2016-10-14 18:08:41 +00:00
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//===========================================================================
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//
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// Spider boss
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//
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//===========================================================================
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class SpiderMastermind : Actor
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{
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Default
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{
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Health 3000;
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Radius 128;
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Height 100;
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Mass 1000;
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Speed 12;
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PainChance 40;
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Monster;
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MinMissileChance 160;
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+BOSS
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+MISSILEMORE
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+FLOORCLIP
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+NORADIUSDMG
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+DONTMORPH
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+BOSSDEATH
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SeeSound "spider/sight";
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AttackSound "spider/attack";
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PainSound "spider/pain";
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DeathSound "spider/death";
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ActiveSound "spider/active";
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Obituary "$OB_SPIDER";
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}
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States
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{
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Spawn:
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SPID AB 10 A_Look;
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Loop;
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See:
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SPID A 3 A_Metal;
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SPID ABB 3 A_Chase;
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SPID C 3 A_Metal;
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SPID CDD 3 A_Chase;
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SPID E 3 A_Metal;
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SPID EFF 3 A_Chase;
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Loop;
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Missile:
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SPID A 20 BRIGHT A_FaceTarget;
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SPID G 4 BRIGHT A_SPosAttackUseAtkSound;
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SPID H 4 BRIGHT A_SposAttackUseAtkSound;
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SPID H 1 BRIGHT A_SpidRefire;
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Goto Missile+1;
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Pain:
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SPID I 3;
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SPID I 3 A_Pain;
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Goto See;
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Death:
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SPID J 20 A_Scream;
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SPID K 10 A_NoBlocking;
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SPID LMNOPQR 10;
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SPID S 30;
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SPID S -1 A_BossDeath;
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Stop;
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}
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}
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2016-10-26 15:21:25 +00:00
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//===========================================================================
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//
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// Code (must be attached to Actor)
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//
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//===========================================================================
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extend class Actor
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{
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void A_SpidRefire()
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{
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// keep firing unless target got out of sight
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A_FaceTarget();
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if (Random[CPosRefire](0, 255) >= 10)
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{
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if (!target
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|| HitFriend()
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|| target.health <= 0
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|| !CheckSight(target, SF_SEEPASTBLOCKEVERYTHING|SF_SEEPASTSHOOTABLELINES))
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{
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SetState(SeeState);
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}
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}
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}
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void A_Metal()
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{
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A_PlaySound("spider/walk", CHAN_BODY, 1, false, ATTN_IDLE);
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A_Chase();
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}
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}
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