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Added slow states to relevant Strife monsters
Namely, acolyte, shadow acolyte, reaver, stalker, and turret. Info on which states needed the slow flag was obtained with Quasar's permission by looking at G_InitNew() in g_game.c and the info.c state tables from Chocolate Strife. Also added fast flag to acolyte states that needed it, based on the same source.
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5 changed files with 30 additions and 33 deletions
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@ -39,16 +39,16 @@ ACTOR Acolyte : StrifeHumanoid
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AGRD ABCDABCD 5 A_Wander
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Loop
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See:
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AGRD A 6 A_AcolyteBits
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AGRD BCD 6 A_Chase
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AGRD A 6 Fast Slow A_AcolyteBits
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AGRD BCD 6 Fast Slow A_Chase
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Loop
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Missile:
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AGRD E 8 A_FaceTarget
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AGRD FE 4 A_ShootGun
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AGRD F 6 A_ShootGun
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AGRD E 8 Fast Slow A_FaceTarget
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AGRD FE 4 Fast Slow A_ShootGun
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AGRD F 6 Fast Slow A_ShootGun
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Goto See
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Pain:
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AGRD O 8 A_Pain
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AGRD O 8 Fast Slow A_Pain
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Goto See
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Death:
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AGRD G 4
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@ -170,8 +170,8 @@ ACTOR AcolyteShadow : Acolyte 58
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AGRD A 6 A_BeShadowyFoe
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Goto Super::See+1
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Pain:
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AGRD O 0 A_SetShadow
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AGRD O 8 A_Pain
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AGRD O 0 Fast Slow A_SetShadow
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AGRD O 8 Fast Slow A_Pain
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Goto See
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}
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}
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@ -42,19 +42,16 @@ ACTOR Crusader 3005
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ROB2 AABBCCDD 3 A_Chase
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Loop
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Missile:
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ROB2 E 3 A_FaceTarget
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ROB2 F 2 Bright A_CrusaderChoose
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ROB2 E 2 Bright A_CrusaderSweepLeft
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ROB2 F 3 Bright A_CrusaderSweepLeft
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ROB2 E 2 Bright A_CrusaderSweepLeft
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ROB2 F 2 Bright A_CrusaderSweepLeft
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ROB2 E 2 Bright A_CrusaderSweepRight
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ROB2 F 2 Bright A_CrusaderSweepRight
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ROB2 E 2 Bright A_CrusaderSweepRight
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ROB2 F 2 A_CrusaderRefire
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ROB2 E 3 Slow A_FaceTarget
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ROB2 F 2 Slow Bright A_CrusaderChoose
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ROB2 E 2 Slow Bright A_CrusaderSweepLeft
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ROB2 F 3 Slow Bright A_CrusaderSweepLeft
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ROB2 EF 2 Slow Bright A_CrusaderSweepLeft
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ROB2 EFE 2 Slow Bright A_CrusaderSweepRight
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ROB2 F 2 Slow A_CrusaderRefire
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Loop
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Pain:
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ROB2 D 1 A_Pain
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ROB2 D 1 Slow A_Pain
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Goto See
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Death:
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ROB2 G 3 A_Scream
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@ -32,16 +32,16 @@ ACTOR Reaver 3001
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ROB1 BBCCDDEE 3 A_Chase
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Loop
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Melee:
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ROB1 H 6 A_FaceTarget
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ROB1 I 8 A_CustomMeleeAttack(random[ReaverMelee](1,8)*3, "reaver/blade")
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ROB1 H 6
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ROB1 H 6 Slow A_FaceTarget
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ROB1 I 8 Slow A_CustomMeleeAttack(random[ReaverMelee](1,8)*3, "reaver/blade")
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ROB1 H 6 Slow
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Goto See
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Missile:
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ROB1 F 8 A_FaceTarget
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ROB1 G 11 BRIGHT A_ReaverRanged
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ROB1 F 8 Slow A_FaceTarget
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ROB1 G 11 Slow BRIGHT A_ReaverRanged
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Goto See
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Pain:
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ROB1 A 2
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ROB1 A 2 Slow
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ROB1 A 2 A_Pain
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Goto See
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Death:
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@ -45,14 +45,14 @@ ACTOR Stalker 186
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STLK J 10 A_Look
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Loop
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See:
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STLK A 1 A_StalkerChaseDecide
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STLK ABB 3 A_Chase
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STLK C 3 A_StalkerWalk
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STLK C 3 A_Chase
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STLK A 1 Slow A_StalkerChaseDecide
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STLK ABB 3 Slow A_Chase
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STLK C 3 Slow A_StalkerWalk
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STLK C 3 Slow A_Chase
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Loop
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Melee:
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STLK J 3 A_FaceTarget
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STLK K 3 A_StalkerAttack
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STLK J 3 Slow A_FaceTarget
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STLK K 3 Slow A_StalkerAttack
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SeeFloor:
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STLK J 3 A_StalkerWalk
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STLK KK 3 A_Chase
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@ -1786,8 +1786,8 @@ ACTOR CeilingTurret 27
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Loop
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Missile:
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Pain:
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TURT B 4 A_ShootGun
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TURT D 3 A_SentinelRefire
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TURT B 4 Slow A_ShootGun
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TURT D 3 Slow A_SentinelRefire
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TURT A 4 A_SentinelRefire
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Loop
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Death:
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