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Added slow states to relevant Strife monsters
Namely, acolyte, shadow acolyte, reaver, stalker, and turret. Info on which states needed the slow flag was obtained with Quasar's permission by looking at G_InitNew() in g_game.c and the info.c state tables from Chocolate Strife. Also added fast flag to acolyte states that needed it, based on the same source.
This commit is contained in:
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94d47efbb5
commit
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5 changed files with 30 additions and 33 deletions
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@ -39,16 +39,16 @@ ACTOR Acolyte : StrifeHumanoid
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AGRD ABCDABCD 5 A_Wander
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AGRD ABCDABCD 5 A_Wander
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Loop
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Loop
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See:
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See:
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AGRD A 6 A_AcolyteBits
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AGRD A 6 Fast Slow A_AcolyteBits
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AGRD BCD 6 A_Chase
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AGRD BCD 6 Fast Slow A_Chase
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Loop
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Loop
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Missile:
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Missile:
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AGRD E 8 A_FaceTarget
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AGRD E 8 Fast Slow A_FaceTarget
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AGRD FE 4 A_ShootGun
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AGRD FE 4 Fast Slow A_ShootGun
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AGRD F 6 A_ShootGun
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AGRD F 6 Fast Slow A_ShootGun
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Goto See
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Goto See
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Pain:
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Pain:
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AGRD O 8 A_Pain
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AGRD O 8 Fast Slow A_Pain
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Goto See
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Goto See
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Death:
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Death:
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AGRD G 4
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AGRD G 4
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@ -170,8 +170,8 @@ ACTOR AcolyteShadow : Acolyte 58
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AGRD A 6 A_BeShadowyFoe
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AGRD A 6 A_BeShadowyFoe
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Goto Super::See+1
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Goto Super::See+1
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Pain:
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Pain:
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AGRD O 0 A_SetShadow
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AGRD O 0 Fast Slow A_SetShadow
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AGRD O 8 A_Pain
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AGRD O 8 Fast Slow A_Pain
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Goto See
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Goto See
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}
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}
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}
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}
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@ -42,19 +42,16 @@ ACTOR Crusader 3005
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ROB2 AABBCCDD 3 A_Chase
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ROB2 AABBCCDD 3 A_Chase
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Loop
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Loop
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Missile:
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Missile:
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ROB2 E 3 A_FaceTarget
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ROB2 E 3 Slow A_FaceTarget
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ROB2 F 2 Bright A_CrusaderChoose
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ROB2 F 2 Slow Bright A_CrusaderChoose
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ROB2 E 2 Bright A_CrusaderSweepLeft
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ROB2 E 2 Slow Bright A_CrusaderSweepLeft
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ROB2 F 3 Bright A_CrusaderSweepLeft
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ROB2 F 3 Slow Bright A_CrusaderSweepLeft
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ROB2 E 2 Bright A_CrusaderSweepLeft
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ROB2 EF 2 Slow Bright A_CrusaderSweepLeft
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ROB2 F 2 Bright A_CrusaderSweepLeft
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ROB2 EFE 2 Slow Bright A_CrusaderSweepRight
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ROB2 E 2 Bright A_CrusaderSweepRight
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ROB2 F 2 Slow A_CrusaderRefire
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ROB2 F 2 Bright A_CrusaderSweepRight
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ROB2 E 2 Bright A_CrusaderSweepRight
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ROB2 F 2 A_CrusaderRefire
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Loop
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Loop
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Pain:
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Pain:
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ROB2 D 1 A_Pain
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ROB2 D 1 Slow A_Pain
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Goto See
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Goto See
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Death:
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Death:
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ROB2 G 3 A_Scream
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ROB2 G 3 A_Scream
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@ -32,16 +32,16 @@ ACTOR Reaver 3001
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ROB1 BBCCDDEE 3 A_Chase
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ROB1 BBCCDDEE 3 A_Chase
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Loop
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Loop
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Melee:
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Melee:
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ROB1 H 6 A_FaceTarget
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ROB1 H 6 Slow A_FaceTarget
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ROB1 I 8 A_CustomMeleeAttack(random[ReaverMelee](1,8)*3, "reaver/blade")
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ROB1 I 8 Slow A_CustomMeleeAttack(random[ReaverMelee](1,8)*3, "reaver/blade")
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ROB1 H 6
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ROB1 H 6 Slow
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Goto See
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Goto See
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Missile:
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Missile:
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ROB1 F 8 A_FaceTarget
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ROB1 F 8 Slow A_FaceTarget
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ROB1 G 11 BRIGHT A_ReaverRanged
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ROB1 G 11 Slow BRIGHT A_ReaverRanged
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Goto See
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Goto See
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Pain:
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Pain:
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ROB1 A 2
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ROB1 A 2 Slow
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ROB1 A 2 A_Pain
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ROB1 A 2 A_Pain
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Goto See
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Goto See
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Death:
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Death:
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@ -45,14 +45,14 @@ ACTOR Stalker 186
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STLK J 10 A_Look
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STLK J 10 A_Look
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Loop
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Loop
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See:
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See:
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STLK A 1 A_StalkerChaseDecide
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STLK A 1 Slow A_StalkerChaseDecide
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STLK ABB 3 A_Chase
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STLK ABB 3 Slow A_Chase
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STLK C 3 A_StalkerWalk
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STLK C 3 Slow A_StalkerWalk
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STLK C 3 A_Chase
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STLK C 3 Slow A_Chase
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Loop
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Loop
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Melee:
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Melee:
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STLK J 3 A_FaceTarget
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STLK J 3 Slow A_FaceTarget
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STLK K 3 A_StalkerAttack
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STLK K 3 Slow A_StalkerAttack
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SeeFloor:
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SeeFloor:
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STLK J 3 A_StalkerWalk
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STLK J 3 A_StalkerWalk
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STLK KK 3 A_Chase
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STLK KK 3 A_Chase
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@ -1786,8 +1786,8 @@ ACTOR CeilingTurret 27
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Loop
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Loop
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Missile:
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Missile:
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Pain:
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Pain:
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TURT B 4 A_ShootGun
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TURT B 4 Slow A_ShootGun
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TURT D 3 A_SentinelRefire
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TURT D 3 Slow A_SentinelRefire
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TURT A 4 A_SentinelRefire
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TURT A 4 A_SentinelRefire
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Loop
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Loop
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Death:
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Death:
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