mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-11-14 08:30:49 +00:00
157 lines
2.7 KiB
Text
157 lines
2.7 KiB
Text
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// Bishop -------------------------------------------------------------------
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ACTOR Bishop 114
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{
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Game Hexen
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SpawnID 19
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Health 130
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Radius 22
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Height 65
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Speed 10
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PainChance 110
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Monster
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+FLOAT +NOGRAVITY +NOBLOOD
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+TELESTOMP
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+DONTOVERLAP
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+NOTARGETSWITCH
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SeeSound "BishopSight"
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AttackSound "BishopAttack"
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PainSound "BishopPain"
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DeathSound "BishopDeath"
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ActiveSound "BishopActiveSounds"
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Obituary"$OB_BISHOP"
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action native A_BishopChase();
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action native A_BishopDecide();
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action native A_BishopDoBlur();
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action native A_BishopSpawnBlur();
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action native A_BishopPainBlur();
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action native A_BishopAttack();
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action native A_BishopAttack2();
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States
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{
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Spawn:
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BISH A 10 A_Look
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Loop
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See:
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BISH A 2 A_Chase
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BISH A 2 A_BishopChase
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BISH A 2
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BISH B 2 A_BishopChase
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BISH B 2 A_Chase
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BISH B 2 A_BishopChase
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BISH A 1 A_BishopDecide
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Loop
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Blur:
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BISH A 2 A_BishopDoBlur
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BISH A 4 A_BishopSpawnBlur
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Wait
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Pain:
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BISH C 6 A_Pain
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BISH CCC 6 A_BishopPainBlur
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BISH C 0
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Goto See
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Missile:
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BISH A 3 A_FaceTarget
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BISH DE 3 A_FaceTarget
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BISH F 3 A_BishopAttack
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BISH F 5 A_BishopAttack2
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Wait
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Death:
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BISH G 6
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BISH H 6 Bright A_Scream
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BISH I 5 Bright A_NoBlocking
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BISH J 5 BRIGHT A_Explode(random[BishopBoom](25,40))
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BISH K 5 Bright
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BISH LM 4 Bright
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BISH N 4 A_SpawnItemEx("BishopPuff", 0,0,40, 0,0,0.5)
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BISH O 4 A_QueueCorpse
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BISH P -1
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Stop
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Ice:
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BISH X 5 A_FreezeDeath
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BISH X 1 A_FreezeDeathChunks
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Wait
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}
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}
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// Bishop puff --------------------------------------------------------------
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ACTOR BishopPuff
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{
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Game Hexen
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+NOBLOCKMAP +NOGRAVITY
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RenderStyle Translucent
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Alpha 0.6
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States
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{
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Spawn:
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BISH QRST 5
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BISH UV 6
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BISH W 5
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Stop
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}
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}
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// Bishop pain blur ---------------------------------------------------------
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ACTOR BishopPainBlur
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{
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Game Hexen
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+NOBLOCKMAP +NOGRAVITY
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RenderStyle Translucent
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Alpha 0.6
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States
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{
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Spawn:
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BISH C 8
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Stop
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}
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}
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// Bishop FX ----------------------------------------------------------------
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ACTOR BishopFX
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{
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Game Hexen
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Radius 10
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Height 6
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Speed 10
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Damage 1
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Projectile
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+SEEKERMISSILE
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-ACTIVATEIMPACT -ACTIVATEPCROSS
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+STRIFEDAMAGE
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RenderStyle Add
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DeathSound "BishopMissileExplode"
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States
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{
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Spawn:
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BPFX ABAB 1 Bright A_BishopMissileWeave
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BPFX B 0 Bright A_SeekerMissile(2,3)
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Loop
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Death:
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BPFX CDEF 4 Bright
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BPFX GH 3 Bright
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Stop
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}
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}
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// Bishop blur --------------------------------------------------------------
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ACTOR BishopBlur
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{
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+NOBLOCKMAP +NOGRAVITY
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RenderStyle Translucent
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Alpha 0.6
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States
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{
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Spawn:
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BISH A 16
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BISH A 8 A_SetTranslucent(0.4)
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Stop
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}
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}
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