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https://github.com/ZDoom/qzdoom-gpl.git
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6a958b032c
Heresiarch entity in vanilla Hexen doesn't spawn blood when hit
336 lines
5.4 KiB
Text
336 lines
5.4 KiB
Text
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// The Heresiarch him/itself ------------------------------------------------
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ACTOR Heresiarch 10080 native
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{
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Game Hexen
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Health 5000
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Painchance 10
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Speed 16
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Radius 40
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Height 110
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Mass 500
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Damage 9
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Monster
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+FLOORCLIP
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+BOSS
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+DONTMORPH
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+NOTARGET
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+NOICEDEATH
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+DEFLECT
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+NOBLOOD
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SeeSound "SorcererSight"
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PainSound "SorcererPain"
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DeathSound "SorcererDeathScream"
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ActiveSound "SorcererActive"
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Obituary "$OB_HERESIARCH"
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action native A_SorcSpinBalls();
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action native A_SpeedBalls();
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action native A_SorcBossAttack();
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action native A_SpawnFizzle();
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States
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{
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Spawn:
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SORC A 3
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SORC A 2 A_SorcSpinBalls
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Idle:
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SORC A 10 A_Look
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Wait
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See:
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SORC ABCD 5 A_Chase
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Loop
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Pain:
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SORC G 8
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SORC G 8 A_Pain
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Goto See
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Missile:
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SORC F 6 Bright A_FaceTarget
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SORC F 6 Bright A_SpeedBalls
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SORC F 6 Bright A_FaceTarget
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Wait
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Attack1:
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SORC E 6 Bright
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SORC E 6 Bright A_SpawnFizzle
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SORC E 5 Bright A_FaceTarget
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Goto Attack1+1
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Attack2:
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SORC E 2 Bright
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SORC E 2 Bright A_SorcBossAttack
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Goto See
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Death:
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SORC H 5 Bright
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SORC I 5 Bright A_FaceTarget
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SORC J 5 Bright A_Scream
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SORC KLMNOPQRST 5 Bright
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SORC U 5 Bright A_NoBlocking
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SORC VWXY 5 Bright
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SORC Z -1 Bright
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Stop
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}
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}
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// Base class for the balls flying around the Heresiarch's head -------------
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ACTOR SorcBall native
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{
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Speed 10
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Radius 5
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Height 5
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Projectile
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-ACTIVATEIMPACT
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-ACTIVATEPCROSS
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+FULLVOLDEATH
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+CANBOUNCEWATER
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+NOWALLBOUNCESND
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BounceType "HexenCompat"
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SeeSound "SorcererBallBounce"
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DeathSound "SorcererBigBallExplode"
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action native A_SorcBallOrbit();
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action native A_SorcBallPop();
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action native A_BounceCheck ();
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}
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// First ball (purple) - fires projectiles ----------------------------------
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ACTOR SorcBall1 : SorcBall native
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{
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States
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{
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Spawn:
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SBMP ABCDEFGHIJKLMNOP 2 A_SorcBallOrbit
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Loop
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Pain:
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SBMP A 5 A_SorcBallPop
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SBMP B 2 A_BounceCheck
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Wait
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Death:
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SBS4 D 0 A_ChangeFlag("NOBOUNCESOUND", 1)
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SBS4 D 5 A_Explode(255,255)
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SBS4 E 5
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SBS4 FGH 6
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Stop
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}
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}
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// Second ball (blue) - generates the shield --------------------------------
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ACTOR SorcBall2 : SorcBall native
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{
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States
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{
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Spawn:
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SBMB ABCDEFGHIJKLMNOP 2 A_SorcBallOrbit
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Loop
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Pain:
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SBMB A 5 A_SorcBallPop
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SBMB B 2 A_BounceCheck
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Wait
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Death:
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SBS4 D 0 A_ChangeFlag("NOBOUNCESOUND", 1)
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SBS3 D 5 A_Explode(255,255)
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SBS3 E 5
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SBS3 FGH 6
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Stop
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}
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}
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// Third ball (green) - summons Bishops -------------------------------------
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ACTOR SorcBall3 : SorcBall native
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{
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States
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{
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Spawn:
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SBMG ABCDEFGHIJKLMNOP 2 A_SorcBallOrbit
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Loop
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Pain:
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SBMG A 5 A_SorcBallPop
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SBMG B 2 A_BounceCheck
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Wait
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Death:
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SBS4 D 0 A_ChangeFlag("NOBOUNCESOUND", 1)
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SBS3 D 5 A_Explode(255,255)
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SBS3 E 5
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SBS3 FGH 6
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Stop
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}
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}
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// Sorcerer spell 1 (The burning, bouncing head thing) ----------------------
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ACTOR SorcFX1
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{
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Speed 7
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Radius 5
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Height 5
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Projectile
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-ACTIVATEIMPACT
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-ACTIVATEPCROSS
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-NOGRAVITY
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+FULLVOLDEATH
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+CANBOUNCEWATER
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+NOWALLBOUNCESND
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BounceFactor 1.0
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+HEXENBOUNCE
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SeeSound "SorcererBallBounce"
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DeathSound "SorcererHeadScream"
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action native A_SorcFX1Seek();
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States
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{
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Spawn:
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SBS1 A 2 Bright
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SBS1 BCD 3 Bright A_SorcFX1Seek
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Loop
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Death:
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FHFX S 2 Bright A_Explode(30, 128)
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FHFX SS 6 Bright
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Stop
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}
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}
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// Sorcerer spell 2 (The visible part of the shield) ------------------------
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ACTOR SorcFX2
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{
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Speed 15
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Radius 5
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Height 5
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+NOBLOCKMAP
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+NOGRAVITY
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+NOTELEPORT
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action native A_SorcFX2Split();
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action native A_SorcFX2Orbit ();
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states
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{
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Spawn:
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SBS2 A 3 Bright A_SorcFX2Split
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Loop
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Orbit:
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SBS2 A 2 Bright
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SBS2 BCDEFGHIJKLMNOPA 2 Bright A_SorcFX2Orbit
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Goto Orbit+1
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Death:
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SBS2 A 10
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Stop
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}
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}
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// The translucent trail behind SorcFX2 -------------------------------------
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ACTOR SorcFX2T1 : SorcFX2
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{
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RenderStyle Translucent
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Alpha 0.4
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States
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{
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Spawn:
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Goto Death
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}
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}
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// Sorcerer spell 3 (The Bishop spawner) ------------------------------------
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ACTOR SorcFX3
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{
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Speed 15
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Radius 22
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Height 65
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+NOBLOCKMAP
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+MISSILE
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+NOTELEPORT
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SeeSound "SorcererBishopSpawn"
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action native A_SpawnBishop();
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action native A_SorcererBishopEntry();
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States
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{
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Spawn:
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SBS3 ABC 2 Bright
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Loop
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Death:
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SBS3 A 4 Bright
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BISH P 4 A_SorcererBishopEntry
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BISH ON 4
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BISH MLKJIH 3
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BISH G 3 A_SpawnBishop
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Stop
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}
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}
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// The Bishop spawner's explosion animation ---------------------------------
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ACTOR SorcFX3Explosion
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{
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+NOBLOCKMAP
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+NOGRAVITY
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+NOTELEPORT
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RenderStyle Translucent
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Alpha 0.4
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States
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{
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Spawn:
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SBS3 DEFGH 3
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Stop
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}
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}
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// Sorcerer spell 4 (The purple projectile) ---------------------------------
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ACTOR SorcFX4
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{
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Speed 12
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Radius 10
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Height 10
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Projectile
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-ACTIVATEIMPACT
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-ACTIVATEPCROSS
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DeathSound "SorcererBallExplode"
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action native A_SorcFX4Check();
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States
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{
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Spawn:
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SBS4 ABC 2 Bright A_SorcFX4Check
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Loop
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Death:
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SBS4 D 2 Bright
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SBS4 E 2 Bright A_Explode(20, 128)
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SBS4 FGH 2 Bright
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Stop
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}
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}
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// Spark that appears when shooting SorcFX4 ---------------------------------
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ACTOR SorcSpark1
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{
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Radius 5
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Height 5
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Gravity 0.125
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+NOBLOCKMAP
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+DROPOFF
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+NOTELEPORT
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RenderStyle Add
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States
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{
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Spawn:
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SBFX ABCDEFG 4 Bright
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Stop
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}
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}
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