2016-10-18 21:05:58 +00:00
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// Base class for the rebels ------------------------------------------------
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class Rebel : StrifeHumanoid
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{
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Default
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{
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Health 60;
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Painchance 250;
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Speed 8;
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Radius 20;
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Height 56;
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Monster;
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+FRIENDLY
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-COUNTKILL
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+NOSPLASHALERT
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MinMissileChance 150;
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Tag "$TAG_REBEL";
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SeeSound "rebel/sight";
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PainSound "rebel/pain";
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DeathSound "rebel/death";
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ActiveSound "rebel/active";
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Obituary "$OB_REBEL";
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}
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States
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{
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Spawn:
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HMN1 P 5 A_Look2;
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Loop;
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HMN1 Q 8;
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Loop;
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HMN1 R 8;
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Loop;
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HMN1 ABCDABCD 6 A_Wander;
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Loop;
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See:
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HMN1 AABBCCDD 3 A_Chase;
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Loop;
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Missile:
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HMN1 E 10 A_FaceTarget;
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HMN1 F 10 BRIGHT A_ShootGun;
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HMN1 E 10 A_ShootGun;
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Goto See;
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Pain:
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HMN1 O 3;
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HMN1 O 3 A_Pain;
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Goto See;
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Death:
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HMN1 G 5;
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HMN1 H 5 A_Scream;
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HMN1 I 3 A_NoBlocking;
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HMN1 J 4;
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HMN1 KLM 3;
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HMN1 N -1;
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Stop;
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XDeath:
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RGIB A 4 A_TossGib;
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RGIB B 4 A_XScream;
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RGIB C 3 A_NoBlocking;
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RGIB DEF 3 A_TossGib;
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RGIB G 3;
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RGIB H 1400;
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Stop;
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}
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}
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// Rebel 1 ------------------------------------------------------------------
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class Rebel1 : Rebel
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{
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Default
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{
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DropItem "ClipOfBullets";
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}
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}
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// Rebel 2 ------------------------------------------------------------------
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class Rebel2 : Rebel
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{
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}
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// Rebel 3 ------------------------------------------------------------------
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class Rebel3 : Rebel
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{
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}
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// Rebel 4 ------------------------------------------------------------------
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class Rebel4 : Rebel
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{
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}
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// Rebel 5 ------------------------------------------------------------------
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class Rebel5 : Rebel
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{
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}
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// Rebel 6 ------------------------------------------------------------------
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class Rebel6 : Rebel
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{
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}
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// Teleporter Beacon --------------------------------------------------------
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class TeleporterBeacon : Inventory native
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{
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Default
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{
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Health 5;
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Radius 16;
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Height 16;
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Inventory.MaxAmount 3;
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+DROPPED
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+INVENTORY.INVBAR
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Inventory.Icon "I_BEAC";
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Tag "$TAG_TELEPORTERBEACON";
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Inventory.PickupMessage "$TXT_BEACON";
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}
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2016-10-22 15:49:08 +00:00
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native void A_Beacon ();
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2016-10-18 21:05:58 +00:00
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States
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{
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Spawn:
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BEAC A -1;
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Stop;
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Drop:
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BEAC A 30;
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BEAC A 160 A_Beacon;
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Wait;
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Death:
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BEAC A 1 A_FadeOut(0.015);
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Loop;
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}
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}
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