mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-29 07:22:07 +00:00
136 lines
2 KiB
Text
136 lines
2 KiB
Text
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//===========================================================================
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//
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// Boss Brain
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//
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//===========================================================================
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class BossBrain : Actor
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{
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Default
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{
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Health 250;
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Mass 10000000;
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PainChance 255;
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+SOLID +SHOOTABLE
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+NOICEDEATH
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+OLDRADIUSDMG
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PainSound "brain/pain";
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DeathSound "brain/death";
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}
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States
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{
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BrainExplode:
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MISL BC 10 Bright;
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MISL D 10 A_BrainExplode;
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Stop;
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Spawn:
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BBRN A -1;
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Stop;
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Pain:
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BBRN B 36 A_BrainPain;
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Goto Spawn;
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Death:
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BBRN A 100 A_BrainScream;
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BBRN AA 10;
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BBRN A -1 A_BrainDie;
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Stop;
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}
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}
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//===========================================================================
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//
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// Boss Eye
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//
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//===========================================================================
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class BossEye : Actor
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{
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Default
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{
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Height 32;
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+NOBLOCKMAP
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+NOSECTOR
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}
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States
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{
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Spawn:
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SSWV A 10 A_Look;
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Loop;
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See:
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SSWV A 181 A_BrainAwake;
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SSWV A 150 A_BrainSpit;
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Wait;
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}
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}
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//===========================================================================
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//
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// Boss Target
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//
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//===========================================================================
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class BossTarget : SpecialSpot
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{
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Default
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{
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Height 32;
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+NOBLOCKMAP;
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+NOSECTOR;
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}
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}
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//===========================================================================
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//
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// Spawn shot
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//
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//===========================================================================
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class SpawnShot : Actor
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{
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Default
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{
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Radius 6;
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Height 32;
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Speed 10;
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Damage 3;
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Projectile;
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+NOCLIP
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-ACTIVATEPCROSS
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+RANDOMIZE
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SeeSound "brain/spit";
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DeathSound "brain/cubeboom";
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}
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States
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{
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Spawn:
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BOSF A 3 BRIGHT A_SpawnSound;
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BOSF BCD 3 BRIGHT A_SpawnFly;
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Loop;
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}
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}
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//===========================================================================
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//
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// Spawn fire
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//
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//===========================================================================
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class SpawnFire : Actor
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{
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Default
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{
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Height 78;
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+NOBLOCKMAP
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+NOGRAVITY
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RenderStyle "Add";
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}
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States
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{
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Spawn:
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FIRE ABCDEFGH 4 Bright A_Fire;
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Stop;
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}
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}
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