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