// Fighter Boss (Zedek) ----------------------------------------------------- class FighterBoss : Actor { Default { health 800; PainChance 50; Speed 25; Radius 16; Height 64; Monster; +FLOORCLIP +TELESTOMP +DONTMORPH PainSound "PlayerFighterPain"; DeathSound "PlayerFighterCrazyDeath"; Obituary "$OB_FBOSS"; Tag "$FN_FBOSS"; } States { Spawn: PLAY A 2; PLAY A 3 A_ClassBossHealth; PLAY A 5 A_Look; Wait; See: PLAY ABCD 4 A_FastChase; Loop; Pain: PLAY G 4; PLAY G 4 A_Pain; Goto See; Melee: Missile: PLAY E 8 A_FaceTarget; PLAY F 8 A_FighterAttack; Goto See; Death: PLAY H 6; PLAY I 6 A_Scream; PLAY JK 6; PLAY L 6 A_NoBlocking; PLAY M 6; PLAY N -1; Stop; XDeath: PLAY O 5 A_Scream; PLAY P 5 A_SkullPop; PLAY R 5 A_NoBlocking; PLAY STUV 5; PLAY W -1; Stop; Ice: PLAY X 5 A_FreezeDeath; PLAY X 1 A_FreezeDeathChunks; Wait; Burn: FDTH A 5 Bright A_PlaySound("PlayerFighterBurnDeath"); FDTH B 4 Bright; FDTH G 5 Bright; FDTH H 4 Bright A_Scream; FDTH I 5 Bright; FDTH J 4 Bright; FDTH K 5 Bright; FDTH L 4 Bright; FDTH M 5 Bright; FDTH N 4 Bright; FDTH O 5 Bright; FDTH P 4 Bright; FDTH Q 5 Bright; FDTH R 4 Bright; FDTH S 5 Bright A_NoBlocking; FDTH T 4 Bright; FDTH U 5 Bright; FDTH V 4 Bright; Stop; } //============================================================================ // // A_FighterAttack // //============================================================================ void A_FighterAttack() { if (!target) return; SpawnMissileAngle("FSwordMissile", Angle + (45. / 4), 0); SpawnMissileAngle("FSwordMissile", Angle + (45. / 8), 0); SpawnMissileAngle("FSwordMissile", Angle, 0); SpawnMissileAngle("FSwordMissile", Angle - (45. / 8), 0); SpawnMissileAngle("FSwordMissile", Angle - (45. / 4), 0); A_PlaySound ("FighterSwordFire", CHAN_WEAPON); } }