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3d61d2c1f4
Nothing should ever assume that spawning an actor is unconditionally successful. There can always be some edge cases where this is not the case.
441 lines
7.2 KiB
Text
441 lines
7.2 KiB
Text
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// base for all spectral monsters which hurt when being touched--------------
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class SpectralMonster : Actor
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{
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Default
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{
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Monster;
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+SPECIAL
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+SPECTRAL
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+NOICEDEATH
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}
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override void Touch (Actor toucher)
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{
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toucher.DamageMobj (self, self, 5, 'Melee');
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}
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//============================================================================
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void A_SpectreChunkSmall ()
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{
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Actor foo = Spawn("AlienChunkSmall", pos + (0, 0, 10), ALLOW_REPLACE);
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if (foo != null)
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{
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int t;
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t = random[SpectreChunk]() & 15;
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foo.Vel.X = (t - (random[SpectreChunk]() & 7));
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t = random[SpectreChunk]() & 15;
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foo.Vel.Y = (t - (random[SpectreChunk]() & 7));
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foo.Vel.Z = (random[SpectreChunk]() & 15);
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}
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}
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void A_SpectreChunkLarge ()
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{
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Actor foo = Spawn("AlienChunkLarge", pos + (0, 0, 10), ALLOW_REPLACE);
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if (foo != null)
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{
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int t;
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t = random[SpectreChunk]() & 7;
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foo.Vel.X = (t - (random[SpectreChunk]() & 15));
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t = random[SpectreChunk]() & 7;
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foo.Vel.Y = (t - (random[SpectreChunk]() & 15));
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foo.Vel.Z = (random[SpectreChunk]() & 7);
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}
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}
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void A_Spectre3Attack ()
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{
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if (target == null)
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return;
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Actor foo = Spawn("SpectralLightningV2", Pos + (0, 0, 32), ALLOW_REPLACE);
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if (foo != null)
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{
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foo.Vel.Z = -12;
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foo.target = self;
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foo.FriendPlayer = 0;
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foo.tracer = target;
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}
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Angle -= 90.;
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for (int i = 0; i < 20; ++i)
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{
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Angle += 9.;
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SpawnSubMissile ("SpectralLightningBall2", self);
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}
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Angle -= 90.;
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}
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//============================================================================
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//
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// A_SpotLightning
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//
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//============================================================================
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void A_SpotLightning()
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{
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if (target == null) return;
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Actor spot = Spawn("SpectralLightningSpot", (target.pos.xy, target.floorz), ALLOW_REPLACE);
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if (spot != null)
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{
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spot.threshold = 25;
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spot.target = self;
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spot.FriendPlayer = 0;
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spot.tracer = target;
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}
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}
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}
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// Container for all spectral lightning deaths ------------------------------
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class SpectralLightningBase : Actor
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{
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Default
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{
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+NOTELEPORT
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+ACTIVATEIMPACT
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+ACTIVATEPCROSS
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+STRIFEDAMAGE
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MaxStepHeight 4;
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RenderStyle "Add";
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SeeSound "weapons/sigil";
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DeathSound "weapons/sigilhit";
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}
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States
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{
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Death:
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ZAP1 B 3 A_Explode(32,32);
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ZAP1 A 3 A_AlertMonsters;
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ZAP1 BCDEFE 3;
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ZAP1 DCB 2;
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ZAP1 A 1;
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Stop;
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}
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}
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// Spectral Lightning death that does not explode ---------------------------
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class SpectralLightningDeath1 : SpectralLightningBase
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{
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States
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{
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Death:
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Goto Super::Death+1;
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}
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}
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// Spectral Lightning death that does not alert monsters --------------------
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class SpectralLightningDeath2 : SpectralLightningBase
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{
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States
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{
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Death:
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Goto Super::Death+2;
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}
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}
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// Spectral Lightning death that is shorter than the rest -------------------
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class SpectralLightningDeathShort : SpectralLightningBase
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{
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States
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{
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Death:
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Goto Super::Death+6;
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}
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}
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// Spectral Lightning (Ball Shaped #1) --------------------------------------
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class SpectralLightningBall1 : SpectralLightningBase
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{
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Default
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{
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Speed 30;
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Radius 8;
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Height 16;
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Damage 70;
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Projectile;
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+SPECTRAL
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}
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States
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{
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Spawn:
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ZOT3 ABCDE 4 Bright;
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Loop;
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}
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}
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// Spectral Lightning (Ball Shaped #2) --------------------------------------
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class SpectralLightningBall2 : SpectralLightningBall1
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{
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Default
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{
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Damage 20;
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}
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}
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// Spectral Lightning (Horizontal #1) ---------------------------------------
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class SpectralLightningH1 : SpectralLightningBase
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{
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Default
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{
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Speed 30;
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Radius 8;
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Height 16;
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Damage 70;
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Projectile;
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+SPECTRAL
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}
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States
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{
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Spawn:
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ZAP6 A 4 Bright;
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ZAP6 BC 4 Bright A_SpectralLightningTail;
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Loop;
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}
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void A_SpectralLightningTail ()
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{
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Actor foo = Spawn("SpectralLightningHTail", Vec3Offset(-Vel.X, -Vel.Y, 0.), ALLOW_REPLACE);
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if (foo != null)
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{
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foo.Angle = Angle;
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foo.FriendPlayer = FriendPlayer;
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}
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}
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}
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// Spectral Lightning (Horizontal #2) -------------------------------------
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class SpectralLightningH2 : SpectralLightningH1
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{
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Default
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{
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Damage 20;
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}
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}
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// Spectral Lightning (Horizontal #3) -------------------------------------
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class SpectralLightningH3 : SpectralLightningH1
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{
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Default
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{
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Damage 10;
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}
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}
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// ASpectralLightningHTail --------------------------------------------------
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class SpectralLightningHTail : Actor
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{
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Default
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{
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+NOBLOCKMAP
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+NOGRAVITY
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+DROPOFF
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RenderStyle "Add";
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}
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States
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{
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Spawn:
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ZAP6 ABC 5 Bright;
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Stop;
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}
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}
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// Spectral Lightning (Big Ball #1) -----------------------------------------
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class SpectralLightningBigBall1 : SpectralLightningDeath2
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{
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Default
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{
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Speed 18;
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Radius 20;
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Height 40;
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Damage 130;
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Projectile;
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+SPECTRAL
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}
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States
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{
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Spawn:
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ZAP7 AB 4 Bright A_SpectralBigBallLightning;
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ZAP7 CDE 6 Bright A_SpectralBigBallLightning;
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Loop;
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}
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void A_SpectralBigBallLightning ()
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{
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Class<Actor> cls = "SpectralLightningH3";
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if (cls)
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{
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angle += 90.;
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SpawnSubMissile (cls, target);
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angle += 180.;
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SpawnSubMissile (cls, target);
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angle -= 270.;
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SpawnSubMissile (cls, target);
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}
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}
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}
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// Spectral Lightning (Big Ball #2 - less damaging) -------------------------
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class SpectralLightningBigBall2 : SpectralLightningBigBall1
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{
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Default
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{
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Damage 30;
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}
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}
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// Sigil Lightning (Vertical #1) --------------------------------------------
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class SpectralLightningV1 : SpectralLightningDeathShort
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{
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Default
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{
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Speed 22;
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Radius 8;
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Height 24;
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Damage 100;
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Projectile;
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DamageType "SpectralLow";
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+SPECTRAL
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}
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States
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{
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Spawn:
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ZOT1 AB 4 Bright;
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ZOT1 CDE 6 Bright;
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Loop;
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}
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}
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// Sigil Lightning (Vertical #2 - less damaging) ----------------------------
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class SpectralLightningV2 : SpectralLightningV1
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{
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Default
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{
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Damage 50;
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}
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}
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// Sigil Lightning Spot (roams around dropping lightning from above) --------
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class SpectralLightningSpot : SpectralLightningDeath1
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{
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Default
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{
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Speed 18;
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ReactionTime 70;
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+NOBLOCKMAP
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+NOBLOCKMONST
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+NODROPOFF
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RenderStyle "Translucent";
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Alpha 0.6;
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}
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States
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{
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Spawn:
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ZAP5 A 4 Bright A_Countdown;
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ZAP5 B 4 Bright A_SpectralLightning;
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ZAP5 CD 4 Bright A_Countdown;
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Loop;
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}
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void A_SpectralLightning ()
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{
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if (threshold != 0)
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--threshold;
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Vel.X += random2[Zap5](3);
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Vel.Y += random2[Zap5](3);
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double xo = random2[Zap5](3) * 50.;
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double yo = random2[Zap5](3) * 50.;
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class<Actor> cls;
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if (threshold > 25) cls = "SpectralLightningV2";
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else cls = "SpectralLightningV1";
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Actor flash = Spawn (cls, Vec2OffsetZ(xo, yo, ONCEILINGZ), ALLOW_REPLACE);
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if (flash != null)
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{
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flash.target = target;
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flash.Vel.Z = -18;
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flash.FriendPlayer = FriendPlayer;
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}
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flash = Spawn("SpectralLightningV2", (pos.xy, ONCEILINGZ), ALLOW_REPLACE);
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if (flash != null)
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{
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flash.target = target;
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flash.Vel.Z = -18;
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flash.FriendPlayer = FriendPlayer;
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}
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}
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}
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// Sigil Lightning (Big Vertical #1) ----------------------------------------
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class SpectralLightningBigV1 : SpectralLightningDeath1
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{
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Default
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{
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Speed 28;
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Radius 8;
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Height 16;
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Damage 120;
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Projectile;
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+SPECTRAL
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}
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States
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{
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Spawn:
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ZOT2 ABCDE 4 Bright A_Tracer2;
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Loop;
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}
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}
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// Actor 90 -----------------------------------------------------------------
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class SpectralLightningBigV2 : SpectralLightningBigV1
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{
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Default
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{
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Damage 60;
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}
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}
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