2008-08-06 22:59:24 +00:00
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// Programmer ---------------------------------------------------------------
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ACTOR Programmer 71
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{
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Game Strife
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ConversationID 95, -1, -1
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Health 1100
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PainChance 50
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Speed 26
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FloatSpeed 5
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Radius 45
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Height 60
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Mass 800
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Damage 4
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Monster
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+NOGRAVITY
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+FLOAT
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+NOBLOOD
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+NOTDMATCH
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+DONTMORPH
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+NOBLOCKMONST
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+LOOKALLAROUND
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+NOICEDEATH
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+NOTARGETSWITCH
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2008-08-19 19:38:39 +00:00
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DamageFactor "Fire", 0.5
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2008-08-06 22:59:24 +00:00
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MinMissileChance 150
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AttackSound "programmer/attack"
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PainSound "programmer/pain"
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DeathSound "programmer/death"
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ActiveSound "programmer/active"
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Obituary "$OB_PROGRAMMER"
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DropItem "Sigil1"
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action native A_ProgrammerMelee ();
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action native A_SpawnProgrammerBase ();
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action native A_ProgrammerDeath ();
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action native A_SpotLightning();
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States
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{
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Spawn:
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PRGR A 5 A_Look
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PRGR A 1 A_SentinelBob
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Loop
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See:
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PRGR A 160 A_SentinelBob
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PRGR BCD 5 A_SentinelBob
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PRGR EF 2 A_SentinelBob
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PRGR EF 3 A_Chase
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Goto See+4
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Melee:
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PRGR E 2 A_SentinelBob
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PRGR F 3 A_SentinelBob
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PRGR E 3 A_FaceTarget
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PRGR F 4 A_ProgrammerMelee
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Goto See+4
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Missile:
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PRGR G 5 A_FaceTarget
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PRGR H 5 A_SentinelBob
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PRGR I 5 Bright A_FaceTarget
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PRGR J 5 Bright A_SpotLightning
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Goto See+4
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Pain:
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PRGR K 5 A_Pain
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PRGR L 5 A_SentinelBob
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Goto See+4
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Death:
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PRGR L 7 Bright A_TossGib
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PRGR M 7 Bright A_Scream
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PRGR N 7 Bright A_TossGib
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PRGR O 7 Bright A_NoBlocking
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PRGR P 7 Bright A_TossGib
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PRGR Q 7 Bright A_SpawnProgrammerBase
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PRGR R 7 Bright
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PRGR S 6 Bright
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PRGR TUVW 5 Bright
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PRGR X 32 Bright
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PRGR Y -1 Bright A_ProgrammerDeath
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Stop
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}
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}
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// The Programmer's base for when he dies -----------------------------------
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ACTOR ProgrammerBase
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{
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ConversationID 96,-1,-1
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+NOBLOCKMAP
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+NOCLIP
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+NOBLOOD
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states
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{
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Spawn:
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BASE A 5 Bright A_Explode(32,32,1,1)
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BASE BCD 5 Bright
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BASE EFG 5
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BASE H -1
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Stop
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}
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}
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// The Programmer level ending thing ----------------------------------------
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ACTOR ProgLevelEnder : Inventory native
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{
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+INVENTORY.UNDROPPABLE
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}
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