSoul_Spawned") goto See PAIN F 0 BRIGHT A_PainAttack("KamikazeSoul_Spawned") goto See Pain.Stun3: PAIN G 0 ACS_ExecuteAlways(608,0,2,0,0) goto Pain Pain.Stun2: PAIN G 0 ACS_ExecuteAlways(608,0,1,0,0) goto Pain Pain.Stun: PAIN G 0 ACS_ExecuteAlways(608,0,0,0,0) goto Pain Pain: PAIN G 6 PAIN G 6 A_Pain goto See Death: PAIN H 8 BRIGHT A_NoGravity PAIN I 8 BRIGHT A_Scream PAIN JK 8 BRIGHT PAIN F 0 BRIGHT A_Jump(96,4)//,3 PAIN L 8 BRIGHT A_PainDie("LostSoul_2_Spawned") PAIN M 8 BRIGHT stop PAIN L 8 BRIGHT A_PainAttack("SpectreLostSoul_Spawned") goto Death+6 PAIN L 8 BRIGHT A_PainAttack("KamikazeSoul_Spawned") goto Death+6 } } actor KamikazePainElemental : PainElemental_2 { health 500 bloodcolor "Blue" states { Spawn: KPEL A 0 KPEL A 0 Thing_SetSpecial(0,226,613,0,random(15,30)) Idle: KPEL A 10 A_Look Loop See: KPEL A 0 A_JumpIfInventory("BlindCheck",2,"SeeBlind") KPEL AABBCC 3 A_Chase goto See+1 SeeBlind: KPEL A 0 A_Jump(128,"SeeBlind2") KPEL AA 3 A_Wander KPEL B 0 A_Jump(192,2) KPEL B 0 A_Pain KPEL B 3 A_Wander KPEL B 0 A_JumpIfInventory("BlindCheck",2,1) goto See+1 KPEL BCC 3 A_Wander goto See SeeBlind2: KPEL A 0 A_Jump(256,1,2) KPEL AA 3 KPEL A 0 A_Jump(192,2) KPEL A 0 A_Pain KPEL A 3 KPEL A 0 A_JumpIfInventory("BlindCheck",2,1) goto See+1 KPEL A 0 A_Jump(256,1,2,3) KPEL AAA 3 goto See Melee: KPEL D 5 A_FaceTarget KPEL E 5 A_CustomMeleeAttack(24) KPEL F 5 goto See Missile: KPEL DE 5 A_FaceTarget KPEL F 5 BRIGHT A_FaceTarget KPEL F 0 BRIGHT A_Jump(72,2) KPEL F 0 BRIGHT A_PainAttack("KamikazeSoul_Spawned") goto See KPEL F 0 BRIGHT A_PainAttack("LostSoul_2_Spawned") goto See Pain.Stun3: KPEL G 0 ACS_ExecuteAlways(608,0,2,0,0) goto Pain Pain.Stun2: KPEL G 0 ACS_ExecuteAlways(608,0,1,0,0) goto Pain Pain.Stun: KPEL G 0 ACS_ExecuteAlways(608,0,0,0,0) goto Pain Pain: KPEL G 6 KPEL G 6 A_Pain goto See Death: KPEL H 8 BRIGHT A_NoGravity KPEL I 8 BRIGHT A_Scream KPEL J 8 BRIGHT A_PainDie("KamikazeSoul_Spawned") TNT1 A 0 Radius_Quake(2,15,0,8,0) TNT1 A 0 A_Explode(80,150) TNT1 A 15 A_SpawnItemEx("ExplosionMain",0,0,28,0,0,0,0,128,0) stop } }actor Cacodemon_2 : RGAMonster { obituary "%o was smitten by a cacodemon." hitobituary "%o got too close to a cacodemon." health 400 radius 31 height 56 mass 400 speed 8 Scale 0.98 painchance 128 painchance "Dragon", 64 painchance "Knife", 255 painchance "Explosion", 255 painchance "Stun", 255 painchance "Stun2", 255 painchance "Stun3", 255 seesound "caco/sight" painsound "caco/pain" deathsound "caco/death" activesound "demon/active" AttackSound "demon/melee" MONSTER +FLOAT +NOGRAVITY bloodcolor "Blue" states { Spawn: HEAD A 0 HEAD A 0 Thing_SetSpecial(0,226,613,0,random(12,24)) Idle: HEAD A 10 A_Look Loop See: HEAD A 0 A_JumpIfInventory("BlindCheck",2,"SeeBlind") HEAD A 3 A_Chase goto see+1 SeeBlind: HEAD A 0 A_Jump(128,"SeeBlind2") HEAD AAA 3 A_Wander HEAD A 0 A_Jump(192,2) HEAD A 0 A_Pain HEAD A 3 A_Wander HEAD A 0 A_JumpIfInventory("BlindCheck",2,1) goto See+1 HEAD AAAA 3 A_Wander goto See SeeBlind2: HEAD A 0 A_Jump(256,1,2,3) HEAD AAA 3 HEAD A 0 A_Jump(192,2) HEAD A 0 A_Pain HEAD A 3 HEAD A 0 A_JumpIfInventory("BlindCheck",2,1) goto See+1 HEAD A 0 A_Jump(256,1,2,3,4) HEAD AAAA 3 goto See Melee: Missile: HEAD BC 5 A_FaceTarget HEAD D 5 BRIGHT A_CustomComboAttack("CacodemonBall2",32,35) goto See Pain.Stun3: HEAD E 0 ACS_ExecuteAlways(608,0,2,0,0) goto Pain Pain.Stun2: HEAD E 0 ACS_ExecuteAlways(608,0,1,0,0) goto Pain Pain.Stun: HEAD E 0 ACS_ExecuteAlways(608,0,0,0,0) goto Pain Pain: HEAD E 3 HEAD E 3 A_Pain HEAD F 6 goto See Death: HEAD G 0 HEAD G 8 A_Scream HEAD H -1 Stop Crash: HEAD IJ 4 HEAD K 4 A_NoBlocking HEAD L 0 A_SetFloorClip HEAD L 0 A_Jump(36,3) HEAD L 2 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0) HEAD L -1 Stop HEAD L 0 A_Jump(256,1,2,3) HEAD LLLLLL 85 HEAD L 0 A_PlayWeaponSound("brain/spit") HEAD L 5 A_SpawnItemEx("ResurrectionFire",0,0,0,0,0,0,0,128,0) TNT1 A 10 A_SpawnItemEx("CacolanternRes",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0) Stop Raise: HEAD L 8 A_UnSetFloorClip HEAD KJIHG 8 goto See } } ACTOR Cacolantern_2 : Cacodemon_2 { Health 500 Scale 0.99 Obituary "%o was seared by a cacolantern." HitObituary "%o was gnawed on by a cacolantern." Translation "168:183=208:223", "184:188=232:235", "189:191=42:47", "16:31=208:223", "32:39=232:235", "40:47=36:47" States { Spawn: HEAD A 0 HEAD A 0 Thing_SetSpecial(0,226,613,0,random(20,40)) Idle: HEAD A 10 A_Look Loop See: HEAD A 0 A_JumpIfInventory("BlindCheck",3,"SeeBlind") HEAD A 3 A_Chase goto see+1 SeeBlind: HEAD A 0 A_Jump(128,"SeeBlind2") HEAD AAA 3 A_Wander HEAD A 0 A_Jump(192,2) HEAD A 0 A_Pain HEAD A 3 A_Wander HEAD A 0 A_JumpIfInventory("BlindCheck",3,1) goto See+1 HEAD AAAA 3 A_Wander goto See SeeBlind2: HEAD A 0 A_Jump(256,1,2,3) HEAD AAA 3 HEAD A 0 A_Jump(192,2) HEAD A 0 A_Pain HEAD A 3 HEAD A 0 A_JumpIfInventory("BlindCheck",3,1) goto See+1 HEAD A 0 A_Jump(256,1,2,3,4) HEAD AAAA 3 goto See Melee: Missile: HEAD BC 5 A_FaceTarget HEAD D 5 BRIGHT A_CustomComboAttack("CacolanternBall2",32,40) Goto See Pain.Stun3: HEAD E 0 ACS_ExecuteAlways(608,0,2,0,0) goto Pain Pain.Stun2: HEAD E 0 ACS_ExecuteAlways(608,0,1,0,0) goto Pain Pain.Stun: HEAD E 0 ACS_ExecuteAlways(608,0,0,0,0) goto Pain Pain: HEAD E 3 HEAD E 3 A_Pain HEAD F 6 goto See Death: HEAD G 0 HEAD G 8 A_Scream HEAD H -1 Stop Crash: HEAD IJ 4 HEAD K 4 A_NoBlocking HEAD L 0 A_SetFloorClip HEAD L 0 A_Jump(34,4) HEAD LL 2 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0) HEAD L -1 Stop HEAD L 0 A_Jump(256,1,2,3) HEAD LLLLLL 85 HEAD L 0 A_PlayWeaponSound("brain/spit") HEAD L 5 A_SpawnItemEx("ResurrectionFire",0,0,0,0,0,0,0,128,0) TNT1 A 10 A_SpawnItemEx("BlueCacodemonRes",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0) Stop Raise: HEAD L 8 A_UnsetFloorClip HEAD KJIHG 8 Goto See } } actor CacolanternBall2 : CacodemonBall2 { Speed 20 FastSpeed 30 Damage (18) +FORCEXYBILLBOARD Translation "168:191=192:207", "160:167=196:199", "224:231=192:195", "232:235=200:207", "250:254=200:207", "208:223=192:199", "16:47=192:207", "48:79=192:207", "13:15=240:242" } actor BlueCacodemon : Cacodemon_2 { obituary "%o was frozen solid by a bluodemon." hitobituary "%o felt a bluodemon's icy breath." health 600 bloodcolor "Red" Translation "168:187=192:207", "188:191=240:247", "192:207=168:191", "240:247=47:47", "16:39=192:207", "40:47=240:247", "160:167=200:207", "232:235=240:247", "208:223=192:207" states { Spawn: HEAD A 0 HEAD A 0 Thing_SetSpecial(0,226,613,0,random(25,45)) Idle: HEAD A 10 A_Look Loop See: HEAD A 0 A_JumpIfInventory("BlindCheck",4,"SeeBlind") HEAD A 3 A_Chase goto see+1 SeeBlind: HEAD A 0 A_Jump(128,"SeeBlind2") HEAD AAA 3 A_Wander HEAD A 0 A_Jump(192,2) HEAD A 0 A_Pain HEAD A 3 A_Wander HEAD A 0 A_JumpIfInventory("BlindCheck",4,1) goto See+1 HEAD AAAA 3 A_Wander goto See SeeBlind2: HEAD A 0 A_Jump(256,1,2,3) HEAD AAA 3 HEAD A 0 A_Jump(192,2) HEAD A 0 A_Pain HEAD A 3 HEAD A 0 A_JumpIfInventory("BlindCheck",4,1) goto See+1 HEAD A 0 A_Jump(256,1,2,3,4) HEAD AAAA 3 goto See Melee: Missile: HEAD BC 5 A_FaceTarget HEAD D 5 BRIGHT A_CustomComboAttack("IceCacolanternBall",32,45,none,"Ice",0) goto See Pain.Stun3: HEAD E 0 ACS_ExecuteAlways(608,0,2,0,0) goto Pain Pain.Stun2: HEAD E 0 ACS_ExecuteAlways(608,0,1,0,0) goto Pain Pain.Stun: HEAD E 0 ACS_ExecuteAlways(608,0,0,0,0) goto Pain Pain: HEAD E 3 HEAD E 3 A_Pain HEAD F 6 goto See Death: HEAD G 0 HEAD G 8 A_Scream HEAD H -1 Stop Crash: HEAD IJ 4 HEAD K 4 A_NoBlocking HEAD L 0 A_SetFloorClip HEAD L 0 A_Jump(32,5) HEAD LLL 2 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0) HEAD L -1 Stop HEAD L 0 A_Jump(256,1,2,3) HEAD LLLLLL 85 HEAD L 0 A_PlayWeaponSound("brain/spit") HEAD L 5 A_SpawnItemEx("ResurrectionFire",0,0,0,0,0,0,0,128,0) TNT1 A 10 A_SpawnItemEx("AbaddonRes",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0) Stop Raise: HEAD L 8 A_UnSetFloorClip HEAD KJIHG 8 goto See } } actor IceCacolanternBall : CacolanternBall2 { Speed 10 FastSpeed 20 DamageType "Ice" Damage (32) +FORCEXYBILLBOARD } ACTOR Abaddon_2 : Cacolantern_2 { Health 750 Speed 9 Scale 1.01 PainChance 80 painchance "Dragon", 40 painchance "Knife", 255 painchance "Explosion", 255 painchance "Stun", 255 painchance "Stun2", 255 painchance "Stun3", 255 Obituary "%o was charred by an abaddon." HitObituary "%o became food for an abaddon." bloodcolor "Red" Translation "191:191=0:0", "183:190=5:8", "168:182=104:111", "160:167=104:111", "216:223=104:111", "16:39=88:111", "40:47=5:8", "192:207=168:191", "240:247=40:47", "112:127=168:191", "48:71=80:111", "72:79=5:8" States { Spawn: HEAD A 0 HEAD A 0 Thing_SetSpecial(0,226,613,0,random(30,50)) Idle: HEAD A 10 A_Look Loop See: HEAD A 0 A_JumpIfInventory("BlindCheck",5,"SeeBlind") HEAD A 3 A_Chase goto see+1 SeeBlind: HEAD A 0 A_Jump(128,"SeeBlind2") HEAD AAA 3 A_Wander HEAD A 0 A_Jump(192,2) HEAD A 0 A_Pain HEAD A 3 A_Wander HEAD A 0 A_JumpIfInventory("BlindCheck",5,1) goto See+1 HEAD AAAA 3 A_Wander goto See SeeBlind2: HEAD A 0 A_Jump(256,1,2,3) HEAD AAA 3 HEAD A 0 A_Jump(192,2) HEAD A 0 A_Pain HEAD A 3 HEAD A 0 A_JumpIfInventory("BlindCheck",5,1) goto See+1 HEAD A 0 A_Jump(256,1,2,3,4) HEAD AAAA 3 goto See Melee: Missile: HEAD BC 4 A_FaceTarget HEAD D 5 BRIGHT A_CustomComboAttack("AbaddonBall2",32,25) HEAD BC 4 A_FaceTarget HEAD D 5 BRIGHT A_CustomComboAttack("AbaddonBall2",32,25) Goto See Pain.Stun3: HEAD E 0 ACS_ExecuteAlways(608,0,2,0,0) goto Pain Pain.Stun2: HEAD E 0 ACS_ExecuteAlways(608,0,1,0,0) goto Pain Pain.Stun: HEAD E 0 ACS_ExecuteAlways(608,0,0,0,0) goto Pain Pain: HEAD E 3 HEAD E 3 A_Pain HEAD F 6 goto See Death: HEAD G 0 HEAD G 8 A_Scream HEAD H -1 Stop Crash: HEAD IJ 4 HEAD K 4 A_NoBlocking HEAD L 0 A_SetFloorClip HEAD L 0 A_Jump(30,6) HEAD LLLL 2 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0) HEAD L -1 Stop HEAD L 0 A_Jump(256,1,2,3) HEAD LLLLLL 85 HEAD L 0 A_PlayWeaponSound("brain/spit") HEAD L 5 A_SpawnItemEx("ResurrectionFire",0,0,0,0,0,0,0,128,0) TNT1 A 10 A_SpawnItemEx("StoneAbaddonRes",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0) Stop Raise: HEAD L 8 A_UnSetFloorClip HEAD KJIHG 8 Goto See } } ACTOR StoneAbaddon : Cacolantern_2 { Health 1250 Speed 12 Scale 1.02 painchance 5 painchance "Sniper", 25 painchance "Dragon", 3 painchance "Knife", 255 painchance "Explosion", 255 painchance "Stun", 5 painchance "Stun2", 5 painchance "Stun3", 5 Obituary "%o was scorched by an ascended cacodemon." HitObituary "%o was crunched by an ascended cacodemon." Translation "168:191=80:111", "160:167=104:111", "216:223=104:111", "16:43=96:111", "44:47=5:8", "192:207=168:191", "240:247=40:47", "112:127=168:191", "48:75=88:111", "76:79=5:8" bloodcolor "Blue" States { Spawn: HEAD A 0 BRIGHT HEAD A 0 BRIGHT Thing_SetSpecial(0,226,613,0,random(40,60)) Idle: HEAD A 4 BRIGHT A_Look HEAD A 0 BRIGHT A_SpawnItemEx("ResurrectionFire",random(-20,20),random(-20,20),random(-20,40),0,0,0,0,128,0) Loop See: HEAD A 3 BRIGHT A_Chase HEAD A 0 BRIGHT A_SpawnItemEx("ResurrectionFire",random(-20,20),random(-20,20),random(-20,40),0,0,0,0,128,0) Loop Pain.Stun3: Stop Pain.Stun2: Stop Pain.Stun: Stop Pain: HEAD E 3 BRIGHT A_SpawnItemEx("ResurrectionFire",random(-20,20),random(-20,20),random(-20,40),0,0,0,0,128,0) HEAD E 3 BRIGHT A_Pain HEAD F 6 BRIGHT A_SpawnItemEx("ResurrectionFire",random(-20,20),random(-20,20),random(-20,40),0,0,0,0,128,0) Goto See Missile: HEAD E 0 BRIGHT A_Jump(32,"Missile2") Melee: HEAD BC 3 BRIGHT A_FaceTarget HEAD A 0 BRIGHT A_SpawnItemEx("ResurrectionFire",random(-20,20),random(-20,20),random(-20,40),0,0,0,0,128,0) HEAD D 6 BRIGHT A_CustomComboAttack("AbaddonBall2",32,23) HEAD A 0 BRIGHT A_SpawnItemEx("ResurrectionFire",random(-20,20),random(-20,20),random(-20,40),0,0,0,0,128,0) HEAD BC 3 BRIGHT A_FaceTarget HEAD A 0 BRIGHT A_SpawnItemEx("ResurrectionFire",random(-20,20),random(-20,20),random(-20,40),0,0,0,0,128,0) HEAD D 6 BRIGHT A_CustomComboAttack("AbaddonBall2",32,23) HEAD A 0 BRIGHT A_SpawnItemEx("ResurrectionFire",random(-20,20),random(-20,20),random(-20,40),0,0,0,0,128,0) HEAD BC 3 BRIGHT A_FaceTarget HEAD A 0 BRIGHT A_SpawnItemEx("ResurrectionFire",random(-20,20),random(-20,20),random(-20,40),0,0,0,0,128,0) HEAD D 6 BRIGHT A_CustomComboAttack("AbaddonBall2",32,23) HEAD A 0 BRIGHT A_SpawnItemEx("ResurrectionFire",random(-20,20),random(-20,20),random(-20,40),0,0,0,0,128,0) Goto See Missile2: HEAD BC 6 BRIGHT A_JumpIfCloser(96,"Melee") HEAD D 0 BRIGHT A_PlayWeaponSound("brain/spit") HEAD D 0 BRIGHT A_CustomMissile("StoneKnightCube",32,0,-10,CMF_AIMDIRECTION,0) HEAD D 6 BRIGHT A_CustomMissile("StoneKnightCube",32,0,10,CMF_AIMDIRECTION,0) goto See Death: HEAD G 7 BRIGHT A_NoGravity HEAD H 7 BRIGHT TNT1 A 0 A_NoBlocking TNT1 A 0 A_NoGravity TNT1 AAAAAAAA 0 BRIGHT A_SpawnItemEx("ResurrectionFire",random(-20,20),random(-20,20),random(-20,40),0,0,0,0,128,0) TNT1 AAAAAA 0 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0) TNT1 A 0 Radius_Quake(1,30,0,6,0) TNT1 A 10 A_SpawnItemEx("ExplosionMain",0,0,28,0,0,0,0,128,0) TNT1 A 10 A_SpawnItemEx("ExplosionMain2",0,0,28,0,0,0,0,128,0) TNT1 A 15 A_SpawnItemEx("ExplosionMain3",0,0,28,0,0,0,0,128,0) stop Crash: stop Raise: stop } } actor AbaddonBall2 : CacodemonBall2 { Speed 20 FastSpeed 30 Damage (18) +FORCEXYBILLBOARD } actor CacolanternRes { Scale 0.99 Translation "168:183=208:223", "184:188=232:235", "189:191=42:47", "16:31=208:223", "32:39=232:235", "40:47=36:47" states { Spawn: HEAD LKJIHG 8 TNT1 A 10 A_SpawnItemEx("Cacolantern_2",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0) Stop } } actor BlueCacodemonRes { Translation "168:187=192:207", "188:191=240:247", "192:207=168:191", "240:247=47:47", "16:39=192:207", "40:47=240:247", "160:167=200:207", "232:235=240:247", "208:223=192:207" states { Spawn: HEAD LKJIHG 8 TNT1 A 10 A_SpawnItemEx("BlueCacodemon",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0) Stop } } actor AbaddonRes { Scale 1.01 Translation "191:191=0:0", "183:190=5:8", "168:182=104:111", "160:167=104:111", "216:223=104:111", "16:39=88:111", "40:47=5:8", "192:207=168:191", "240:247=40:47", "112:127=168:191", "48:71=80:111", "72:79=5:8" states { Spawn: HEAD LKJIHG 8 TNT1 A 10 A_SpawnItemEx("Abaddon_2",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0) Stop } } actor StoneAbaddonRes { Scale 1.02 Translation "168:191=80:111", "160:167=104:111", "216:223=104:111", "16:43=96:111", "44:47=5:8", "192:207=168:191", "240:247=40:47", "112:127=168:191", "48:75=88:111", "76:79=5:8" states { Spawn: HEAD LLLLLKJIHG 8 BRIGHT A_SpawnItemEx("ResurrectionFire",random(-20,20),random(-20,20),random(-20,40),0,0,0,0,128,0) TNT1 A 10 BRIGHT A_SpawnItemEx("StoneAbaddon",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0) Stop } } actor Revenant_2 : RGAMonster { obituary "%o couldn't evade a revenant's fireball." hitobituary "%o was punched by a revenant." health 300 radius 20 height 56 mass 500 speed 10 painchance 100 painchance "Dragon", 50 painchance "Knife", 255 painchance "Explosion", 255 painchance "Stun", 255 painchance "Stun2", 255 painchance "Stun3", 255 Scale 0.82 seesound "skeleton/sight" painsound "skeleton/pain" deathsound "skeleton/death" activesound "skeleton/active" MONSTER +FLOORCLIP +LONGMELEERANGE +MISSILEMORE damagefactor "RevenantBall", 0.0 DropItem "ARSpawner" 56 DropItem "AssaultRifleAmmo" 128 states { Spawn: SKEL A 0 SKEL A 0 Thing_SetSpecial(0,226,613,0,random(12,24)) Idle: SKEL AABB 10 A_Look Loop See: SKEL A 0 A_JumpIfInventory("BlindCheck",2,"SeeWeak") SKEL AABBCCDDEEFFAABBCCDDEEFF 2 A_Chase SKEL F 0 A_SpawnItemEx("ZombieStepDamage",0,0,28,0,0,0,0,0,0) goto See+1 SeeWeak: SKEL AABBCCDDEEFF 4 A_Chase("Melee","") SKEL A 0 A_JumpIfInventory("BlindCheck",2,1) goto See+13 SKEL AABBCCDDEEFF 4 A_Chase SKEL F 0 A_SpawnItemEx("ZombieStepDamage",0,0,28,0,0,0,0,0,0) goto See Melee: SKEL G 6 A_SkelWhoosh SKEL H 4 A_FaceTarget SKEL H 2 A_Recoil(-8) SKEL I 6 A_CustomMeleeAttack(30,"skeleton/melee","none") goto See Missile: SKEL K 0 A_FaceTarget SKEL K 10 A_FaceTarget SKEL J 0 A_Jump(128,3) SKEL J 10 BRIGHT A_CustomMissile("RevMissile",44,8) SKEL K 10 A_FaceTarget goto See SKEL J 10 BRIGHT A_CustomMissile("RevMissile",44,-8) SKEL K 10 A_FaceTarget goto See Pain.Stun3: SKEL L 0 ACS_ExecuteAlways(608,0,2,0,0) goto Pain Pain.Stun2: SKEL L 0 ACS_ExecuteAlways(608,0,1,0,0) goto Pain Pain.Stun: SKEL L 0 ACS_ExecuteAlways(608,0,0,0,0) goto Pain Pain: SKEL L 5 SKEL L 5 A_Pain goto See Death: SKEL LM 7 SKEL N 7 A_Scream SKEL O 7 A_NoBlocking SKEL P 7 SKEL Q 0 A_Jump(24,"Death2","Death3","Death4") SKEL QQ 3 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0) SKEL Q -1 stop Death2: GSKL Q 0 A_Jump(256,1,2,3) SKEL QQQQQQ 85 SKEL Q 0 A_PlayWeaponSound("brain/spit") SKEL Q 5 A_SpawnItemEx("ResurrectionFire",0,0,0,0,0,0,0,128,0) TNT1 A 10 A_SpawnItemEx("GreenRevenantRes",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0) Stop Death3: GSKL Q 0 A_Jump(256,1,2,3) SKEL QQQQQQ 85 SKEL Q 0 A_PlayWeaponSound("brain/spit") SKEL Q 5 A_SpawnItemEx("ResurrectionFire",0,0,0,0,0,0,0,128,0) TNT1 A 10 A_SpawnItemEx("GreenRevenant2Res",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0) Stop Death4: GSKL Q 0 A_Jump(256,1,2,3) SKEL QQQQQQ 85 SKEL Q 0 A_PlayWeaponSound("brain/spit") SKEL Q 5 A_SpawnItemEx("ResurrectionFire",0,0,0,0,0,0,0,128,0) TNT1 A 10 A_SpawnItemEx("GreenRevenant3Res",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0) Stop Raise: SKEL QPONML 5 goto See } } actor GreenRevenant : Revenant_2 { obituary "%o was splattered by an assault revenant." hitobituary "%o's face was caved in by an assault revenant." health 400 radius 20 height 56 mass 500 speed 10 painchance 85 painchance "Dragon", 43 painchance "Knife", 255 painchance "Explosion", 255 painchance "Stun", 255 painchance "Stun2", 255 painchance "Stun3", 255 seesound "skeleton/sight" painsound "skeleton/pain" deathsound "skeleton/death" activesound "skeleton/active" -MISSILEMORE Translation "112:127=[127,37,15]:[0,0,0]" damagefactor "RevenantBall", 0.0 DropItem "M1014Drop" 56 DropItem "ShotgunAmmo" 128 states { Spawn: GSKL A 0 GSKL A 0 Thing_SetSpecial(0,226,613,0,random(14,28)) Idle: GSKL AABB 10 A_Look Loop See: GSKL A 0 A_JumpIfInventory("BlindCheck",3,"SeeWeak") GSKL AABBCCDDEEFFAABBCCDDEEFF 2 A_Chase GSKL F 0 A_SpawnItemEx("ZombieStepDamage",0,0,28,0,0,0,0,0,0) goto See+1 SeeWeak: GSKL AABBCCDDEEFF 4 A_Chase("Melee","") GSKL A 0 A_JumpIfInventory("BlindCheck",3,1) goto See+13 GSKL AABBCCDDEEFF 4 A_Chase GSKL F 0 A_SpawnItemEx("ZombieStepDamage",0,0,28,0,0,0,0,0,0) goto See Melee: GSKL G 6 A_SkelWhoosh GSKL H 4 A_FaceTarget GSKL H 2 A_Recoil(-8) GSKL I 6 A_CustomMeleeAttack(35,"skeleton/melee","none") goto See Missile: GSKL K 0 A_FaceTarget GSKL K 10 A_FaceTarget GSKL K 0 A_PlayWeaponSound("m1014/fire") GSKL J 10 BRIGHT A_CustomBulletAttack(15.0, 7.5, 4, 6, "RevenantBulletPuff", 0, FBF_NORANDOM) GSKL K 10 A_FaceTarget goto See Pain.Stun3: GSKL L 0 ACS_ExecuteAlways(608,0,2,0,0) goto Pain Pain.Stun2: GSKL L 0 ACS_ExecuteAlways(608,0,1,0,0) goto Pain Pain.Stun: GSKL L 0 ACS_ExecuteAlways(608,0,0,0,0) goto Pain Pain: GSKL L 5 GSKL L 5 A_Pain goto See Death: GSKL LM 7 GSKL N 7 A_Scream GSKL O 7 A_NoBlocking GSKL P 7 GSKL Q 0 A_Jump(20,5) GSKL QQQ 4 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0) GSKL Q -1 stop GSKL Q 0 A_Jump(256,1,2,3) GSKL QQQQQQ 85 GSKL Q 0 A_PlayWeaponSound("brain/spit") GSKL Q 5 A_SpawnItemEx("ResurrectionFire",0,0,0,0,0,0,0,128,0) TNT1 A 10 A_SpawnItemEx("BlueRevenantRes",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0) Stop Raise: GSKL QPONML 5 goto See } } actor GreenRevenant2 : GreenRevenant { DropItem "StrikerDrop" 56 DropItem "ShotgunAmmo" 128 states { Missile: GSKL K 0 A_FaceTarget GSKL K 10 A_FaceTarget GSKL K 0 A_PlayWeaponSound("striker/fire") GSKL J 6 BRIGHT A_CustomBulletAttack(15.0, 7.5, 2, 6, "RevenantBulletPuff", 0, FBF_NORANDOM) GSKL K 4 A_FaceTarget GSKL K 0 A_PlayWeaponSound("striker/fire") GSKL J 6 BRIGHT A_CustomBulletAttack(15.0, 7.5, 2, 6, "RevenantBulletPuff", 0, FBF_NORANDOM) GSKL K 4 goto See } } actor GreenRevenant3 : GreenRevenant { DropItem "M1887Drop" 56 DropItem "ShotgunAmmo" 128 states { Missile: GSKL K 0 A_FaceTarget GSKL K 15 A_FaceTarget GSKL K 0 A_PlayWeaponSound("m1887/fireempty") GSKL J 10 BRIGHT A_CustomBulletAttack(15.0, 7.5, 5, 6, "RevenantBulletPuff", 0, FBF_NORANDOM) GSKL K 10 A_FaceTarget goto See } } actor GreenRevenantRes { Translation "112:127=[127,37,15]:[0,0,0]" scale 0.82 states { Spawn: GSKL QPONML 5 GSKL L 0 BRIGHT A_SpawnItemEx("GreenRevenant",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0) Stop } } actor GreenRevenant2Res { Translation "112:127=[127,37,15]:[0,0,0]" scale 0.82 states { Spawn: GSKL QPONML 5 TNT1 A 10 BRIGHT A_SpawnItemEx("GreenRevenant2",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0) Stop } } actor GreenRevenant3Res { Translation "112:127=[127,37,15]:[0,0,0]" scale 0.82 states { Spawn: GSKL QPONML 5 TNT1 A 10 BRIGHT A_SpawnItemEx("GreenRevenant3",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0) Stop } } actor GoldRevenant : GreenRevenant { obituary "%o was punctured by a sniper revenant." hitobituary "%o was slapped around by a sniper revenant." health 300 speed 8 +MISSILEMORE damagefactor "RevenantBall", 0.0 DropItem "SniperSpawner" 56 DropItem "SniperAmmo" 128 states { Spawn: RASK A 0 RASK A 0 Thing_SetSpecial(0,226,613,0,random(13,26)) Idle: RASK AABB 10 A_Look Loop See: RASK A 0 A_JumpIfInventory("BlindCheck",1,"SeeWeak") RASK AABBCCDDEEFFAABBCCDDEEFF 3 A_Chase RASK F 0 A_SpawnItemEx("ZombieStepDamage",0,0,28,0,0,0,0,0,0) goto See+1 SeeWeak: RASK AABBCCDDEEFF 5 A_Chase("Melee","") RASK A 0 A_JumpIfInventory("BlindCheck",1,1) goto See+13 RASK AABBCCDDEEFF 5 A_Chase RASK F 0 A_SpawnItemEx("ZombieStepDamage",0,0,28,0,0,0,0,0,0) goto See Melee: RASK G 7 A_SkelWhoosh RASK H 5 A_FaceTarget RASK H 2 A_Recoil(-8) RASK I 7 A_CustomMeleeAttack(30,"skeleton/melee","none") goto See Missile: RASK K 0 A_Jump(71,"Missile2") RASK KKK 5 A_FaceTarget RASK J 0 BRIGHT A_PlayWeaponSound("m14/fire") RASK J 4 BRIGHT A_CustomBulletAttack(7.5, 3.75, 1, 8, "RevenantBulletPuff", 4096, FBF_NORANDOM) RASK J 0 BRIGHT A_PlayWeaponSound("m14/fire") RASK J 6 BRIGHT A_CustomBulletAttack(7.5, 3.75, 1, 8, "RevenantBulletPuff", 4096, FBF_NORANDOM) RASK K 10 goto See Missile2: RASK KKKKK 5 A_FaceTarget RASK J 0 BRIGHT A_PlayWeaponSound("barrett/fire") RASK J 4 BRIGHT A_CustomBulletAttack(5.0, 2.5, 1, 9, "RevenantBulletPuff", 4096, FBF_NORANDOM) RASK J 0 BRIGHT A_PlayWeaponSound("barrett/fire") RASK J 6 BRIGHT A_CustomBulletAttack(5.0, 2.5, 1, 9, "RevenantBulletPuff", 4096, FBF_NORANDOM) RASK K 15 goto See Pain.Stun3: RASK L 0 ACS_ExecuteAlways(608,0,2,0,0) goto Pain Pain.Stun2: RASK L 0 ACS_ExecuteAlways(608,0,1,0,0) goto Pain Pain.Stun: RASK L 0 ACS_ExecuteAlways(608,0,0,0,0) goto Pain Pain: RASK L 6 RASK L 6 A_Pain goto See Death: RASK LM 7 RASK N 7 A_Scream RASK O 7 A_NoBlocking RASK P 7 RASK Q 0 A_Jump(24,"Death2","Death3","Death4") RASK QQ 3 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0) RASK Q -1 stop Death2: RASK Q 0 A_Jump(256,1,2,3) RASK QQQQQQ 85 RASK Q 0 A_PlayWeaponSound("brain/spit") RASK Q 5 A_SpawnItemEx("ResurrectionFire",0,0,0,0,0,0,0,128,0) TNT1 A 10 A_SpawnItemEx("GreenRevenantRes",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0) Stop Death3: RASK Q 0 A_Jump(256,1,2,3) RASK QQQQQQ 85 RASK Q 0 A_PlayWeaponSound("brain/spit") RASK Q 5 A_SpawnItemEx("ResurrectionFire",0,0,0,0,0,0,0,128,0) TNT1 A 10 A_SpawnItemEx("GreenRevenant2Res",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0) Stop Death4: RASK Q 0 A_Jump(256,1,2,3) RASK QQQQQQ 85 RASK Q 0 A_PlayWeaponSound("brain/spit") RASK Q 5 A_SpawnItemEx("ResurrectionFire",0,0,0,0,0,0,0,128,0) TNT1 A 10 A_SpawnItemEx("GreenRevenant3Res",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0) Stop Raise: RASK QPONML 5 goto See } } actor GoldRevenantRes { scale 0.82 states { Spawn: RASK QPONML 5 TNT1 A 10 BRIGHT A_SpawnItemEx("GoldRevenant",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0) Stop } } actor BlueRevenant : GreenRevenant { obituary "%o was shattered by a revenant lord's fireball." hitobituary "%o's skull was shattered by a revenant lord." health 500 speed 12 Scale 0.84 painchance 70 painchance "Dragon", 35 painchance "Knife", 255 painchance "Explosion", 255 painchance "Stun", 255 painchance "Stun2", 255 painchance "Stun3", 255 +MISSILEMORE Translation "112:127=[31,31,31]:[0,0,0]" DropItem "LauncherSpawner" 56 DropItem "ExplosiveAmmo" 96 states { See: GSKL A 0 A_JumpIfInventory("BlindCheck",4,"SeeWeak") GSKL AABBCCDDEEFFAABBCCDDEEFF 2 A_Chase GSKL F 0 A_SpawnItemEx("ZombieStepDamage",0,0,28,0,0,0,0,0,0) goto See+1 SeeWeak: GSKL AABBCCDDEEFF 4 A_Chase("Melee","") GSKL A 0 A_JumpIfInventory("BlindCheck",4,1) goto See+13 GSKL AABBCCDDEEFF 4 A_Chase GSKL F 0 A_SpawnItemEx("ZombieStepDamage",0,0,28,0,0,0,0,0,0) goto See Melee: GSKL G 5 A_SkelWhoosh GSKL H 3 A_FaceTarget GSKL H 2 A_Recoil(-9) GSKL I 5 A_CustomMeleeAttack(45,"skeleton/melee","none") goto See Missile: GSKL K 0 A_FaceTarget GSKL K 10 A_FaceTarget GSKL J 2 BRIGHT A_CustomMissile("BlueRevMissile",44,-8) GSKL J 8 BRIGHT A_CustomMissile("BlueRevMissile",44,8) GSKL K 10 A_FaceTarget goto See Pain.Stun3: GSKL L 0 ACS_ExecuteAlways(608,0,2,0,0) goto Pain Pain.Stun2: GSKL L 0 ACS_ExecuteAlways(608,0,1,0,0) goto Pain Pain.Stun: GSKL L 0 ACS_ExecuteAlways(608,0,0,0,0) goto Pain Pain: GSKL L 4 GSKL L 4 A_Pain goto See Death: GSKL LM 7 GSKL N 7 A_Scream GSKL O 7 A_NoBlocking GSKL P 7 GSKL Q 0 A_Jump(16,8) GSKL QQQQQQ 4 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0) GSKL Q -1 stop GSKL Q 0 A_Jump(256,1,2,3) GSKL QQQQQQ 85 GSKL Q 0 A_PlayWeaponSound("brain/spit") GSKL Q 5 A_SpawnItemEx("ResurrectionFire",0,0,0,0,0,0,0,128,0) TNT1 A 10 A_SpawnItemEx("SuperRevenantRes",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0) Stop } } actor BlueRevenantRes { Scale 0.84 Translation "112:127=[31,31,31]:[0,0,0]" states { Spawn: GSKL QPONML 5 TNT1 A 10 BRIGHT A_SpawnItemEx("BlueRevenant",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0) Stop } } actor SuperRevenantRes { Scale 0.86 Translation "112:127=[255,255,255]:[55,27,15]" states { Spawn: GSKL QQQQQPONML 5 BRIGHT A_SpawnItemEx("ResurrectionFire",random(-20,20),random(-20,20),random(-20,40),0,0,0,0,128,0) TNT1 A 10 BRIGHT A_SpawnItemEx("SuperRevenant",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0) Stop } } actor SuperRevenant : Revenant_2 { obituary "%o was bombarded by a revenant god." hitobituary "%o was pounded into the ground by a revenant god." health 600 radius 20 height 56 mass 500 speed 12 Scale 0.86 painchance 20 painchance "Sniper", 40 painchance "Dragon", 10 painchance "Knife", 255 painchance "Explosion", 255 painchance "Stun", 20 painchance "Stun2", 20 painchance "Stun3", 20 seesound "skeleton/sight" painsound "skeleton/pain" deathsound "skeleton/death" activesound "skeleton/active" Translation "112:127=[255,255,255]:[55,27,15]" damagefactor "RevenantBall", 0.0 states { Spawn: GSKL A 0 BRIGHT GSKL A 0 BRIGHT Thing_SetSpecial(0,226,613,0,random(30,40)) Idle: GSKL AA 2 BRIGHT A_Look GSKL A 0 BRIGHT A_SpawnItemEx("ResurrectionFire",random(-20,20),random(-20,20),random(-20,40),0,0,0,0,128,0) GSKL AA 2 BRIGHT A_Look GSKL A 0 BRIGHT A_SpawnItemEx("ResurrectionFire",random(-20,20),random(-20,20),random(-20,40),0,0,0,0,128,0) GSKL AA 2 BRIGHT A_Look GSKL A 0 BRIGHT A_SpawnItemEx("ResurrectionFire",random(-20,20),random(-20,20),random(-20,40),0,0,0,0,128,0) GSKL AA 2 BRIGHT A_Look GSKL A 0 BRIGHT A_SpawnItemEx("ResurrectionFire",random(-20,20),random(-20,20),random(-20,40),0,0,0,0,128,0) GSKL AA 2 BRIGHT A_Look GSKL A 0 BRIGHT A_SpawnItemEx("ResurrectionFire",random(-20,20),random(-20,20),random(-20,40),0,0,0,0,128,0) GSKL AA 2 BRIGHT A_Look GSKL A 0 BRIGHT A_SpawnItemEx("ResurrectionFire",random(-20,20),random(-20,20),random(-20,40),0,0,0,0,128,0) GSKL BB 2 BRIGHT A_Look GSKL B 0 BRIGHT A_SpawnItemEx("ResurrectionFire",random(-20,20),random(-20,20),random(-20,40),0,0,0,0,128,0) GSKL BB 2 BRIGHT A_Look GSKL B 0 BRIGHT A_SpawnItemEx("ResurrectionFire",random(-20,20),random(-20,20),random(-20,40),0,0,0,0,128,0) GSKL BB 2 BRIGHT A_Look GSKL B 0 BRIGHT A_SpawnItemEx("ResurrectionFire",random(-20,20),random(-20,20),random(-20,40),0,0,0,0,128,0) GSKL BB 2 BRIGHT A_Look GSKL B 0 BRIGHT A_SpawnItemEx("ResurrectionFire",random(-20,20),random(-20,20),random(-20,40),0,0,0,0,128,0) GSKL BB 2 BRIGHT A_Look GSKL B 0 BRIGHT A_SpawnItemEx("ResurrectionFire",random(-20,20),random(-20,20),random(-20,40),0,0,0,0,128,0) GSKL BB 2 BRIGHT A_Look GSKL B 0 BRIGHT A_SpawnItemEx("ResurrectionFire",random(-20,20),random(-20,20),random(-20,40),0,0,0,0,128,0) Loop See: GSKL AA 2 BRIGHT A_Chase GSKL A 0 BRIGHT A_SpawnItemEx("ResurrectionFire",random(-20,20),random(-20,20),random(-20,40),0,0,0,0,128,0) GSKL BB 2 BRIGHT A_Chase GSKL B 0 BRIGHT A_SpawnItemEx("ResurrectionFire",random(-20,20),random(-20,20),random(-20,40),0,0,0,0,128,0) GSKL CC 2 BRIGHT A_Chase GSKL C 0 BRIGHT A_SpawnItemEx("ResurrectionFire",random(-20,20),random(-20,20),random(-20,40),0,0,0,0,128,0) GSKL DD 2 BRIGHT A_Chase GSKL D 0 BRIGHT A_SpawnItemEx("ResurrectionFire",random(-20,20),random(-20,20),random(-20,40),0,0,0,0,128,0) GSKL EE 2 BRIGHT A_Chase GSKL E 0 BRIGHT A_SpawnItemEx("ResurrectionFire",random(-20,20),random(-20,20),random(-20,40),0,0,0,0,128,0) GSKL FF 2 BRIGHT A_Chase GSKL F 0 BRIGHT A_SpawnItemEx("ResurrectionFire",random(-20,20),random(-20,20),random(-20,40),0,0,0,0,128,0) GSKL F 0 BRIGHT A_SpawnItemEx("ZombieStepDamage",0,0,28,0,0,0,0,0,0) loop Melee: GSKL G 2 BRIGHT A_SkelWhoosh GSKL G 0 BRIGHT A_SpawnItemEx("ResurrectionFire",random(-20,20),random(-20,20),random(-20,40),0,0,0,0,128,0) GSKL G 2 BRIGHT A_FaceTarget GSKL H 0 BRIGHT A_SpawnItemEx("ResurrectionFire",random(-20,20),random(-20,20),random(-20,40),0,0,0,0,128,0) GSKL H 2 BRIGHT A_FaceTarget GSKL H 0 BRIGHT A_SpawnItemEx("ResurrectionFire",random(-20,20),random(-20,20),random(-20,40),0,0,0,0,128,0) GSKL H 2 BRIGHT A_Recoil(-9) GSKL I 0 BRIGHT A_SpawnItemEx("ResurrectionFire",random(-20,20),random(-20,20),random(-20,40),0,0,0,0,128,0) GSKL I 2 BRIGHT A_CustomMeleeAttack(50,"skeleton/melee","none") GSKL I 0 BRIGHT A_SpawnItemEx("ResurrectionFire",random(-20,20),random(-20,20),random(-20,40),0,0,0,0,128,0) GSKL I 2 BRIGHT goto See Missile: GSKL K 2 BRIGHT A_FaceTarget GSKL K 0 BRIGHT A_SpawnItemEx("ResurrectionFire",random(-20,20),random(-20,20),random(-20,40),0,0,0,0,128,0) GSKL K 2 BRIGHT A_FaceTarget GSKL K 0 BRIGHT A_SpawnItemEx("ResurrectionFire",random(-20,20),random(-20,20),random(-20,40),0,0,0,0,128,0) GSKL K 2 BRIGHT A_FaceTarget GSKL K 0 BRIGHT A_SpawnItemEx("ResurrectionFire",random(-20,20),random(-20,20),random(-20,40),0,0,0,0,128,0) GSKL K 2 BRIGHT A_FaceTarget GSKL K 0 BRIGHT A_SpawnItemEx("ResurrectionFire",random(-20,20),random(-20,20),random(-20,40),0,0,0,0,128,0) GSKL K 2 BRIGHT A_FaceTarget GSKL J 0 BRIGHT A_SpawnItemEx("ResurrectionFire",random(-20,20),random(-20,20),random(-20,40),0,0,0,0,128,0) GSKL J 4 BRIGHT A_CustomMissile("WeakRevMissile",52,-8,random(-175,125)/100.00) GSKL K 0 BRIGHT A_SpawnItemEx("ResurrectionFire",random(-20,20),random(-20,20),random(-20,40),0,0,0,0,128,0) GSKL K 4 BRIGHT A_FaceTarget GSKL J 0 BRIGHT A_SpawnItemEx("ResurrectionFire",random(-20,20),random(-20,20),random(-20,40),0,0,0,0,128,0) GSKL J 4 BRIGHT A_CustomMissile("WeakRevMissile",52,8,random(-125,175)/100.00) GSKL K 0 BRIGHT A_SpawnItemEx("ResurrectionFire",random(-20,20),random(-20,20),random(-20,40),0,0,0,0,128,0) GSKL K 4 BRIGHT A_FaceTarget GSKL J 0 BRIGHT A_SpawnItemEx("ResurrectionFire",random(-20,20),random(-20,20),random(-20,40),0,0,0,0,128,0) GSKL J 4 BRIGHT A_CustomMissile("WeakRevMissile",52,-8,random(-175,125)/100.00) GSKL K 0 BRIGHT A_SpawnItemEx("ResurrectionFire",random(-20,20),random(-20,20),random(-20,40),0,0,0,0,128,0) GSKL K 4 BRIGHT A_FaceTarget GSKL J 0 BRIGHT A_SpawnItemEx("ResurrectionFire",random(-20,20),random(-20,20),random(-20,40),0,0,0,0,128,0) GSKL J 4 BRIGHT A_CustomMissile("WeakRevMissile",52,8,random(-125,175)/100.00) GSKL K 0 BRIGHT A_SpawnItemEx("ResurrectionFire",random(-20,20),random(-20,20),random(-20,40),0,0,0,0,128,0) goto See Pain.Stun3: stop Pain.Stun2: stop Pain.Stun: stop Pain: GSKL L 4 BRIGHT GSKL L 0 BRIGHT A_SpawnItemEx("ResurrectionFire",random(-20,20),random(-20,20),random(-20,40),0,0,0,0,128,0) GSKL L 4 BRIGHT A_Pain GSKL L 0 BRIGHT A_SpawnItemEx("ResurrectionFire",random(-20,20),random(-20,20),random(-20,40),0,0,0,0,128,0) goto See Death: GSKL M 7 BRIGHT GSKL N 7 BRIGHT TNT1 A 0 A_NoBlocking TNT1 AAAAAAAA 0 A_SpawnItemEx("ResurrectionFire",random(-20,20),random(-20,20),random(-20,40),0,0,0,0,128,0) TNT1 AAAAAAAA 0 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-8,8),random(-8,8),random(2,8),0,0,0) TNT1 A 0 Radius_Quake(1,30,0,6,0) TNT1 A 10 A_SpawnItemEx("ExplosionMain",0,0,28,0,0,0,0,128,0) TNT1 A 10 A_SpawnItemEx("ExplosionMain2",0,0,28,0,0,0,0,128,0) TNT1 A 15 A_SpawnItemEx("ExplosionMain3",0,0,28,0,0,0,0,128,0) stop Raise: stop } } actor RevMissile replaces RevenantTracer { obituary "%o felt the heat of a revenant's fireball." radius 8 height 8 speed 10 damage (15) RenderStyle Add Alpha 0.6 Scale 0.3 seesound "skeleton/attack" PROJECTILE +FORCERADIUSDMG +SEEKERMISSILE damageType "RevenantBall" states { Spawn: 8BLX B 0 BRIGHT 8BLX B 0 BRIGHT A_Jump(128,"Spawn2") 8BLX B 0 BRIGHT A_SpawnItemEx("RevMissileTrail",0,0,0,0,0,0,0,128,0) 8BLX B 1 BRIGHT goto Spawn+2 Spawn2: 8BLX B 0 BRIGHT A_SpawnItemEx("RevMissileTrail",0,0,0,0,0,0,0,128,0) 8BLX B 1 BRIGHT A_SeekerMissile(4,3) 8BLX B 0 BRIGHT A_SpawnItemEx("RevMissileTrail",0,0,0,0,0,0,0,128,0) 8BLX B 1 BRIGHT A_SeekerMissile(4,3) 8BLX B 0 BRIGHT A_SpawnItemEx("RevMissileTrail",0,0,0,0,0,0,0,128,0) 8BLX B 1 BRIGHT A_SeekerMissile(4,3) 8BLX B 0 BRIGHT A_SpawnItemEx("RevMissileTrail",0,0,0,0,0,0,0,128,0) 8BLX B 1 BRIGHT A_SeekerMissile(4,3) 8BLX B 0 BRIGHT A_SpawnItemEx("FlightSmokePuff",0,0,0,0,0,0,0,128,0) loop Death: 8BLX B 0 BRIGHT Radius_Quake(2,10,0,4,0) 8BLX B 0 BRIGHT A_Explode(30,72,0) TNT1 A 15 A_SpawnItemEx("ExplosionMain3",0,0,0,0,0,0,0,128,0) stop } } actor BlueRevMissile { obituary "%o was shattered by a revenant lord's fireball." radius 8 height 8 speed 10 damage (12) RenderStyle Add Scale 0.5 seesound "skeleton/attack" PROJECTILE +FORCERADIUSDMG +SEEKERMISSILE +FORCEXYBILLBOARD damageType "RevenantBall" states { Spawn: SHK2 A 0 BRIGHT SHK2 A 0 BRIGHT A_Jump(116,"Spawn2") SHK2 A 0 BRIGHT A_SpawnItemEx("BlueRevMissileTrail",0,0,0,0,0,0,0,128,0) SHK2 A 1 BRIGHT goto Spawn+2 Spawn2: SHK2 A 0 BRIGHT A_SpawnItemEx("BlueRevMissileTrail",0,0,0,0,0,0,0,128,0) SHK2 A 1 BRIGHT A_SeekerMissile(5,4) SHK2 A 0 BRIGHT A_SpawnItemEx("BlueRevMissileTrail",0,0,0,0,0,0,0,128,0) SHK2 A 1 BRIGHT A_SeekerMissile(5,4) SHK2 A 0 BRIGHT A_SpawnItemEx("BlueRevMissileTrail",0,0,0,0,0,0,0,128,0) SHK2 A 1 BRIGHT A_SeekerMissile(5,4) SHK2 A 0 BRIGHT A_SpawnItemEx("BlueRevMissileTrail",0,0,0,0,0,0,0,128,0) SHK2 A 1 BRIGHT A_SeekerMissile(5,4) SHK2 A 0 BRIGHT A_SpawnItemEx("FlightSmokePuff",0,0,0,0,0,0,0,128,0) loop Death: SHK2 A 0 BRIGHT Radius_Quake(2,10,0,3,0) SHK2 A 0 BRIGHT A_Explode(24,72,0) TNT1 A 15 A_SpawnItemEx("ExplosionMain3",0,0,0,0,0,0,0,128,0) stop } } actor WeakRevMissile : RevMissile { obituary "%o was bombarded by a revenant god." radius 8 height 8 speed 15 damage (12) RenderStyle Add Alpha 0.75 Scale 0.3 seesound "skeleton/attack" PROJECTILE +FORCERADIUSDMG -SEEKERMISSILE +FORCEXYBILLBOARD damageType "RevenantBall" states { Spawn: 8BLX B 1 BRIGHT A_SpawnItemEx("RevMissileTrail",0,0,0,0,0,0,0,128,0) loop Death: 8BLX B 0 BRIGHT Radius_Quake(2,10,0,3,0) 8BLX B 0 BRIGHT A_Explode(24,72,0) TNT1 A 15 A_SpawnItemEx("ExplosionMain3",0,0,0,0,0,0,0,128,0) stop } } actor RevMissileTrail { RenderStyle Add alpha 0.6 +NOCLIP +NOGRAVITY +FORCEXYBILLBOARD +CLIENTSIDEONLY Scale 0.3 states { Spawn: 8BLX B 5 BRIGHT 8BLX B 1 BRIGHT A_FadeOut(0.15) goto Spawn+1 } } actor BlueRevMissileTrail { RenderStyle Add alpha 1 +NOCLIP +NOGRAVITY +FORCEXYBILLBOARD +CLIENTSIDEONLY Scale 0.5 states { Spawn: SHK2 A 4 BRIGHT SHK2 A 1 BRIGHT A_FadeOut(0.2) goto Spawn+1 } }actor HellKnight_2 : RGAMonster { obituary "%o was splayed by a hell knight." hitobituary "%o was gutted by a hell knight." health 600 radius 24 height 64 mass 1000 speed 9 Scale 0.95 painchance 40 painchance "Dragon", 20 painchance "Knife", 255 painchance "Explosion", 255 painchance "Stun", 255 painchance "Stun2", 255 painchance "Stun3", 255 seesound "knight/sight" painsound "knight/pain" deathsound "knight/death" activesound "knight/active" MONSTER +FLOORCLIP Species "Goat" bloodcolor "Green" DamageFactor "BaronBall", 0.0 DamageFactor "Sniper", 2.0 Translation "16:47=[244,193,138]:[64,40,21]", "48:79=60:79", "80:111=64:79", "5:8=1:2" states { Spawn: BOSS A 0 BOSS A 0 Thing_SetSpecial(0,226,613,0,random(20,40)) Idle: BOSS AABB 10 A_Look Loop See: BOSS A 0 A_JumpIfInventory("BlindCheck",2,"SeeBlind") BOSS AABBCCDDAABBCCDD 3 A_Chase BOSS D 0 A_SpawnItemEx("GoatStepDamage",0,0,32,0,0,0,0,0,0) loop SeeBlind: BOSS A 0 A_Jump(128,"SeeBlind2") BOSS AAB 3 A_Wander BOSS B 0 A_Jump(192,2) BOSS B 0 A_Pain BOSS B 3 A_Wander BOSS B 0 A_JumpIfInventory("BlindCheck",2,1) goto See+1 BOSS CCDD 3 A_Wander BOSS D 0 A_SpawnItemEx("GoatStepDamage",0,0,32,0,0,0,0,0,0) goto See SeeBlind2: BOSS A 0 A_Jump(256,1,2,3) BOSS AAA 3 BOSS A 0 A_Jump(192,2) BOSS A 0 A_Pain BOSS A 3 BOSS A 0 A_JumpIfInventory("BlindCheck",2,1) goto See+1 BOSS A 0 A_Jump(256,1,2,3,4) BOSS AAAA 3 goto See Missile: Melee: BOSS E 0 BOSS E 0 A_Jump(127,"Melee2") BOSS EF 8 A_FaceTarget BOSS G 8 A_CustomComboAttack("BaronBall2",32,30,"baron/melee") goto See Melee2: BOSS ST 8 A_FaceTarget BOSS U 8 A_CustomComboAttack("BaronBall2",32,30,"baron/melee") goto See Pain.Stun3: BOSS H 0 ACS_ExecuteAlways(608,0,2,0,0) goto Pain Pain.Stun2: BOSS H 0 ACS_ExecuteAlways(608,0,1,0,0) goto Pain Pain.Stun: BOSS H 0 ACS_ExecuteAlways(608,0,0,0,0) goto Pain Pain: BOSS H 2 BOSS H 2 A_Pain goto See Death: BOSS I 0 BOSS I 8 A_Jump(153,"Death2","Death3") BOSS J 8 A_Scream BOSS K 8 BOSS L 8 A_NoBlocking BOSS MN 8 BOSS O 4 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0) BOSS O -1 stop Death2: BS12 A 7 BS12 B 7 A_Scream BS12 C 7 BS12 D 7 A_NoBlocking BS12 EF 7 BS12 G 3 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0) BS12 G -1 Stop Death3: BS12 H 6 BS12 I 6 A_Scream BS12 J 6 BS12 K 7 A_NoBlocking BS12 LM 8 BS12 N 3 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0) BS12 N -1 Stop Raise: BOSS ONMLKJI 8 goto See } } actor SpectreHellKnight : HellKnight_2 { obituary "%o was splayed by a hell spectre." hitobituary "%o was gutted by a hell spectre." health 500 speed 10 renderstyle OptFuzzy alpha 0.4 +SHADOW } actor StoneKnight : HellKnight_2 { obituary "%o was smeared by a stone knight." hitobituary "%o was smashed by a stone knight." health 750 radius 24 height 64 mass 1000 speed 8 Scale 0.96 painchance 10 painchance "Sniper", 20 painchance "Dragon", 3 painchance "Knife", 255 painchance "Explosion", 255 painchance "Stun", 10 painchance "Stun2", 10 painchance "Stun3", 10 seesound "stoneknight/sight" painsound "stoner/sight" deathsound "stoner/sight1" activesound "stoner/sight" MONSTER +FLOORCLIP Species "Goat" +NOBLOOD Translation "48:66=93:111", "67:78=5:8", "79:79=0:0", "144:149=106:111", "150:151=5:6", "1:2=8:8", "16:47=[116,116,116]:[0,0,0]", "128:139=106:111", "140:143=5:8", "236:237=108:111", "238:239=5:8", "80:94=107:111", "80:111=5:8", "5:8=0:0", "112:123=200:207", "124:127=240:243" DamageFactor "BaronBall", 0.0 DamageFactor "Dragon", 0.6 DamageFactor "Sniper", 2.0 states { Spawn: BOSS A 0 BOSS A 0 Thing_SetSpecial(0,226,613,0,random(30,50)) Idle: BOSS AABB 10 A_Look Loop See: BOSS AABBCCDDAABBCCDD 3 A_Chase BOSS D 0 A_SpawnItemEx("GoatStepDamage",0,0,32,0,0,0,0,0,0) loop Missile: BOSS E 0 A_Jump(31,"Missile2") Melee: BOSS E 0 A_Jump(127,"Melee2") BOSS EF 6 A_FaceTarget BOSS G 6 A_CustomComboAttack("BlueBaronBall",32,25,"skeleton/melee") BOSS ST 6 A_FaceTarget BOSS U 6 A_CustomComboAttack("BlueBaronBall",32,25,"skeleton/melee") goto See Melee2: BOSS ST 6 A_FaceTarget BOSS U 6 A_CustomComboAttack("BlueBaronBall",32,25,"skeleton/melee") BOSS EF 6 A_FaceTarget BOSS G 6 A_CustomComboAttack("BlueBaronBall",32,25,"skeleton/melee") goto See Missile2: BOSS E 0 A_Jump(127,"Missile3") BOSS EF 6 A_JumpIfCloser(96,"Melee") BOSS G 0 A_PlayWeaponSound("brain/spit") BOSS G 6 A_CustomMissile("StoneKnightCube",32,0,-24,CMF_AIMDIRECTION,0) BOSS ST 6 A_JumpIfCloser(96,"Melee") BOSS U 0 A_PlayWeaponSound("brain/spit") BOSS U 6 A_CustomMissile("StoneKnightCube",32,0,24,CMF_AIMDIRECTION,0) BOSS AABBCCDDAABBCCDD 3 A_Chase("Melee","") goto See Missile3: BOSS ST 6 A_JumpIfCloser(96,"Melee") BOSS U 0 A_PlayWeaponSound("brain/spit") BOSS U 6 A_CustomMissile("StoneKnightCube",32,0,24,CMF_AIMDIRECTION,0) BOSS EF 6 A_JumpIfCloser(96,"Melee") BOSS G 0 A_PlayWeaponSound("brain/spit") BOSS G 6 A_CustomMissile("StoneKnightCube",32,0,-24,CMF_AIMDIRECTION,0) BOSS AABBCCDDAABBCCDD 3 A_Chase("Melee","") goto See Pain.Stun3: stop Pain.Stun2: stop Pain.Stun: stop Pain: BOSS H 2 BOSS H 2 goto See Death: BOSS I 0 BOSS I 8 A_Jump(153,"Death2","Death3") BOSS J 8 A_Scream BOSS K 8 BOSS L 8 A_NoBlocking BOSS M 8 BOSS N 8 A_Jump(32,5) BOSS OOO 3 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0) BOSS O -1 stop BOSS N 8 BOSS OOOOO 115 BOSS O 0 A_PlayWeaponSound("brain/spit") BOSS O 72 A_CustomMissile("StoneKnightCubeSelf",8,0,0,CMF_AIMDIRECTION,90) stop Death2: BS12 A 7 BS12 B 7 A_Scream BS12 C 7 BS12 D 7 A_NoBlocking BS12 E 7 BS12 F 7 A_Jump(32,5) BS12 GGG 3 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0) BS12 G -1 Stop BS12 F 7 BS12 GGGGG 115 BS12 G 0 A_PlayWeaponSound("brain/spit") BS12 G 72 A_CustomMissile("StoneKnightCubeSelf",8,0,0,CMF_AIMDIRECTION,90) stop Death3: BS12 H 6 BS12 I 6 A_Scream BS12 J 6 BS12 K 7 A_NoBlocking BS12 L 8 BS12 M 8 A_Jump(32,5) BS12 NNN 3 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0) BS12 N -1 Stop BS12 M 8 BS12 NNNNN 115 BS12 N 0 A_PlayWeaponSound("brain/spit") BS12 N 72 A_CustomMissile("StoneKnightCubeSelf",8,0,0,CMF_AIMDIRECTION,90) stop Death.Telefrag: BOSS I 8 BOSS J 8 A_Scream BOSS K 8 BOSS L 8 A_NoBlocking BOSS M 8 BOSS N 8 A_Jump(128,5) BOSS OOO 3 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0) BOSS O -1 stop BOSS N 8 BOSS OOOOO 115 BOSS O 0 A_PlayWeaponSound("brain/spit") BOSS O 72 A_CustomMissile("StoneKnightCubeSelf",8,0,0,CMF_AIMDIRECTION,90) stop Raise: BOSS ONMLKJI 8 goto See } } actor BaronOfHell_2 : RGAMonster { obituary "%o was bruised by a baron of hell." hitobituary "%o was ripped open by a baron of hell." health 1000 radius 24 height 64 mass 1000 speed 8 painchance 40 painchance "Dragon", 20 painchance "Knife", 255 painchance "Explosion", 255 painchance "Stun", 255 painchance "Stun2", 255 painchance "Stun3", 255 seesound "baron/sight" painsound "baron/pain" deathsound "baron/death" activesound "baron/active" MONSTER +FLOORCLIP +BOSSDEATH Species "Goat" damagefactor "BaronBall", 0.0 DamageFactor "Sniper", 2.0 bloodcolor "Green" states { Spawn: BOSS A 0 BOSS A 0 Thing_SetSpecial(0,226,613,0,random(35,50)) Idle: BOSS AABB 10 A_Look Loop See: BOSS A 0 A_JumpIfInventory("BlindCheck",4,"SeeBlind") BOSS AABBCCDDAABBCCDD 3 A_Chase BOSS D 0 A_SpawnItemEx("GoatStepDamage",0,0,32,0,0,0,0,0,0) loop SeeBlind: BOSS A 0 A_Jump(128,"SeeBlind2") BOSS AAB 3 A_Wander BOSS B 0 A_Jump(192,2) BOSS B 0 A_Pain BOSS B 3 A_Wander BOSS B 0 A_JumpIfInventory("BlindCheck",4,1) goto See+1 BOSS CCDD 3 A_Wander BOSS D 0 A_SpawnItemEx("GoatStepDamage",0,0,32,0,0,0,0,0,0) goto See SeeBlind2: BOSS A 0 A_Jump(256,1,2,3) BOSS AAA 3 BOSS A 0 A_Jump(192,2) BOSS A 0 A_Pain BOSS A 3 BOSS A 0 A_JumpIfInventory("BlindCheck",4,1) goto See+1 BOSS A 0 A_Jump(256,1,2,3,4) BOSS AAAA 3 goto See Missile: Melee: BOSS E 0 BOSS E 0 A_Jump(127,"Melee2","Melee3") BOSS E 0 A_Jump(127,4) BOSS EF 7 A_FaceTarget BOSS G 8 A_CustomComboAttack("BaronBall2",32,30,"baron/melee") goto See BOSS ST 7 A_FaceTarget BOSS U 8 A_CustomComboAttack("BaronBall2",32,30,"baron/melee") goto See Melee2: BOSS E 0 A_Jump(127,7) BOSS EF 7 A_FaceTarget BOSS G 8 A_CustomComboAttack("BaronBall2",32,30,"baron/melee") BOSS ST 7 A_FaceTarget BOSS U 8 A_CustomComboAttack("BaronBall2",32,30,"baron/melee") goto See BOSS ST 7 A_FaceTarget BOSS U 8 A_CustomComboAttack("BaronBall2",32,30,"baron/melee") BOSS EF 7 A_FaceTarget BOSS G 8 A_CustomComboAttack("BaronBall2",32,30,"baron/melee") goto See Melee3: BOSS PQ 10 A_FaceTarget BOSS R 2 A_CustomComboAttack("BaronBall2",32,25,"baron/melee") BOSS R 9 A_CustomComboAttack("BaronBall2",32,25,"baron/melee") goto See Pain.Stun3: BOSS H 0 ACS_ExecuteAlways(608,0,2,0,0) goto Pain Pain.Stun2: BOSS H 0 ACS_ExecuteAlways(608,0,1,0,0) goto Pain Pain.Stun: BOSS H 0 ACS_ExecuteAlways(608,0,0,0,0) goto Pain Pain: BOSS H 2 BOSS H 2 A_Pain goto See Death: BOSS I 0 BOSS I 8 A_Jump(153,"Death2","Death3") BOSS J 8 A_Scream BOSS K 8 BOSS L 8 A_NoBlocking BOSS MN 8 BOSS OO 3 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0) BOSS O -1 A_BossDeath stop Death2: BS12 A 7 BS12 B 7 A_Scream BS12 C 7 BS12 D 7 A_NoBlocking BS12 EF 7 BS12 GG 3 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0) BS12 G -1 A_BossDeath Stop Death3: BS12 H 6 BS12 I 6 A_Scream BS12 J 6 BS12 K 7 A_NoBlocking BS12 LM 8 BS12 NN 3 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0) BS12 N -1 A_BossDeath Stop Raise: BOSS ONMLKJI 8 goto See } } ACTOR Belphegor_2 : BaronOfHell_2 { Health 1250 Scale 1.02 painchance 25 painchance "Dragon", 13 painchance "Knife", 255 painchance "Explosion", 255 painchance "Stun", 255 painchance "Stun2", 255 painchance "Stun3", 255 +BOSSDEATH SeeSound "baron/sight" PainSound "baron/pain" DeathSound "baron/death" ActiveSound "baron/active" Obituary "%o was slain by a lord of purgatory." HitObituary "%o was torn apart by a lord of purgatory." Translation "48:70=57:79", "75:78=7:8", "71:74=1:2", "79:79=0:0", "148:151=5:8", "1:2=8:8", "16:47=[255,0,0]:[0,0,0]", "128:143=72:79", "236:239=72:79" States { Spawn: BOSS A 0 BOSS A 0 Thing_SetSpecial(0,226,613,0,random(45,70)) Idle: BOSS AABB 10 A_Look Loop See: BOSS B 0 A_JumpIfInventory("BlindCheck",5,"SeeBlind") BOSS AABBCCDDAABBCCDD 3 A_Chase BOSS D 0 A_SpawnItemEx("GoatStepDamage",0,0,32,0,0,0,0,0,0) Loop SeeBlind: BOSS A 0 A_Jump(128,"SeeBlind2") BOSS AAB 3 A_Wander BOSS B 0 A_Jump(192,2) BOSS B 0 A_Pain BOSS B 3 A_Wander BOSS B 0 A_JumpIfInventory("BlindCheck",5,1) goto See+1 BOSS CCDD 3 A_Wander BOSS D 0 A_SpawnItemEx("GoatStepDamage",0,0,32,0,0,0,0,0,0) goto See SeeBlind2: BOSS A 0 A_Jump(256,1,2,3) BOSS AAA 3 BOSS A 0 A_Jump(192,2) BOSS A 0 A_Pain BOSS A 3 BOSS A 0 A_JumpIfInventory("BlindCheck",5,1) goto See+1 BOSS A 0 A_Jump(256,1,2,3,4) BOSS AAAA 3 goto See Pain.Stun3: BOSS H 0 ACS_ExecuteAlways(608,0,2,0,0) goto Pain Pain.Stun2: BOSS H 0 ACS_ExecuteAlways(608,0,1,0,0) goto Pain Pain.Stun: BOSS H 0 ACS_ExecuteAlways(608,0,0,0,0) goto Pain Pain: BOSS H 2 BOSS H 2 A_Pain Goto See Missile: Melee: BOSS E 0 A_Jump(127,"Melee2") BOSS EF 5 A_FaceTarget BOSS G 6 A_CustomComboAttack("BaronBall2",32,35,"baron/melee") BOSS ST 5 A_FaceTarget BOSS U 6 A_CustomComboAttack("BaronBall2",32,35,"baron/melee") BOSS E 0 A_Jump(159,"Melee3","See") BOSS EF 5 A_FaceTarget BOSS G 6 A_CustomComboAttack("BaronBall2",32,35,"baron/melee") Goto See Melee2: BOSS ST 5 A_FaceTarget BOSS U 6 A_CustomComboAttack("BaronBall2",32,35,"baron/melee") BOSS EF 5 A_FaceTarget BOSS G 6 A_CustomComboAttack("BaronBall2",32,35,"baron/melee") BOSS S 0 A_Jump(159,"Melee3","See") BOSS ST 5 A_FaceTarget BOSS U 6 A_CustomComboAttack("BaronBall2",32,35,"baron/melee") Goto See Melee3: BOSS PQ 8 A_FaceTarget BOSS R 2 A_CustomComboAttack("BaronBall2",32,30,"baron/melee") BOSS R 7 A_CustomComboAttack("BaronBall2",32,30,"baron/melee") goto See Death: BOSS I 0 BOSS I 8 A_Jump(153,"Death2","Death3") BOSS J 8 A_Scream BOSS K 8 BOSS L 8 A_NoBlocking BOSS MN 8 BOSS OOO 3 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0) BOSS O -1 A_BossDeath Stop Death2: BS12 A 7 BS12 B 7 A_Scream BS12 C 7 BS12 D 7 A_NoBlocking BS12 EF 7 BS12 GGG 3 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0) BS12 G -1 A_BossDeath Stop Death3: BS12 H 6 BS12 I 6 A_Scream BS12 J 6 BS12 K 7 A_NoBlocking BS12 LM 8 BS12 NNN 3 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0) BS12 N -1 A_BossDeath Stop Raise: BOSS ONMLKJI 8 goto See } } actor Cybruiser : BaronOfHell_2 { obituary "%o was blown away by a cybruiser." hitobituary "%o was smashed to bits by a cybruiser." health 1500 radius 24 height 64 mass 1000 speed 8 Scale 1.04 painchance 20 painchance "Dragon", 10 painchance "Knife", 255 painchance "Explosion", 255 painchance "Stun", 20 painchance "Stun2", 20 painchance "Stun3", 20 meleedamage 10 seesound "bruiser/sight" painsound "baron/pain" deathsound "bruiser/death" activesound "baron/active" MONSTER +FLOORCLIP +MISSILEMORE +BOSSDEATH bloodcolor "Green" damagefactor "BaronBall", 0.0 DamageFactor "Sniper", 2.0 DropItem "LauncherSpawner" 16 states { Spawn: BRUS A 0 BRUS A 0 Thing_SetSpecial(0,226,613,0,random(70,90)) Idle: BRUS AABB 10 A_Look Loop See: BRUS A 0 A_Playsound("bruiser/walk") BRUS AABB 3 A_Chase BRUS C 0 A_Playsound("bruiser/walk") BRUS CCDD 3 A_Chase BRUS A 0 A_Playsound("bruiser/walk") BRUS AABB 3 A_Chase BRUS C 0 A_Playsound("bruiser/walk") BRUS CCDD 3 A_Chase BRUS D 0 A_SpawnItemEx("GoatStepDamage",0,0,32,0,0,0,0,0,0) Loop Missile: BRUS E 0 A_Jump(127,"Missile2") BRUS E 8 A_FaceTarget BRUS F 6 BRIGHT A_CustomMissile("BaronMissile",38,15,random(-2,2),0) BRUS E 8 A_FaceTarget BRUS F 6 BRIGHT A_CustomMissile("BaronMissile",38,15,random(-2,2),0) BRUS E 0 A_CPosRefire BRUS E 0 A_Jump(159,1) Goto See BRUS E 8 A_FaceTarget BRUS F 6 BRIGHT A_CustomMissile("BaronMissile",38,15,random(-2,2),0) BRUS E 8 A_FaceTarget BRUS F 6 BRIGHT A_CustomMissile("BaronMissile",38,15,random(-2,2),0) Goto See Missile2: BRUS G 0 A_Jump(47,"Missile3") Melee: BRUS GH 6 A_FaceTarget BRUS I 6 A_CustomComboAttack("BlueBaronBall",32,45,"baron/melee") goto See Missile3: BRUS GH 6 A_JumpIfCloser(96,"Melee") BRUS H 0 A_PlayWeaponSound("brain/spit") BRUS I 6 A_CustomMissile("BruiserCube",32,15,0,CMF_AIMDIRECTION,0) BRUS A 0 A_Playsound("bruiser/walk") BRUS AABB 3 A_Chase("Melee","") BRUS C 0 A_Playsound("bruiser/walk") BRUS CCDD 3 A_Chase("Melee","") goto See Pain.Stun3: stop Pain.Stun2: stop Pain.Stun: stop Pain: BRUS H 2 BRUS H 2 A_Pain goto See Death: BRUS K 6 BRIGHT A_Scream BRUS L 6 BRIGHT BRUS L 0 BRIGHT Radius_Quake(1,12,0,6,0) BRUS MN 6 BRIGHT A_SpawnItemEx("ExplosionMain2",random(-5,5),random(-5,5),random(20,40)) BRUS O 6 BRIGHT A_NoBlocking BRUS T 0 A_Jump(64,6) BRUS PQRS 6 BRIGHT A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0) BRUS T -1 A_BossDeath stop BRUS PQRS 6 BRIGHT BRUS TTTTT 115 BRUS T 0 A_PlayWeaponSound("brain/spit") BRUS T 72 A_CustomMissile("StoneKnightCubeSelf",8,0,0,CMF_AIMDIRECTION,90) stop Death.Telefrag: BRUS K 6 BRIGHT A_Scream BRUS L 6 BRIGHT BRUS L 0 BRIGHT Radius_Quake(1,12,0,6,0) BRUS MN 6 BRIGHT A_SpawnItemEx("ExplosionMain2",random(-5,5),random(-5,5),random(20,40)) BRUS O 6 BRIGHT A_NoBlocking BRUS T 0 A_Jump(192,6) BRUS PQRS 6 BRIGHT A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0) BRUS T -1 A_BossDeath stop BRUS PQRS 6 BRIGHT BRUS TTTTT 115 BRUS T 0 A_PlayWeaponSound("brain/spit") BRUS T 72 A_CustomMissile("StoneKnightCubeSelf",8,0,0,CMF_AIMDIRECTION,90) stop Raise: BRUS TSRQPONMLK 8 goto See } } actor BlueBaronBall : BaronBall2 { Radius 6 Height 16 Speed 15 FastSpeed 27 Damage (23) RenderStyle Add Alpha 1 SeeSound "baron/attack" DeathSound "baron/shotx" Decal "BaronScorch" Projectile Translation "112:127=[0,0,255]:[0,0,0]" } actor BaronMissile : RevMissile { obituary "%o was blown away by a cybruiser." radius 8 height 8 speed 10 damage (15) RenderStyle Add Alpha 0.6 Scale 0.3 seesound "skeleton/attack" PROJECTILE +FORCERADIUSDMG +FORCEXYBILLBOARD -SEEKERMISSILE damageType "BaronBall" states { Spawn: 8BLX B 1 BRIGHT A_SpawnItemEx("RevMissileTrail",0,0,0,0,0,0,0,128,0) loop Death: 8BLX B 0 BRIGHT Radius_Quake(2,11,0,5,0) 8BLX B 0 BRIGHT A_Explode(30,112,0) TNT1 A 15 A_SpawnItemEx("ExplosionMain2",0,0,0,0,0,0,0,128,0) stop } } actor StoneKnightCube { Radius 20 Height 40 Speed 8 Damage (2) damagetype "Normal" SeeSound "brain/cube" DeathSound "misc/teleport" Projectile +RIPPER scale 0.5 reactiontime 12 +THRUGHOST +HEXENBOUNCE +FORCEXYBILLBOARD states { Spawn: BOSF ABCD 3 BRIGHT A_Countdown loop Death: TNT1 A 0 A_SpawnItemEx("ResurrectionFire",0,0,0,0,0,0,0,128,0) TNT1 A 0 A_Jump(96,"SpawnShot") TNT1 A 0 A_Jump(64,"SpawnDemon") TNT1 A 0 A_Jump(128,"SpawnImp") TNT1 A 10 A_SpawnItemEx("Zombieman_Spawner",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION || SXF_SETMASTER,0) stop SpawnShot: TNT1 A 10 A_SpawnItemEx("ShotgunGuy_Spawner",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION || SXF_SETMASTER,0) stop SpawnDemon: TNT1 A 10 A_SpawnItemEx("Demon_Spawner",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION || SXF_SETMASTER,0) stop SpawnImp: TNT1 A 10 A_SpawnItemEx("DoomImp_Spawner",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION || SXF_SETMASTER,0) stop } } actor StoneKnightCubeSelf { Radius 20 Height 40 Speed 2 Damage (2) damagetype "Normal" RenderStyle Normal Alpha 1 SeeSound "brain/cube" DeathSound "misc/teleport" Projectile +RIPPER scale 0.75 reactiontime 20 +THRUGHOST +FORCEXYBILLBOARD states { Spawn: BOSF ABCD 3 BRIGHT BOSF A 0 BRIGHT A_Stop BOSF ABCD 3 BRIGHT A_Countdown goto Spawn+5 Death: TNT1 A 0 A_SpawnItemEx("ResurrectionFire",0,0,0,0,0,0,0,128,0) TNT1 A 10 A_SpawnItemEx("StoneKnight",0,0,-64,0,0,0,0,SXF_NOCHECKPOSITION,0) stop } } actor BruiserCube { Radius 20 Height 40 Speed 8 Damage (2) damagetype "Normal" SeeSound "brain/cube" DeathSound "misc/teleport" Projectile +RIPPER scale 0.5 reactiontime 12 +THRUGHOST +HEXENBOUNCE +FORCEXYBILLBOARD states { Spawn: BOSF ABCD 3 BRIGHT A_Countdown loop Death: TNT1 A 0 A_SpawnItemEx("ResurrectionFire",0,0,0,0,0,0,0,128,0) TNT1 A 0 A_Jump(96,"SpawnChain") TNT1 A 0 A_Jump(128,"SpawnCaco") TNT1 A 10 A_SpawnItemEx("HellKnight_2",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION || SXF_SETMASTER,0) stop SpawnChain: TNT1 A 10 A_SpawnItemEx("ChaingunGuy_Spawner",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION || SXF_SETMASTER,0) stop SpawnCaco: TNT1 A 10 A_SpawnItemEx("Cacodemon_Spawner",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION || SXF_SETMASTER,0) stop } }actor Arachnotron_2 : RGAMonster { obituary "%o let an arachnotron get %h." health 600 radius 64 height 64 mass 600 speed 12 painchance 64 painchance "Dragon", 32 painchance "Knife", 255 painchance "Explosion", 255 painchance "Stun", 255 painchance "Stun2", 255 painchance "Stun3", 255 seesound "baby/sight" painsound "demon/pain" deathsound "baby/death" activesound "baby/active" MONSTER +FLOORCLIP +BOSSDEATH Species "Spider" DropItem "MachineGunSpawner" 16 states { Spawn: BSPI A 0 BSPI A 0 Thing_SetSpecial(0,226,613,0,random(20,35)) Idle: BSPI A 10 A_Look Loop See: BSPI A 20 SeeCont: BSPI A 3 A_BabyMetal BSPI ABBCC 3 A_Chase BSPI D 3 A_BabyMetal BSPI DEEFF 3 A_Chase BSPI A 3 A_BabyMetal BSPI ABBCC 3 A_Chase BSPI D 3 A_BabyMetal BSPI DEEFF 3 A_Chase BSPI F 0 A_SpawnItemEx("ArachStepDamage",0,0,32,0,0,0,0,0,0) goto SeeCont Melee: Missile: BSPI A 0 A_Jump(72,"Missile2","Missile3") BSPI A 20 A_FaceTarget BSPI A 0 A_JumpIfInventory("BlindCheck",2,5) BSPI G 4 BRIGHT A_Custommissile("ArachnotronPlasma2",24) BSPI H 4 BRIGHT BSPI H 1 BRIGHT A_SpidRefire BSPI H 0 A_Jump(8,"SeeCont") goto Missile+2 BSPI G 4 BRIGHT A_Custommissile("ArachnotronPlasma2",24,0,random(-750,750)/100.00,2,random(-375,375)/100.00) BSPI H 4 BRIGHT BSPI H 1 BRIGHT A_SpidRefire BSPI H 0 A_Jump(16,"SeeCont") goto Missile+2 Missile2: BSPI A 10 A_FaceTarget BSPI A 0 A_JumpIfInventory("BlindCheck",2,10) BSPI G 1 BRIGHT A_Custommissile("ArachnotronPlasma2",24,0,-1) BSPI H 2 BRIGHT A_FaceTarget BSPI G 1 BRIGHT A_Custommissile("ArachnotronPlasma2",24,0,3) BSPI H 2 BRIGHT A_FaceTarget BSPI G 1 BRIGHT A_Custommissile("ArachnotronPlasma2",24,0,-3) BSPI H 2 BRIGHT A_FaceTarget BSPI G 1 BRIGHT A_Custommissile("ArachnotronPlasma2",24,0,1) BSPI H 2 BRIGHT BSPI A 5 goto SeeCont BSPI G 1 BRIGHT A_Custommissile("ArachnotronPlasma2",24,0,random(-850,650)/100.00,2,random(-375,375)/100.00) BSPI H 2 BRIGHT A_FaceTarget BSPI G 1 BRIGHT A_Custommissile("ArachnotronPlasma2",24,0,random(-450,1050)/100.00,2,random(-375,375)/100.00) BSPI H 2 BRIGHT A_FaceTarget BSPI G 1 BRIGHT A_Custommissile("ArachnotronPlasma2",24,0,random(-1050,450)/100.00,2,random(-375,375)/100.00) BSPI H 2 BRIGHT A_FaceTarget BSPI G 1 BRIGHT A_Custommissile("ArachnotronPlasma2",24,0,random(-650,850)/100.00,2,random(-375,375)/100.00) BSPI H 2 BRIGHT BSPI A 5 goto SeeCont Missile3: BSPI A 5 A_FaceTarget BSPI A 0 A_JumpIfInventory("BlindCheck",2,6) BSPI G 2 BRIGHT A_Custommissile("ArachnotronPlasma2",24) BSPI H 3 BRIGHT A_FaceTarget BSPI G 2 BRIGHT A_Custommissile("ArachnotronPlasma2",24) BSPI H 3 BRIGHT BSPI A 5 goto SeeCont BSPI G 2 BRIGHT A_Custommissile("ArachnotronPlasma2",24,0,random(-750,750)/100.00,2,random(-375,375)/100.00) BSPI H 3 BRIGHT A_FaceTarget BSPI G 2 BRIGHT A_Custommissile("ArachnotronPlasma2",24,0,random(-750,750)/100.00,2,random(-375,375)/100.00) BSPI H 3 BRIGHT BSPI A 5 goto SeeCont Pain.Stun3: BSPI I 0 ACS_ExecuteAlways(608,0,2,0,0) goto Pain Pain.Stun2: BSPI I 0 ACS_ExecuteAlways(608,0,1,0,0) goto Pain Pain.Stun: BSPI I 0 ACS_ExecuteAlways(608,0,0,0,0) goto Pain Pain: BSPI I 3 BSPI I 3 A_Pain goto SeeCont Death: BSPI J 20 A_Scream BSPI K 7 A_NoBlocking BSPI LMNO 7 BSPI P -1 A_BossDeath stop Raise: BSPI PONMLKJ 5 goto SeeCont } } actor SpectreArachnotron : Arachnotron_2 { obituary "%o let an arachnospectre get %h." health 500 speed 14 +SHADOW RenderStyle OptFuzzy Alpha 0.5 } ACTOR Arachnobaron : RGAMonster { Health 900 Radius 64 Height 70 Speed 12 PainChance 48 painchance "Dragon", 24 painchance "Knife", 255 painchance "Explosion", 255 painchance "Stun", 255 painchance "Stun2", 255 painchance "Stun3", 255 Mass 800 SeeSound "baron/sight" PainSound "baron/pain" DeathSound "arachnobaron/death" ActiveSound "baby/active" Species "Spider" bloodcolor green MONSTER +FLOORCLIP +MISSILEMORE +BOSSDEATH Obituary "%o was blasted by an arachnobaron." HitObituary "%o was slapped around by an arachnobaron." DropItem "MachineGunSpawner" 12 States { Spawn: ARBR A 0 ARBR A 0 Thing_SetSpecial(0,226,613,0,random(35,50)) Idle: ARBR A 10 A_Look Loop See: ARBR A 10 SeeCont: ARBR A 3 A_BabyMetal ARBR ABBCC 3 A_Chase ARBR D 3 A_BabyMetal ARBR DEEFF 3 A_Chase ARBR A 3 A_BabyMetal ARBR ABBCC 3 A_Chase ARBR D 3 A_BabyMetal ARBR DEEFF 3 A_Chase ARBR F 0 A_SpawnItemEx("ArachStepDamage",0,0,32,0,0,0,0,0,0) Goto SeeCont Melee: ARBR PQ 8 A_FaceTarget ARBR R 8 A_BruisAttack goto SeeCont Missile: ARBR A 0 A_JumpIfInventory("BlindCheck",3,2) ARBR A 0 A_Jump(103,"Missile2") ARBR A 20 A_FaceTarget ARBR A 0 A_JumpIfInventory("BlindCheck",3,5) ARBR G 3 BRIGHT A_Custommissile("SpiderBlasterBall",15,0,random(-2,2)) ARBR H 2 BRIGHT ARBR H 1 BRIGHT A_SpidRefire ARBR H 0 A_Jump(24,"SeeCont") Goto Missile+3 ARBR G 3 BRIGHT A_Custommissile("SpiderBlasterBall",15,0,random(-1000,1000)/100.00,2,random(-250,250)/100.00) ARBR H 2 BRIGHT ARBR H 1 BRIGHT A_SpidRefire ARBR H 0 A_Jump(24,"SeeCont") Goto Missile+3 Missile2: ARBR P 6 A_FaceTarget ARBR P 6 BRIGHT A_Custommissile("BaronBall2",30,5,-5) ARBR Q 6 BRIGHT A_Custommissile("BaronBall2",30,0,0) ARBR R 6 BRIGHT A_Custommissile("BaronBall2",30,-5,5) Goto SeeCont Pain.Stun3: ARBR I 0 ACS_ExecuteAlways(608,0,2,0,0) goto Pain Pain.Stun2: ARBR I 0 ACS_ExecuteAlways(608,0,1,0,0) goto Pain Pain.Stun: ARBR I 0 ACS_ExecuteAlways(608,0,0,0,0) goto Pain Pain: ARBR I 3 ARBR I 3 A_Pain goto SeeCont Death: ARBR J 20 A_Scream ARBR K 7 A_NoBlocking ARBR LMNO 7 ARBR O -1 A_BossDeath Stop Raise: ARBR O 5 ARBR ONMLKJ 5 Goto SeeCont } }actor Fatso_2 : RGAMonster { obituary "%o was squashed by a mancubus." health 750 radius 48 height 64 mass 1000 speed 4 Scale 0.97 painchance 40 painchance "Sniper", 80 painchance "Dragon", 10 painchance "Knife", 255 painchance "Explosion", 255 painchance "Stun", 255 painchance "Stun2", 255 painchance "Stun3", 255 seesound "fatso/sight" painsound "fatso/pain" deathsound "fatso/death" activesound "fatso/active" MONSTER +FLOORCLIP +DONTHURTSPECIES +BOSSDEATH Species "Fatso" damagefactor "Fatso", 0.0 DamageFactor "Dragon", 0.6 DamageFactor "Explosion", 2.0 states { Spawn: FATT A 0 FATT A 0 Thing_SetSpecial(0,226,613,0,random(25,40)) Idle: FATT AABB 15 A_Look Loop See: FATT A 0 A_JumpIfInventory("BlindCheck",3,"SeeBlind") FATT A 2 A_Chase FATT AA 2 A_Chase("Melee","") FATT AB 2 A_Chase FATT BB 2 A_Chase("Melee","") FATT BC 2 A_Chase FATT CC 2 A_Chase("Melee","") FATT CD 2 A_Chase FATT DD 2 A_Chase("Melee","") FATT DE 2 A_Chase FATT EE 2 A_Chase("Melee","") FATT EF 2 A_Chase FATT FF 2 A_Chase("Melee","") FATT FA 2 A_Chase FATT AA 2 A_Chase("Melee","") FATT AB 2 A_Chase FATT BB 2 A_Chase("Melee","") FATT BC 2 A_Chase FATT CC 2 A_Chase("Melee","") FATT CD 2 A_Chase FATT DD 2 A_Chase("Melee","") FATT DE 2 A_Chase FATT EE 2 A_Chase("Melee","") FATT EF 2 A_Chase FATT FF 2 A_Chase("Melee","") FATT F 2 A_Chase FATT F 0 A_SpawnItemEx("FatStepDamage",0,0,32,0,0,0,0,0,0) loop SeeBlind: FATT A 0 A_Jump(128,"SeeBlind2") FATT AAAABBBB 2 A_Wander FATT C 0 A_Jump(192,2) FATT C 0 A_Pain FATT CCCC 2 A_Wander FATT C 0 A_JumpIfInventory("BlindCheck",3,1) goto See+1 FATT DDDDEEEEFFFF 2 A_Wander FATT F 0 A_SpawnItemEx("FatStepDamage",0,0,32,0,0,0,0,0,0) goto See SeeBlind2: FATT A 0 A_Jump(256,1,2,3) FATT AAAA 4 FATT A 0 A_Jump(192,2) FATT A 0 A_Pain FATT AA 4 FATT A 0 A_JumpIfInventory("BlindCheck",3,1) goto See+1 FATT A 0 A_Jump(256,1,2,3,4) FATT AAAAAA 4 goto See Melee: FATT G 20 A_FatRaise FATT G 0 A_PlaySound("dragon/fire") FATT H 0 BRIGHT A_CustomMissile("FatsoFire",24,-28,random(-250,750)/100.00) FATT H 0 BRIGHT A_CustomMissile("FatsoFire",24,28,random(-750,250)/100.00) FATT H 3 BRIGHT A_FaceTarget FATT H 0 BRIGHT A_CustomMissile("FatsoFire",24,-28,random(-250,750)/100.00) FATT H 0 BRIGHT A_CustomMissile("FatsoFire",24,28,random(-750,250)/100.00) FATT H 3 BRIGHT A_FaceTarget FATT H 0 BRIGHT A_CustomMissile("FatsoFire",24,-28,random(-250,750)/100.00) FATT H 0 BRIGHT A_CustomMissile("FatsoFire",24,28,random(-750,250)/100.00) FATT H 3 BRIGHT A_FaceTarget FATT H 0 BRIGHT A_CustomMissile("FatsoFire",24,-28,random(-250,750)/100.00) FATT H 0 BRIGHT A_CustomMissile("FatsoFire",24,28,random(-750,250)/100.00) FATT H 3 BRIGHT A_FaceTarget FATT H 0 BRIGHT A_CustomMissile("FatsoFire",24,-28,random(-250,750)/100.00) FATT H 3 BRIGHT A_CustomMissile("FatsoFire",24,28,random(-750,250)/100.00) FATT IG 15 goto See Missile: FATT G 0 A_Jump(63,2) FATT G 0 A_JumpIfCloser(384,"Melee") FATT G 20 A_FatRaise FATT H 10 BRIGHT A_FatAttack1 FATT IG 5 A_FaceTarget FATT H 10 BRIGHT A_FatAttack2 FATT IG 5 A_FaceTarget FATT H 10 BRIGHT A_FatAttack3 FATT IG 5 A_FaceTarget goto See Pain.Stun3: FATT J 0 ACS_ExecuteAlways(608,0,2,0,0) goto Pain Pain.Stun2: FATT J 0 ACS_ExecuteAlways(608,0,1,0,0) goto Pain Pain.Stun: FATT J 0 ACS_ExecuteAlways(608,0,0,0,0) goto Pain Pain: FATT J 3 FATT J 3 A_Pain goto See Death: FATT K 6 FATT L 6 A_Scream FATT M 6 A_NoBlocking FATT NOPQRS 6 FATT T -1 A_BossDeath stop Raise: FATT RQPONMLK 5 goto See } } actor FatsoFire : FlameThrowerFire { Speed 12 Scale 0.7 Damagetype "Fatso" } ACTOR Hectebus_2 : Fatso_2 { Health 1050 Scale 0.99 PainChance 30 painchance "Sniper", 60 painchance "Dragon", 8 painchance "Knife", 255 painchance "Explosion", 255 painchance "Stun", 255 painchance "Stun2", 255 painchance "Stun3", 255 Obituary "%o was cremated by a hectebus." States { Spawn: HECT A 0 HECT A 0 Thing_SetSpecial(0,226,613,0,random(35,60)) Idle: HECT AABB 15 A_Look Loop See: HECT A 0 A_JumpIfInventory("BlindCheck",4,"SeeBlind") HECT A 2 A_Chase HECT AA 2 A_Chase("Melee","") HECT AB 2 A_Chase HECT BB 2 A_Chase("Melee","") HECT BC 2 A_Chase HECT CC 2 A_Chase("Melee","") HECT CD 2 A_Chase HECT DD 2 A_Chase("Melee","") HECT DE 2 A_Chase HECT EE 2 A_Chase("Melee","") HECT EF 2 A_Chase HECT FF 2 A_Chase("Melee","") HECT FA 2 A_Chase HECT AA 2 A_Chase("Melee","") HECT AB 2 A_Chase HECT BB 2 A_Chase("Melee","") HECT BC 2 A_Chase HECT CC 2 A_Chase("Melee","") HECT CD 2 A_Chase HECT DD 2 A_Chase("Melee","") HECT DE 2 A_Chase HECT EE 2 A_Chase("Melee","") HECT EF 2 A_Chase HECT FF 2 A_Chase("Melee","") HECT F 2 A_Chase HECT F 0 A_SpawnItemEx("FatStepDamage",0,0,32,0,0,0,0,0,0) Loop SeeBlind: HECT A 0 A_Jump(128,"SeeBlind2") HECT AAAABBBB 2 A_Wander HECT C 0 A_Jump(192,2) HECT C 0 A_Pain HECT CCCC 2 A_Wander HECT C 0 A_JumpIfInventory("BlindCheck",4,1) goto See+1 HECT DDDDEEEEFFFF 2 A_Wander HECT F 0 A_SpawnItemEx("FatStepDamage",0,0,32,0,0,0,0,0,0) goto See SeeBlind2: HECT A 0 A_Jump(256,1,2,3) HECT AAA 4 HECT A 0 A_Jump(192,2) HECT A 0 A_Pain HECT A 4 HECT A 0 A_JumpIfInventory("BlindCheck",4,1) goto See+1 HECT A 0 A_Jump(256,1,2,3,4) HECT AAAA 4 goto See Melee: Missile: HECT G 0 A_PlaySound("fatso/raiseguns") HECT G 20 A_FaceTarget HECT H 0 A_CustomMissile("HectShot2",28,24,5.625,1) HECT H 0 A_CustomMissile("HectShot2",28,24,1,1) HECT H 0 A_CustomMissile("HectShot2",28,-24,3.625,1) HECT H 0 A_CustomMissile("HectShot2",28,-24,9.25,1) HECT H 10 BRIGHT HECT IG 5 A_FaceTarget HECT H 0 A_CustomMissile("HectShot2",28,24,-9.25,1) HECT H 0 A_CustomMissile("HectShot2",28,24,-3.625,1) HECT H 0 A_CustomMissile("HectShot2",28,-24,-1,1) HECT H 0 A_CustomMissile("HectShot2",28,-24,-5.625,1) HECT H 10 BRIGHT HECT IG 5 A_FaceTarget HECT G 0 A_Jump(28,"Missile2") HECT H 0 A_CustomMissile("HectShot2",28,-24,-6.4375,1) HECT H 0 A_CustomMissile("HectShot2",28,-24,-1.3125,1) HECT H 0 A_CustomMissile("HectShot2",28,24,1.3125,1) HECT H 0 A_CustomMissile("HectShot2",28,24,6.4375,1) HECT H 10 BRIGHT HECT IG 5 A_FaceTarget Goto See Missile2: HECT H 0 A_PlayWeaponSound("brain/spit") HECT H 0 A_CustomMissile("StoneKnightCube",28,18,-11.25,1) HECT H 0 A_CustomMissile("BruiserCube",28,0,0,1) HECT H 0 A_CustomMissile("StoneKnightCube",28,-18,11.25,1) HECT H 10 BRIGHT HECT IG 5 A_FaceTarget Goto See Pain.Stun3: HECT J 0 ACS_ExecuteAlways(608,0,2,0,0) goto Pain Pain.Stun2: HECT J 0 ACS_ExecuteAlways(608,0,1,0,0) goto Pain Pain.Stun: HECT J 0 ACS_ExecuteAlways(608,0,0,0,0) goto Pain Pain: HECT J 3 HECT J 3 A_Pain Goto See Death: HECT K 6 HECT L 6 A_Scream HECT M 6 A_NoBlocking HECT NOPQRS 6 HECT T -1 A_BossDeath Stop Raise: HECT RQPONMLK 5 Goto See } } actor HectShot2 : FatShot2 { Speed 22 damage (32) +FORCEXYBILLBOARD States { Spawn: HECF AB 4 BRIGHT Loop Death: HECF C 8 BRIGHT HECF D 6 BRIGHT HECF E 4 BRIGHT Stop } } //Credit to Mr. John Pinkertin for "Albino Mancubus" sprites. actor Acubus : Fatso_2 { obituary "%o was creamed by an acubus." health 1500 mass 1200 speed 5 Scale 1 painchance 20 painchance "Sniper", 40 painchance "Dragon", 5 painchance "Knife", 255 painchance "Explosion", 255 painchance "Stun", 255 painchance "Stun2", 255 painchance "Stun3", 255 seesound "fatso2/sight" painsound "fatso/pain" deathsound "fatso2/death" activesound "fatso/active" BloodColor "FF FF 00" states { Spawn: ALBM A 0 ALBM A 0 Thing_SetSpecial(0,226,613,0,random(65,80)) Idle: ALBM AABB 15 A_Look Loop See: ALBM A 0 A_JumpIfInventory("BlindCheck",5,"SeeBlind") ALBM A 2 A_Chase ALBM AA 2 A_Chase("Melee","") ALBM AB 2 A_Chase ALBM BB 2 A_Chase("Melee","") ALBM BC 2 A_Chase ALBM CC 2 A_Chase("Melee","") ALBM CD 2 A_Chase ALBM DD 2 A_Chase("Melee","") ALBM DE 2 A_Chase ALBM EE 2 A_Chase("Melee","") ALBM EF 2 A_Chase ALBM FF 2 A_Chase("Melee","") ALBM FA 2 A_Chase ALBM AA 2 A_Chase("Melee","") ALBM AB 2 A_Chase ALBM BB 2 A_Chase("Melee","") ALBM BC 2 A_Chase ALBM CC 2 A_Chase("Melee","") ALBM CD 2 A_Chase ALBM DD 2 A_Chase("Melee","") ALBM DE 2 A_Chase ALBM EE 2 A_Chase("Melee","") ALBM EF 2 A_Chase ALBM FF 2 A_Chase("Melee","") ALBM F 2 A_Chase ALBM F 0 A_SpawnItemEx("FatStepDamage",0,0,32,0,0,0,0,0,0) loop SeeBlind: ALBM A 0 A_Jump(128,"SeeBlind2") ALBM AAAABBBB 2 A_Wander ALBM C 0 A_Jump(192,2) ALBM C 0 A_Pain ALBM CCCC 2 A_Wander ALBM C 0 A_JumpIfInventory("BlindCheck",5,1) goto See+1 ALBM DDDDEEEEFFFF 2 A_Wander ALBM F 0 A_SpawnItemEx("FatStepDamage",0,0,32,0,0,0,0,0,0) goto See SeeBlind2: ALBM A 0 A_Jump(256,1,2,3) ALBM AAAA 4 ALBM A 0 A_Jump(192,2) ALBM A 0 A_Pain ALBM AA 4 ALBM A 0 A_JumpIfInventory("BlindCheck",5,1) goto See+1 ALBM A 0 A_Jump(256,1,2,3,4) ALBM AAAAAA 4 goto See Melee: Missile: ALBM G 0 A_FaceTarget ALBM G 0 A_Jump(64,"Missile2") ALBM G 30 A_PlaySound("fatso2/raiseguns") ALBM H 0 A_FaceTarget ALBM H 0 BRIGHT A_CustomMissile("AcubusBlasterBall",32,24,-5) ALBM H 2 BRIGHT A_CustomMissile("AcubusBlasterBall",32,-24,5) ALBM H 0 BRIGHT A_CustomMissile("AcubusBlasterBall",32,24,-3) ALBM H 2 BRIGHT A_CustomMissile("AcubusBlasterBall",32,-24,3) ALBM H 0 BRIGHT A_CustomMissile("AcubusBlasterBall",32,24,-1) ALBM H 4 BRIGHT A_CustomMissile("AcubusBlasterBall",32,-24,1) ALBM IG 7 A_FaceTarget ALBM H 0 A_FaceTarget ALBM H 0 BRIGHT A_CustomMissile("AcubusBlasterBall",32,24,-2) ALBM H 2 BRIGHT A_CustomMissile("AcubusBlasterBall",32,-24,2) ALBM H 0 BRIGHT A_CustomMissile("AcubusBlasterBall",32,24,0) ALBM H 2 BRIGHT A_CustomMissile("AcubusBlasterBall",32,-24,4) ALBM H 0 BRIGHT A_CustomMissile("AcubusBlasterBall",32,24,2) ALBM H 4 BRIGHT A_CustomMissile("AcubusBlasterBall",32,-24,6) ALBM IG 7 A_FaceTarget ALBM H 0 A_FaceTarget ALBM H 0 BRIGHT A_CustomMissile("AcubusBlasterBall",32,-24,2) ALBM H 2 BRIGHT A_CustomMissile("AcubusBlasterBall",32,24,-2) ALBM H 0 BRIGHT A_CustomMissile("AcubusBlasterBall",32,-24,0) ALBM H 2 BRIGHT A_CustomMissile("AcubusBlasterBall",32,24,-4) ALBM H 0 BRIGHT A_CustomMissile("AcubusBlasterBall",32,-24,-2) ALBM H 4 BRIGHT A_CustomMissile("AcubusBlasterBall",32,24,-6) ALBM IG 7 A_FaceTarget goto See Missile2: ALBM G 20 A_PlaySound("bfg/start") ALBM GGGGG 5 A_FaceTarget ALBM G 0 A_FaceTarget ALBM H 0 BRIGHT A_CustomMissile("AcubusBFG",32,-24,-1) ALBM H 8 BRIGHT A_CustomMissile("AcubusBFG",32,24,1) ALBM IG 7 A_FaceTarget goto See Pain.Stun3: ALBM J 0 ACS_ExecuteAlways(608,0,2,0,0) goto Pain Pain.Stun2: ALBM J 0 ACS_ExecuteAlways(608,0,1,0,0) goto Pain Pain.Stun: ALBM J 0 ACS_ExecuteAlways(608,0,0,0,0) goto Pain Pain: ALBM J 3 ALBM J 3 A_Pain goto See Death: ALBM K 6 ALBM L 6 A_Scream ALBM M 6 A_NoBlocking ALBM NOPQRS 6 ALBM T -1 A_BossDeath stop Raise: ALBM RQPONMLK 5 goto See } } actor AcubusBlasterBall { radius 8 height 8 speed 25 damage (18) renderstyle Add alpha 0.9 seesound "bfg/alt" deathsound "bfg/explode2" PROJECTILE scale 0.2 decal Scorch +FORCEXYBILLBOARD DamageType "Fatso" states { Spawn: 8BLX B -1 BRIGHT loop Death: TNT1 A 0 TNT1 A 10 A_SpawnItemEx("ExplosionSmall2",0,0,0,0,0,0,0,128,0) stop } } actor AcubusBFG { RenderStyle Add alpha 0.9 radius 8 height 8 speed 16 damage (20) seesound "bfg/fire" deathsound "bfg/explode1" PROJECTILE +EXTREMEDEATH +FORCERADIUSDMG +SKYEXPLODE +FORCEXYBILLBOARD decal BFGLightning scale 0.175 DamageType "Fatso" states { Spawn: BFG2 A 1 BRIGHT BFG2 A 9 BRIGHT A_Explode(2,384,0) loop Death: TNT1 A 0 A_RadiusThrust(160,128) TNT1 A 0 Radius_Quake(2,12,0,32,0) TNT1 A 0 A_SpawnItemEx("AcubusBFGBoom",0,0,0,0,0,0,0,128,0) TNT1 A 0 A_PlaySoundEx("distant/explosion","SoundSlot5") TNT1 A 15 A_Explode(46,384,0) stop } } actor AcubusBFGBoom { RenderStyle Add alpha 0.8 +NOCLIP +NOGRAVITY +FORCEXYBILLBOARD Scale 0.4 states { Spawn: BFG3 BABCDE 5 BRIGHT stop } }ACTOR Archvile_2 : RGAMonster { Health 800 Radius 20 Height 56 Mass 500 Speed 15 Scale 0.97 painchance 10 painchance "Sniper", 50 painchance "Dragon", 2 painchance "Knife", 95 painchance "Explosion", 255 Monster MaxTargetRange 896 +QUICKTORETALIATE +FLOORCLIP +NOTARGET SeeSound "vile/sight" PainSound "vile/pain" DeathSound "vile/death" ActiveSound "vile/active" MeleeSound "vile/stop" Obituary "%o was incinerated by an archvile." damagefactor "Archvile", 0.0 DamageFactor "Dragon", 0.3 DamageFactor "Sniper", 2.4 DropItem "Soulsphere3" 136 States { Spawn: VILE A 0 VILE A 0 Thing_SetSpecial(0,226,613,0,random(75,100)) Idle: VILE AB 10 A_Look Loop See2: VILE AABBCC 2 A_Chase VILE DDEEFF 2 A_VileChase See: VILE AABBCCDDEEFFAABBCCDDEEFF 2 A_VileChase VILE F 0 A_SpawnItemEx("ZombieStepDamage",0,0,28,0,0,0,0,0,0) Loop Missile: VILE G 0 VILE G 0 A_Jump(143,2) VILE G 0 A_JumpIfCloser(400,"Missile2") VILE G 0 BRIGHT A_VileStart VILE G 10 BRIGHT A_FaceTarget VILE H 8 BRIGHT A_VileTarget VILE IJKLMN 8 BRIGHT A_FaceTarget VILE O 8 BRIGHT A_VileAttack//("vile/stop",15,40,70,1.5) - one day... VILE P 20 BRIGHT Goto See2 Missile2: VILE L 0 A_PlaySound("vile/start") VILE LLMK 8 BRIGHT A_FaceTarget VILE NONONONO 3 BRIGHT A_CustomMissile("VileFire",36,0,random(-1000,1000)/100.00) VILE ON 5 BRIGHT A_FaceTarget Goto See2 Heal: VILE "[\]" 11 BRIGHT Goto See2 Pain: VILE Q 5 VILE Q 5 A_Pain Goto See2 Death: VILE Q 7 VILE R 7 A_Scream VILE S 7 A_NoBlocking VILE TUVWXY 7 VILE Z -1 Stop } } actor VileFire : FlameThrowerFire { Scale 0.6 Damagetype "Archvile" } //Cheers to whoever made the black Archvile from insanmons.wad actor DarkArchvile : Archvile_2 { obituary "%o was obliterated by a dark archvile." health 1300 radius 20 height 56 mass 500 speed 12 painchance 5 painchance "Sniper", 25 painchance "Dragon", 1 painchance "Knife", 95 painchance "Explosion", 255 seesound "vile2/sight" painsound "vile2/pain" deathsound "vile2/death" activesound "vile/active" MONSTER +FLOORCLIP +NOTARGET +QUICKTORETALIATE MaxTargetRange 1536 damagefactor "Archvile", 0.0 damagefactor "Dragon", 0.3 DamageFactor "Sniper", 2.4 DropItem "Soulsphere3" 176 states { Spawn: DVIL A 0 DVIL A 0 Thing_SetSpecial(0,226,613,0,random(90,120)) Idle: DVIL AB 10 A_Look Loop See2: DVIL AABBCC 2 A_Chase DVIL DDEEFF 2 A_VileChase See: DVIL AABBCCDDEEFFAABBCCDDEEFF 2 A_VileChase DVIL F 0 A_SpawnItemEx("ZombieStepDamage",0,0,28,0,0,0,0,0,0) loop Missile: DVIL G 0 BRIGHT A_PlaySound("vile/start") DVIL G 0 A_Jump(159,2) DVIL G 0 A_JumpIfCloser(400,"Missile2") DVIL G 8 BRIGHT A_FaceTarget DVIL H 8 BRIGHT A_FaceTarget DVIL G 0 BRIGHT A_Jump(40,"Missile3") DVIL H 0 BRIGHT A_PlaySound("bfg/start") DVIL IJKLMN 8 BRIGHT A_FaceTarget DVIL O 8 BRIGHT A_CustomMissile("DarkArchvileBFG",48) DVIL P 20 BRIGHT goto See2 Missile2: DVIL LLMK 8 BRIGHT A_FaceTarget DVIL NONONONONONO 2 BRIGHT A_CustomMissile("VileFire",36,0,random(-1375,1375)/100.00) DVIL ON 5 BRIGHT A_FaceTarget Goto See2 Missile3: DVIL IJKLMN 8 BRIGHT A_FaceTarget DVIL G 0 BRIGHT A_PlaySound("brain/spit") DVIL H 0 BRIGHT A_CustomMissile("StoneKnightCube",28,0,-18,1) DVIL H 0 BRIGHT A_CustomMissile("BruiserCube",28,0,0,1) DVIL O 8 BRIGHT A_CustomMissile("StoneKnightCube",28,0,18,1) DVIL P 20 BRIGHT goto See2 Heal: DVIL G 0 BRIGHT DVIL GGG 2 BRIGHT A_SpawnItemEx("DarkArchvileHealer",0,0,0,0,0,0,random(0,360),SXF_NOCHECKPOSITION,0) DVIL G 2 BRIGHT DVIL H 8 BRIGHT DVIL IHG 8 BRIGHT DVIL AABBCCDDEEFF 3 A_Chase goto See2 Pain: DVIL Q 5 DVIL Q 5 A_Pain goto See2 Death: DVIL Q 7 DVIL R 7 A_Scream DVIL S 7 A_NoBlocking DVIL TUVWXY 7 DVIL Z -1 Stop } } actor DarkArchvileBFG { RenderStyle Add alpha 0.95 radius 8 height 8 speed 20 damage (30) seesound "bfg/fire" deathsound "bfg/explode1" PROJECTILE +EXTREMEDEATH +FORCERADIUSDMG +SKYEXPLODE +FORCEXYBILLBOARD decal BFGLightning scale 0.2 DamageType "Archvile" states { Spawn: BFG2 A 1 BRIGHT BFG2 A 9 BRIGHT A_Explode(3,384,0) loop Death: TNT1 A 0 A_RadiusThrust(160,128) TNT1 A 0 Radius_Quake(4,15,0,40,0) TNT1 A 0 A_SpawnItemEx("DarkArchvileBFGBoom", 0, 0, 0, 0, 0, 0, 0, 128, 0) TNT1 A 0 A_PlaySoundEx("distant/explosion","SoundSlot5") TNT1 A 15 A_Explode(70,384,0) stop } } actor DarkArchvileBFGBoom { RenderStyle Add alpha 0.9 +NOCLIP +NOGRAVITY +FORCEXYBILLBOARD Scale 0.5 states { Spawn: BFG3 BABCDE 5 BRIGHT stop } } actor DarkArchvileHealer { Alpha 0.2 Scale 0.7 Radius 20 Height 56 Speed 20 Mass 10000 Health 30000 MONSTER +NOTARGET +LOOKALLAROUND +INVULNERABLE +NEVERRESPAWN -SHOOTABLE -SOLID -COUNTKILL Renderstyle Translucent states { Spawn: VILE A 0 VILE A 0 A_JumpIfInventory("LastStandHP",5,"Die") VILE A 0 A_ClearTarget VILE A 0 A_SetAngle(random(-540,900)) VILE AABBCC 2 A_Wander VILE D 0 A_GiveInventory("LastStandHP",1) VILE D 0 A_JumpIfInventory("LastStandHP",5,"Die") VILE DDEEFF 2 A_VileChase VILE A 0 A_GiveInventory("LastStandHP",1) VILE A 0 A_JumpIfInventory("LastStandHP",5,"Die") VILE AABBCC 2 A_VileChase VILE D 0 A_GiveInventory("LastStandHP",1) VILE D 0 A_JumpIfInventory("LastStandHP",5,"Die") VILE DDEEFF 2 A_VileChase VILE A 0 A_GiveInventory("LastStandHP",1) VILE A 0 A_JumpIfInventory("LastStandHP",5,"Die") VILE AABBCC 2 A_VileChase Die: VILE D 0 A_FadeOut(0.05) VILE D 0 A_TakeInventory("LastStandHP",50) VILE DD 2 A_Wander VILE E 0 A_FadeOut(0.05) VILE EE 2 A_Wander VILE F 0 A_FadeOut(0.05) VILE FF 2 A_Wander VILE A 0 A_FadeOut(0.05) VILE AA 2 A_Wander stop Heal: VILE "[\]" 5 VILE "[\]" 5 A_FadeOut(0.05) stop } }actor SpiderMastermind_2 : RGAMonster { obituary "%o stood in awe of the spider mastermind." health 3500 radius 100 height 100 mass 2000 speed 12 painchance 30 painchance "Sniper", 60 painchance "cybermissile", 90 painchance "Shotgun", 19 painchance "Dragon", 6 painchance "Knife", 255 painchance "Explosion", 19 seesound "spider/sight" painsound "demon/pain" deathsound "spider/death" activesound "baby/active" MONSTER +BOSS +FLOORCLIP +NORADIUSDMG +DONTMORPH +MISSILEMORE //+QUICKTORETALIATE +BOSSDEATH Species "SpiderBoss" DamageFactor "Explosion", 2.0 DamageFactor "Cybermissile", 4.6 DamageFactor "Sniper", 1.1 DamageFactor "Dragon", 0.8 states { Spawn: SPID A 0 SPID A 0 A_TakeInventory("Firing",1) SPID A 0 Thing_SetSpecial(0,226,613,0,random(90,115)) Idle: SPID A 10 A_Look Loop See: SPID A 0 SPID A 0 A_TakeInventory("Firing",1) SPID A 3 A_Metal SPID ABB 3 A_Chase SPID C 3 A_Metal SPID CDD 3 A_Chase SPID E 3 A_Metal SPID EFF 3 A_Chase SPID A 3 A_Metal SPID ABB 3 A_Chase SPID C 3 A_Metal SPID CDD 3 A_Chase SPID E 3 A_Metal SPID EFF 3 A_Chase SPID F 0 A_SpawnItemEx("SpiderStepDamage",0,0,40,0,0,0,0,0,0) loop Melee: Missile: SPID A 10 A_FaceTarget SPID G 0 BRIGHT A_FaceTarget SPID G 0 BRIGHT A_GiveInventory("Firing",1) SPID H 0 BRIGHT A_PlayWeaponSound("aa12/fire") SPID H 2 BRIGHT A_CustomBulletAttack(17.5, 5, 3, 7, "MonsterBulletPuff", 3072, FBF_NORANDOM) SPID G 2 BRIGHT A_FaceTarget SPID H 0 BRIGHT A_PlayWeaponSound("aa12/fire") SPID H 2 BRIGHT A_CustomBulletAttack(17.5, 5, 3, 7, "MonsterBulletPuff", 3072, FBF_NORANDOM) SPID G 2 BRIGHT A_FaceTarget SPID G 0 BRIGHT A_SpidRefire goto Missile+1 Pain: SPID I 0 SPID I 0 A_Jump(71,2) SPID I 0 A_JumpIfInventory("Firing",1,"PainFiring") SPID I 0 A_TakeInventory("Firing",1) SPID I 3 A_GiveToTarget("CyberXP",1) SPID I 3 A_Pain goto See PainFiring: SPID T 0 SPID T 0 BRIGHT A_GiveToTarget("CyberXP",1) SPID T 2 BRIGHT SPID U 0 BRIGHT A_PlayWeaponSound("aa12/fire") SPID U 2 BRIGHT A_CustomBulletAttack(35, 10, 2, 6, "MonsterBulletPuff", 3072, FBF_NORANDOM) SPID T 2 BRIGHT A_Pain SPID U 0 BRIGHT A_PlayWeaponSound("aa12/fire") SPID U 2 BRIGHT A_CustomBulletAttack(35, 10, 2, 6, "MonsterBulletPuff", 3072, FBF_NORANDOM) SPID T 2 BRIGHT SPID T 0 BRIGHT A_Jump(63,"See","PainFiringMore") SPID T 0 BRIGHT A_SpidRefire goto Missile+1 PainFiringMore: SPID U 0 BRIGHT A_PlayWeaponSound("aa12/fire") SPID U 2 BRIGHT A_CustomBulletAttack(35, 10, 2, 6, "MonsterBulletPuff", 3072, FBF_NORANDOM) SPID T 2 BRIGHT SPID U 0 BRIGHT A_PlayWeaponSound("aa12/fire") SPID U 2 BRIGHT A_CustomBulletAttack(35, 10, 2, 6, "MonsterBulletPuff", 3072, FBF_NORANDOM) SPID T 2 BRIGHT SPID T 0 BRIGHT A_Jump(31,"See") SPID T 0 BRIGHT A_SpidRefire goto Missile+1 Pain.Cybermissile: SPID I 0 SPID I 0 A_Jump(87,2) SPID I 0 A_JumpIfInventory("Firing",1,"PainFiring.Crush") SPID I 0 A_TakeInventory("Firing",1) SPID I 3 SPID I 3 A_Pain goto See Pain.Normal: Pain.Fatso: Pain.RevenantBall: Pain.BaronBall: Pain.Archvile: Pain.Ice: Pain.Step: Pain.Telefrag: Pain.Fire: Pain.Crush: SPID I 0 SPID I 0 A_Jump(71,2) SPID I 0 A_JumpIfInventory("Firing",1,"PainFiring.Crush") SPID I 0 A_TakeInventory("Firing",1) SPID I 3 SPID I 3 A_Pain goto See PainFiring.Crush: SPID T 0 SPID T 2 BRIGHT SPID U 0 BRIGHT A_PlayWeaponSound("aa12/fire") SPID U 2 BRIGHT A_CustomBulletAttack(35, 10, 2, 6, "MonsterBulletPuff", 3072, FBF_NORANDOM) SPID T 2 BRIGHT A_Pain SPID U 0 BRIGHT A_PlayWeaponSound("aa12/fire") SPID U 2 BRIGHT A_CustomBulletAttack(35, 10, 2, 6, "MonsterBulletPuff", 3072, FBF_NORANDOM) SPID T 2 BRIGHT SPID T 0 BRIGHT A_Jump(63,"See","PainFiringMore") SPID T 0 BRIGHT A_SpidRefire goto Missile+1 Pain.Shotgun: SPID I 0 SPID I 0 A_Jump(71,2) SPID I 0 A_JumpIfInventory("Firing",1,"PainFiring.Shotgun") SPID I 0 A_TakeInventory("Firing",1) SPID I 0 A_Jump(63,2) SPID I 0 A_GiveToTarget("CyberXP",1) SPID I 3 SPID I 3 A_Pain goto See PainFiring.Crush: SPID T 0 SPID T 0 BRIGHT A_Jump(63,2) SPID T 0 BRIGHT A_GiveToTarget("CyberXP",1) SPID T 2 BRIGHT SPID U 0 BRIGHT A_PlayWeaponSound("aa12/fire") SPID U 2 BRIGHT A_CustomBulletAttack(35, 10, 2, 6, "MonsterBulletPuff", 3072, FBF_NORANDOM) SPID T 2 BRIGHT A_Pain SPID U 0 BRIGHT A_PlayWeaponSound("aa12/fire") SPID U 2 BRIGHT A_CustomBulletAttack(35, 10, 2, 6, "MonsterBulletPuff", 3072, FBF_NORANDOM) SPID T 2 BRIGHT SPID T 0 BRIGHT A_Jump(63,"See","PainFiringMore") SPID T 0 BRIGHT A_SpidRefire goto Missile+1 Pain.Dragon: SPID I 0 SPID I 0 A_Jump(71,2) SPID I 0 A_JumpIfInventory("Firing",1,"PainFiring.Dragon") SPID I 0 A_TakeInventory("Firing",1) SPID I 0 A_Jump(127,2) SPID I 0 A_GiveToTarget("CyberXP",1) SPID I 3 SPID I 3 A_Pain goto See PainFiring.Dragon: SPID T 0 SPID T 0 BRIGHT A_Jump(143,2) SPID T 0 BRIGHT A_GiveToTarget("CyberXP",1) SPID T 2 BRIGHT SPID U 0 BRIGHT A_PlayWeaponSound("aa12/fire") SPID U 2 BRIGHT A_CustomBulletAttack(35, 10, 2, 6, "MonsterBulletPuff", 3072, FBF_NORANDOM) SPID T 2 BRIGHT A_Pain SPID U 0 BRIGHT A_PlayWeaponSound("aa12/fire") SPID U 2 BRIGHT A_CustomBulletAttack(35, 10, 2, 6, "MonsterBulletPuff", 3072, FBF_NORANDOM) SPID T 2 BRIGHT SPID T 0 BRIGHT A_Jump(63,"See","PainFiringMore") SPID T 0 BRIGHT A_SpidRefire goto Missile+1 Death: SPID J 0 SPID J 0 A_PlaySoundEx("spider/death","SoundSlot5",0,1) SPID J 20 A_Scream SPID J 0 Radius_Quake(2,60,0,7,0) SPID K 0 BRIGHT A_NoBlocking SPID KL 10 BRIGHT A_SpawnItemEx("ExplosionMain",random(-15,15),random(-15,15),random(20,40)) SPID MNOP 10 BRIGHT A_SpawnItemEx("ExplosionMain",random(-25,25),random(-25,25),random(10,30)) SPID QR 10 BRIGHT SPID S 30 SPID S -1 A_BossDeath stop } } actor CyberMastermind : SpiderMastermind_2 { Health 4000 Radius 100 Height 100 Speed 12 PainChance 30 painchance "Sniper", 60 painchance "cybermissile", 95 painchance "Shotgun", 19 painchance "Dragon", 6 painchance "Knife", 255 painchance "Explosion", 19 Mass 2000 MONSTER Scale 0.98 +FLOORCLIP +BOSS +NORADIUSDMG //+QUICKTORETALIATE +BOSSDEATH SeeSound "cyber/sight" PainSound "cyber/pain" DeathSound "spider/death" ActiveSound "spider/active" Obituary "%o rightfully feared the cyber mastermind." Species "SpiderBoss2" DamageFactor "Explosion", 2.0 DamageFactor "Cybermissile", 4.8 DamageFactor "Sniper", 1.1 DamageFactor "Dragon", 0.8 States { Spawn: CYMM A 0 CYMM A 0 Thing_SetSpecial(0,226,613,0,random(100,125)) Idle: CYMM A 10 A_Look Loop See: CYMM A 3 A_Metal CYMM ABB 3 A_Chase CYMM C 3 A_Metal CYMM CDD 3 A_Chase CYMM E 3 A_Metal CYMM EFF 3 A_Chase CYMM A 3 A_Metal CYMM ABB 3 A_Chase CYMM C 3 A_Metal CYMM CDD 3 A_Chase CYMM E 3 A_Metal CYMM EFF 3 A_Chase CYMM F 0 A_SpawnItemEx("SpiderStepDamage",0,0,40,0,0,0,0,0,0) loop Melee: Missile: CYMM A 10 A_FaceTarget CYMM A 0 A_FaceTarget CYMM GG 2 BRIGHT A_CustomMissile("SpiderBlasterBall",48,0,random(-800,800)/100.00) CYMM G 0 A_FaceTarget CYMM HH 2 BRIGHT A_CustomMissile("SpiderBlasterBall",48,0,random(-800,800)/100.00) CYMM H 0 A_FaceTarget CYMM GG 2 BRIGHT A_CustomMissile("SpiderBlasterBall",48,0,random(-800,800)/100.00) CYMM G 0 A_FaceTarget CYMM HH 2 BRIGHT A_CustomMissile("SpiderBlasterBall",48,0,random(-800,800)/100.00) CYMM H 0 A_Jump(136,2) CYMM H 0 A_SpidRefire Goto Missile+1 CYMM I 0 A_FaceTarget CYMM I 0 A_Jump(16,9) CYMM I 0 BRIGHT A_PlayWeaponSound("weapons/rocklf") CYMM I 0 BRIGHT A_CustomMissile("CyberdemonMissile",48,-24,random(-300,300)/100.00) CYMM II 2 BRIGHT A_CustomMissile("SpiderBlasterBall",48,0,random(-800,800)/100.00) CYMM I 0 A_FaceTarget CYMM JJ 2 BRIGHT A_CustomMissile("SpiderBlasterBall",48,0,random(-800,800)/100.00) CYMM J 0 A_SpidRefire Goto Missile+1 CYMM I 0 A_PlayWeaponSound("brain/spit") CYMM I 0 BRIGHT A_CustomMissile("StoneKnightCube",48,-24,-32) CYMM I 0 BRIGHT A_CustomMissile("BruiserCube",48,-24,32) CYMM II 2 BRIGHT A_CustomMissile("SpiderBlasterBall",48,0,random(-800,800)/100.00) CYMM I 0 A_FaceTarget CYMM JJ 2 BRIGHT A_CustomMissile("SpiderBlasterBall",48,0,random(-800,800)/100.00) CYMM J 0 A_SpidRefire Goto Missile+1 Pain: CYMM K 0 CYMM K 4 A_GiveToTarget("CyberXP",1) CYMM K 4 A_Pain goto See Pain.Normal: Pain.Cybermissile: Pain.Fatso: Pain.RevenantBall: Pain.BaronBall: Pain.Archvile: Pain.Ice: Pain.Step: Pain.Telefrag: Pain.Fire: Pain.Crush: CYMM K 4 CYMM K 4 A_Pain goto See Pain.Shotgun: CYMM K 0 CYMM K 0 A_Jump(63,2) CYMM K 0 A_GiveToTarget("CyberXP",1) CYMM K 4 CYMM K 4 A_Pain goto See Pain.Dragon: CYMM K 0 CYMM K 0 A_Jump(127,2) CYMM K 0 A_GiveToTarget("CyberXP",1) CYMM K 4 CYMM K 4 A_Pain goto See Death: CYMM L 0 CYMM L 20 A_Scream CYMM L 0 Radius_Quake(2,60,0,7,0) CYMM MN 10 BRIGHT A_SpawnItemEx("ExplosionMain",random(-15,15),random(-15,15),random(20,40)) CYMM O 0 BRIGHT A_Fall CYMM OPQR 10 BRIGHT A_SpawnItemEx("ExplosionMain",random(-25,25),random(-25,25),random(10,30)) CYMM ST 10 BRIGHT CYMM U 30 CYMM U -1 A_BossDeath Stop } } actor SpiderCannon : FastProjectile { radius 8 height 8 speed 200 renderstyle Add alpha 0.95 scale 0.2 decal Scorch deathsound "generic/explosionsmall" +FORCEXYBILLBOARD states { Spawn: 8BLX B 10 BRIGHT 8BLX BBBBB 1 BRIGHT A_Fadeout(0.15) stop Death: TNT1 A 0 Radius_Quake(1,3,0,3,0) TNT1 A 0 A_Explode(25,32,0) TNT1 A 10 A_SpawnItemEx("ExplosionSmall3", 0, 0, 0, 0, 0, 0, 0, 128, 0) stop } } actor SpiderBlasterBall { radius 8 height 8 speed 25 damage (15) renderstyle Add alpha 0.9 seesound "bfg/alt" deathsound "bfg/explode2" PROJECTILE scale 0.4 decal Scorch +FORCEXYBILLBOARD states { Spawn: SHK2 A -1 BRIGHT loop Death: TNT1 A 0 TNT1 A 10 A_SpawnItemEx("ExplosionSmall2", 0, 0, 0, 0, 0, 0, 0, 128, 0) stop } }actor Cyberdemon_2 : RGAMonster { obituary "%o was splattered by the cyber demon." health 4000 radius 40 height 110 mass 2000 speed 16 painchance 20 painchance "Sniper", 40 painchance "cybermissile", 40 painchance "Shotgun", 15 painchance "Dragon", 8 painchance "Knife", 255 painchance "Explosion", 15 seesound "cyber/sight" painsound "cyber/pain" deathsound "cyber/death" activesound "cyber/active" MONSTER +BOSS +FLOORCLIP +NORADIUSDMG +DONTMORPH +MISSILEMORE //+QUICKTORETALIATE +BOSSDEATH Species "Cyber" DamageFactor "Explosion", 2.0 DamageFactor "CyberMissile", 3.9 DamageFactor "Sniper", 1.1 DamageFactor "Dragon", 1.0 DamageFactor "Step", 0.0 states { Spawn: CYBR A 0 CYBR A 0 Thing_SetSpecial(0,226,613,0,random(100,125)) Idle: CYBR AAAABBB 10 A_Look Loop See: CYBR A 3 A_Hoof CYBR ABBCC 3 A_Chase CYBR D 3 A_Metal CYBR D 3 A_Chase CYBR A 3 A_Hoof CYBR ABBCC 3 A_Chase CYBR D 3 A_Metal CYBR D 3 A_Chase CYBR D 0 A_SpawnItemEx("CyberStepDamage",0,0,50,0,0,0,0,0,0) loop Melee: Missile: CYBR E 0 A_Jump(20,"Missile2") CYBR E 0 A_Jump(96,3) CYBR E 0 A_JumpIfCloser(512,"MissileCloser") CYBR E 0 A_JumpIfCloser(1536,"MissileClose") CYBR E 5 A_FaceTarget CYBR E 0 A_FaceTarget CYBR F 0 BRIGHT A_PlayWeaponSound("weapons/rocklf") CYBR F 12 BRIGHT A_CustomMissile("CyberdemonMissile",52,-24) CYBR EE 5 A_FaceTarget CYBR E 0 A_FaceTarget CYBR F 0 BRIGHT A_PlayWeaponSound("weapons/rocklf") CYBR F 12 BRIGHT A_CustomMissile("CyberdemonMissile",52,-24) CYBR EE 5 A_FaceTarget CYBR E 0 A_FaceTarget CYBR F 0 BRIGHT A_PlayWeaponSound("weapons/rocklf") CYBR F 12 BRIGHT A_CustomMissile("CyberdemonMissile",52,-24) goto See MissileClose: CYBR E 5 A_FaceTarget CYBR E 0 A_FaceTarget CYBR F 0 BRIGHT A_PlayWeaponSound("weapons/rocklf") CYBR F 12 BRIGHT A_CustomMissile("CyberdemonMissile",52,-24,-5) CYBR EE 5 A_FaceTarget CYBR E 0 A_FaceTarget CYBR F 0 BRIGHT A_PlayWeaponSound("weapons/rocklf") CYBR F 12 BRIGHT A_CustomMissile("CyberdemonMissile",52,-24) CYBR EE 5 A_FaceTarget CYBR E 0 A_FaceTarget CYBR F 0 BRIGHT A_PlayWeaponSound("weapons/rocklf") CYBR F 12 BRIGHT A_CustomMissile("CyberdemonMissile",52,-24,5) goto See MissileCloser: CYBR E 5 A_FaceTarget CYBR E 0 A_FaceTarget CYBR F 0 BRIGHT A_PlayWeaponSound("weapons/rocklf") CYBR F 12 BRIGHT A_CustomMissile("CyberdemonMissile",52,-24,12) CYBR EE 5 A_FaceTarget CYBR E 0 A_FaceTarget CYBR F 0 BRIGHT A_PlayWeaponSound("weapons/rocklf") CYBR F 12 BRIGHT A_CustomMissile("CyberdemonMissile",52,-24) CYBR EE 5 A_FaceTarget CYBR E 0 A_FaceTarget CYBR F 0 BRIGHT A_PlayWeaponSound("weapons/rocklf") CYBR F 12 BRIGHT A_CustomMissile("CyberdemonMissile",52,-24,-12) goto See Missile2: CYBR E 5 CYBR E 0 A_PlayWeaponSound("brain/spit") CYBR F 12 BRIGHT A_CustomMissile("BruiserCube",52,-24,-18,CMF_AIMDIRECTION,0) CYBR E 5 CYBR E 0 A_PlayWeaponSound("brain/spit") CYBR F 12 BRIGHT A_CustomMissile("StoneKnightCube",52,-24,0,CMF_AIMDIRECTION,0) CYBR E 5 CYBR E 0 A_PlayWeaponSound("brain/spit") CYBR F 12 BRIGHT A_CustomMissile("BruiserCube",52,-24,18,CMF_AIMDIRECTION,0) goto See Pain: CYBR G 0 CYBR G 0 A_GiveToTarget("CyberXP2",1) CYBR G 10 A_Pain goto See Pain.Knife: CYBR G 0 CYBR G 0 A_GiveToTarget("CyberXP",1) CYBR G 10 A_Pain goto See Pain.Normal: Pain.Cybermissile: Pain.Fatso: Pain.RevenantBall: Pain.BaronBall: Pain.Archvile: Pain.Ice: Pain.Step: Pain.Telefrag: Pain.Fire: Pain.Crush: CYBR G 10 A_Pain goto See Pain.Shotgun: CYBR G 0 CYBR G 0 A_Jump(63,2) CYBR G 0 A_GiveToTarget("CyberXP",1) CYBR G 10 A_Pain goto See Pain.Dragon: CYBR G 0 CYBR G 0 A_Jump(127,2) CYBR G 0 A_GiveToTarget("CyberXP",1) CYBR G 10 A_Pain goto See Death: CYBR H 10 CYBR I 10 A_Scream CYBR I 0 Radius_Quake(2,40,0,8,0) CYBR JKL 10 BRIGHT A_SpawnItemEx("ExplosionMain",random(-20,20),random(-20,20),random(20,60)) CYBR M 0 BRIGHT A_NoBlocking CYBR M 10 BRIGHT A_SpawnItemEx("ExplosionMain",random(-10,10),random(-10,10),random(40,80)) CYBR NO 10 BRIGHT CYBR P 30 CYBR P -1 A_BossDeath } } actor Cyberlord : Cyberdemon_2 { obituary "%o was destroyed by the cyber lord." health 4500 radius 40 height 110 mass 2000 speed 9 painchance 20 painchance "Sniper", 40 painchance "cybermissile", 40 painchance "Shotgun", 15 painchance "Dragon", 8 painchance "Knife", 255 painchance "Explosion", 15 seesound "lord/sight" painsound "cyber/pain" deathsound "lord/death" activesound "cyber/active" MONSTER +BOSS +FLOORCLIP +NORADIUSDMG +DONTMORPH +MISSILEMORE //+QUICKTORETALIATE +BOSSDEATH Species "Cyber" DamageFactor "Explosion", 2.0 DamageFactor "CyberMissile", 3.9 DamageFactor "Sniper", 1.1 DamageFactor "Dragon", 1.0 DamageFactor "Step", 0.0 states { Spawn: ANNI A 0 ANNI A 0 Thing_SetSpecial(0,226,613,0,random(110,135)) Idle: ANNI AAAABBB 10 A_Look Loop See: ANNI A 2 A_Chase ANNI A 0 A_PlaySound("lord/hoof") ANNI AA 2 A_Chase("Melee","") ANNI AB 2 A_Chase ANNI BB 2 A_Chase("Melee","") ANNI BC 2 A_Chase ANNI C 0 A_PlaySound("lord/hoof") ANNI CC 2 A_Chase("Melee","") ANNI CD 2 A_Chase ANNI DD 2 A_Chase("Melee","") ANNI DA 2 A_Chase ANNI A 0 A_PlaySound("lord/hoof") ANNI AA 2 A_Chase("Melee","") ANNI AB 2 A_Chase ANNI BB 2 A_Chase("Melee","") ANNI B 2 A_Chase ANNI D 0 A_SpawnItemEx("CyberStepDamage",0,0,50,0,0,0,0,0,0) ANNI C 2 A_Chase ANNI C 0 A_PlaySound("lord/hoof") ANNI CC 2 A_Chase("Melee","") ANNI CD 2 A_Chase ANNI DD 2 A_Chase("Melee","") ANNI D 2 A_Chase loop Melee: Missile: ANNI E 0 A_Jump(20,"Missile2") ANNI E 0 A_Jump(96,3) ANNI E 0 A_JumpIfCloser(512,"MissileCloser") ANNI E 0 A_JumpIfCloser(1536,"MissileClose") ANNI E 6 A_FaceTarget ANNI F 0 BRIGHT A_PlayWeaponSound("weapons/rocklf") ANNI F 0 BRIGHT A_PlaySoundEx("weapons/rocklf","SoundSlot5") ANNI F 0 BRIGHT A_CustomMissile("CyberdemonMissile",52,24,0) ANNI F 12 BRIGHT A_CustomMissile("CyberdemonMissile",52,-24,1) ANNI EE 6 A_FaceTarget ANNI F 0 BRIGHT A_PlayWeaponSound("weapons/rocklf") ANNI F 0 BRIGHT A_PlaySoundEx("weapons/rocklf","SoundSlot5") ANNI F 0 BRIGHT A_CustomMissile("CyberdemonMissile",52,24,-1) ANNI F 12 BRIGHT A_CustomMissile("CyberdemonMissile",52,-24,0) goto See MissileClose: ANNI E 6 A_FaceTarget ANNI F 0 BRIGHT A_PlayWeaponSound("weapons/rocklf") ANNI F 0 BRIGHT A_PlaySoundEx("weapons/rocklf","SoundSlot5") ANNI F 0 BRIGHT A_CustomMissile("CyberdemonMissile",52,24,2) ANNI F 12 BRIGHT A_CustomMissile("CyberdemonMissile",52,-24,-3) ANNI EE 6 A_FaceTarget ANNI F 0 BRIGHT A_PlayWeaponSound("weapons/rocklf") ANNI F 0 BRIGHT A_PlaySoundEx("weapons/rocklf","SoundSlot5") ANNI F 0 BRIGHT A_CustomMissile("CyberdemonMissile",52,24,3) ANNI F 12 BRIGHT A_CustomMissile("CyberdemonMissile",52,-24,-2) goto See MissileCloser: ANNI E 6 A_FaceTarget ANNI F 0 BRIGHT A_PlayWeaponSound("weapons/rocklf") ANNI F 0 BRIGHT A_PlaySoundEx("weapons/rocklf","SoundSlot5") ANNI F 0 BRIGHT A_CustomMissile("CyberdemonMissile",52,24,-3) ANNI F 12 BRIGHT A_CustomMissile("CyberdemonMissile",52,-24,9) ANNI EE 6 A_FaceTarget ANNI F 0 BRIGHT A_PlayWeaponSound("weapons/rocklf") ANNI F 0 BRIGHT A_PlaySoundEx("weapons/rocklf","SoundSlot5") ANNI F 0 BRIGHT A_CustomMissile("CyberdemonMissile",52,24,-9) ANNI F 12 BRIGHT A_CustomMissile("CyberdemonMissile",52,-24,3) goto See Missile2: ANNI E 6 ANNI E 0 A_PlayWeaponSound("brain/spit") ANNI F 0 BRIGHT A_CustomMissile("StoneKnightCube",52,24,-33,CMF_AIMDIRECTION,0) ANNI F 12 BRIGHT A_CustomMissile("BruiserCube",52,-24,-11,CMF_AIMDIRECTION,0) ANNI EE 6 ANNI E 0 A_PlayWeaponSound("brain/spit") ANNI F 0 BRIGHT A_CustomMissile("StoneKnightCube",52,24,11,CMF_AIMDIRECTION,0) ANNI F 12 BRIGHT A_CustomMissile("BruiserCube",52,-24,33,CMF_AIMDIRECTION,0) goto See Pain: ANNI G 0 ANNI G 0 A_GiveToTarget("CyberXP2",1) ANNI G 10 A_Pain goto See Pain.Knife: ANNI G 0 ANNI G 0 A_GiveToTarget("CyberXP",1) ANNI G 10 A_Pain goto See Pain.Normal: Pain.Cybermissile: Pain.Fatso: Pain.RevenantBall: Pain.BaronBall: Pain.Archvile: Pain.Ice: Pain.Step: Pain.Telefrag: Pain.Fire: Pain.Crush: ANNI G 10 A_Pain goto See Pain.Shotgun: ANNI G 0 ANNI G 0 A_Jump(63,2) ANNI G 0 A_GiveToTarget("CyberXP",1) ANNI G 10 A_Pain goto See Pain.Dragon: ANNI G 0 ANNI G 0 A_Jump(127,2) ANNI G 0 A_GiveToTarget("CyberXP",1) ANNI G 10 A_Pain goto See Death: ANNI H 10 ANNI I 10 A_Scream ANNI I 0 Radius_Quake(2,40,0,8,0) ANNI JKL 10 BRIGHT A_SpawnItemEx("ExplosionMain",random(-20,20),random(-20,20),random(20,60)) ANNI M 0 BRIGHT A_NoBlocking ANNI M 10 BRIGHT A_SpawnItemEx("ExplosionMain",random(-10,10),random(-10,10),random(40,80)) ANNI NO 10 BRIGHT ANNI P 30 ANNI P -1 A_BossDeath } } actor CyberdemonMissile replaces Rocket { radius 8 height 8 speed 25 damage (45) PROJECTILE +FORCEXYBILLBOARD +ROCKETTRAIL damagetype "Cybermissile" states { Spawn: MISL A 0 MISL A 0 BRIGHT A_PlaySoundEx("rpg/fly","Body",1) MISL A 6 BRIGHT Goto Spawn+2 Death: TNT1 A 0 Radius_Quake(3,13,0,8,0) TNT1 A 0 A_Explode(90,160) TNT1 A 15 A_SpawnItemEx("ExplosionMain") stop } }OggS%;ݢvorbisD8OggS%;btJvorbisXiph.Org libVorbis I 20070622GENRE=Soundtrack$ALBUM=Call of Duty: Modern Warfare 2#TITLE=hz_dc_whitehouse_endrun_LR_r1 YEAR=2009ARTIST=Hans Zimmervorbis!BCVcT)FRJs1FbJBHsS9לk SP)RRic)RKI%t:'c[I֘kA RL)ĔRBS)ŔRJB%t:SJ(AsctJ$dLBH)JSNBH5R)sRRjA B АU@ P2((#9cI pIɱ$K,KDQU}6UUu]u]u 4d@H d Y F(BCVb(9&|sf9h*tp"In*s9's8srf1h&sf)h&sAks9qFsAj6s9j.s"Im.s9s9sspN8sZnBs>{sB8s9s9sАUA6q HEiȤݣ$h r GR TI) 4d!RH!RH!R!b) *2,2,2밳:0C KMXckZiJ)RJ) YdAF!R!r)BCVذ:IX`!+TPJkB9'*sNJJ9!b˝s B)S霔Z:*)[、Zk-{ )ZVSk-{9K1{b[KXfD # QJ)Ɯs9礔1B1ǜB!R2會B%RJƜB%RRsBPJ)sB!PJJsB!J)%9!B)B!B!R!B(TR !BRRJ)J!PRJ)RJ !JJ)J!BJ)J !JHRI!B8A'Ua BCVQBI-H)&H9'9"BRLJ -tIK):HS)@` ! !2C$V2hp@b" pAw!Abq$xnpNQ`h*,.02468:<>@ > "   OggSI%;ФY!$%$&123),+')277 Wmϫ_A3m{z=O*U ~?Mum[t 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