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