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96 lines
1.7 KiB
Text
96 lines
1.7 KiB
Text
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// Cleric Boss (Traductus) --------------------------------------------------
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class ClericBoss : 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 +TELESTOMP
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+DONTMORPH
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PainSound "PlayerClericPain";
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DeathSound "PlayerClericCrazyDeath";
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Obituary "$OB_CBOSS";
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Tag "$FN_CBOSS";
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}
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States
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{
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Spawn:
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CLER A 2;
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CLER A 3 A_ClassBossHealth;
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CLER A 5 A_Look;
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Wait;
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See:
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CLER ABCD 4 A_FastChase;
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Loop;
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Pain:
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CLER H 4;
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CLER H 4 A_Pain;
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Goto See;
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Melee:
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Missile:
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CLER EF 8 A_FaceTarget;
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CLER G 10 A_ClericAttack;
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Goto See;
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Death:
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CLER I 6;
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CLER K 6 A_Scream;
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CLER LL 6;
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CLER M 6 A_NoBlocking;
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CLER NOP 6;
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CLER Q -1;
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Stop;
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XDeath:
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CLER R 5 A_Scream;
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CLER S 5;
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CLER T 5 A_NoBlocking;
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CLER UVWXYZ 5;
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CLER [ -1;
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Stop;
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Ice:
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CLER \ 5 A_FreezeDeath;
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CLER \ 1 A_FreezeDeathChunks;
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Wait;
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Burn:
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CLER C 5 Bright A_PlaySound("PlayerClericBurnDeath");
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FDTH D 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_ClericAttack
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//
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//============================================================================
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void A_ClericAttack()
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{
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if (!target) return;
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Actor missile = SpawnMissileZ (pos.z + 40., target, "HolyMissile");
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if (missile != null) missile.tracer = null; // No initial target
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A_PlaySound ("HolySymbolFire", CHAN_WEAPON);
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}
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}
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