mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-11-14 00:21:34 +00:00
e61b4b3c76
- Changed bounce flags into a property and added real bouncing sound properties. Compatibility modes to preserve use of the SeeSound are present and the old flags map to these. SVN r1599 (trunk)
335 lines
5.4 KiB
Text
335 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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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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