mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-11-25 05:21:02 +00:00
412 lines
6.1 KiB
Text
412 lines
6.1 KiB
Text
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// Demon, type 1 (green, like D'Sparil's) -----------------------------------
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class Demon1 : Actor
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{
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Default
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{
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Health 250;
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Painchance 50;
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Speed 13;
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Radius 32;
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Height 64;
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Mass 220;
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Monster;
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+TELESTOMP
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+FLOORCLIP
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SeeSound "DemonSight";
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AttackSound "DemonAttack";
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PainSound "DemonPain";
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DeathSound "DemonDeath";
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ActiveSound "DemonActive";
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Obituary "$OB_DEMON1";
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}
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const ChunkFlags = SXF_TRANSFERTRANSLATION | SXF_ABSOLUTEVELOCITY;
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States
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{
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Spawn:
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DEMN AA 10 A_Look;
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Loop;
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See:
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DEMN ABCD 4 A_Chase;
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Loop;
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Pain:
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DEMN E 4;
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DEMN E 4 A_Pain;
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Goto See;
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Melee:
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DEMN E 6 A_FaceTarget;
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DEMN F 8 A_FaceTarget;
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DEMN G 6 A_CustomMeleeAttack(random[DemonAttack1](1,8)*2);
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Goto See;
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Missile:
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DEMN E 5 A_FaceTarget;
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DEMN F 6 A_FaceTarget;
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DEMN G 5 A_SpawnProjectile("Demon1FX1", 62, 0);
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Goto See;
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Death:
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DEMN HI 6;
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DEMN J 6 A_Scream;
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DEMN K 6 A_NoBlocking;
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DEMN L 6 A_QueueCorpse;
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DEMN MNO 6;
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DEMN P -1;
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Stop;
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XDeath:
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DEMN H 6;
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DEMN I 6
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{
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static const class<Actor> chunks[] = { "Demon1Chunk1", "Demon1Chunk2", "Demon1Chunk3", "Demon1Chunk4", "Demon1Chunk5" };
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for(int i = 0; i < 5; i++)
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A_SpawnItemEx(chunks[i], 0,0,45, frandom[DemonChunks](1,4.984375)*cos(Angle+90), frandom[DemonChunks](1,4.984375)*sin(Angle+90), 8, 90, ChunkFlags);
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}
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Goto Death+2;
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Ice:
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DEMN Q 5 A_FreezeDeath;
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DEMN Q 1 A_FreezeDeathChunks;
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Wait;
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}
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}
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// Demon, type 1, mashed ----------------------------------------------------
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class Demon1Mash : Demon1
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{
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Default
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{
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+NOBLOOD
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+BLASTED
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-TELESTOMP
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+NOICEDEATH
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RenderStyle "Translucent";
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Alpha 0.4;
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}
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States
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{
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Death:
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XDeath:
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Ice:
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Stop;
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}
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}
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// Demon chunk, base class --------------------------------------------------
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class DemonChunk : Actor
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{
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Default
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{
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Radius 5;
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Height 5;
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+NOBLOCKMAP
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+DROPOFF
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+MISSILE
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+CORPSE
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+FLOORCLIP
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+NOTELEPORT
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}
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}
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// Demon, type 1, chunk 1 ---------------------------------------------------
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class Demon1Chunk1 : DemonChunk
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{
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States
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{
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Spawn:
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DEMA A 4;
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DEMA A 10 A_QueueCorpse;
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DEMA A 20;
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Wait;
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Death:
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DEMA A -1;
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Stop;
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}
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}
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// Demon, type 1, chunk 2 ---------------------------------------------------
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class Demon1Chunk2 : DemonChunk
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{
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States
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{
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Spawn:
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DEMB A 4;
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DEMB A 10 A_QueueCorpse;
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DEMB A 20;
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Wait;
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Death:
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DEMB A -1;
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Stop;
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}
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}
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class Demon1Chunk3 : DemonChunk
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{
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States
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{
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Spawn:
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DEMC A 4;
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DEMC A 10 A_QueueCorpse;
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DEMC A 20;
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Wait;
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Death:
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DEMC A -1;
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Stop;
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}
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}
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// Demon, type 1, chunk 4 ---------------------------------------------------
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class Demon1Chunk4 : DemonChunk
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{
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States
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{
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Spawn:
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DEMD A 4;
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DEMD A 10 A_QueueCorpse;
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DEMD A 20;
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Wait;
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Death:
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DEMD A -1;
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Stop;
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}
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}
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// Demon, type 1, chunk 5 ---------------------------------------------------
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class Demon1Chunk5 : DemonChunk
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{
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States
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{
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Spawn:
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DEME A 4;
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DEME A 10 A_QueueCorpse;
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DEME A 20;
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Wait;
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Death:
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DEME A -1;
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Stop;
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}
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}
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// Demon, type 1, projectile ------------------------------------------------
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class Demon1FX1 : Actor
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{
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Default
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{
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Speed 15;
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Radius 10;
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Height 6;
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Damage 5;
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DamageType "Fire";
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Projectile;
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+SPAWNSOUNDSOURCE
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+ZDOOMTRANS
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RenderStyle "Add";
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SeeSound "DemonMissileFire";
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DeathSound "DemonMissileExplode";
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}
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States
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{
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Spawn:
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DMFX ABC 4 Bright;
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Loop;
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Death:
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DMFX DE 4 Bright;
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DMFX FGH 3 Bright;
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Stop;
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}
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}
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// Demon, type 2 (brown) ----------------------------------------------------
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class Demon2 : Demon1
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{
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Default
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{
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Obituary "$OB_DEMON2";
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Species "Demon2";
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}
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States
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{
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Spawn:
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DEM2 AA 10 A_Look;
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Loop;
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See:
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DEM2 ABCD 4 A_Chase;
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Loop;
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Pain:
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DEM2 E 4;
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DEM2 E 4 A_Pain;
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Goto See;
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Melee:
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DEM2 E 6 A_FaceTarget;
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DEM2 F 8 A_FaceTarget;
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DEM2 G 6 A_CustomMeleeAttack(random[DemonAttack1](1,8)*2);
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Goto See;
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Missile:
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DEM2 E 5 A_FaceTarget;
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DEM2 F 6 A_FaceTarget;
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DEM2 G 5 A_SpawnProjectile("Demon2FX1", 62, 0);
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Goto See;
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Death:
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DEM2 HI 6;
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DEM2 J 6 A_Scream;
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DEM2 K 6 A_NoBlocking;
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DEM2 L 6 A_QueueCorpse;
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DEM2 MNO 6;
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DEM2 P -1;
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Stop;
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XDeath:
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DEM2 H 6;
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DEM2 I 6
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{
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static const class<Actor> chunks[] = { "Demon2Chunk1", "Demon2Chunk2", "Demon2Chunk3", "Demon2Chunk4", "Demon2Chunk5" };
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for(int i = 0; i < 5; i++)
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A_SpawnItemEx(chunks[i], 0,0,45, frandom[DemonChunks](1,4.984375)*cos(Angle+90), frandom[DemonChunks](1,4.984375)*sin(Angle+90), 8, 90, ChunkFlags);
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}
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Goto Death+2;
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}
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}
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// Demon, type 2, mashed ----------------------------------------------------
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class Demon2Mash : Demon2
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{
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Default
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{
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+NOBLOOD
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+BLASTED
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-TELESTOMP
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+NOICEDEATH
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RenderStyle "Translucent";
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Alpha 0.4;
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}
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States
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{
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Death:
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XDeath:
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Ice:
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Stop;
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}
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}
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// Demon, type 2, chunk 1 ---------------------------------------------------
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class Demon2Chunk1 : DemonChunk
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{
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States
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{
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Spawn:
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DMBA A 4;
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DMBA A 10 A_QueueCorpse;
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DMBA A 20;
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Wait;
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Death:
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DMBA A -1;
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Stop;
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}
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}
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// Demon, type 2, chunk 2 ---------------------------------------------------
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class Demon2Chunk2 : DemonChunk
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{
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States
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{
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Spawn:
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DMBB A 4;
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DMBB A 10 A_QueueCorpse;
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DMBB A 20;
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Wait;
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Death:
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DMBB A -1;
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Stop;
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}
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}
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// Demon, type 2, chunk 3 ---------------------------------------------------
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class Demon2Chunk3 : DemonChunk
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{
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States
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{
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Spawn:
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DMBC A 4;
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DMBC A 10 A_QueueCorpse;
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DMBC A 20;
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Wait;
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Death:
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DMBC A -1;
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Stop;
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}
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}
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// Demon, type 2, chunk 4 ---------------------------------------------------
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class Demon2Chunk4 : DemonChunk
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{
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States
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{
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Spawn:
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DMBD A 4;
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DMBD A 10 A_QueueCorpse;
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DMBD A 20;
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Wait;
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Death:
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DMBD A -1;
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Stop;
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}
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}
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// Demon, type 2, chunk 5 ---------------------------------------------------
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class Demon2Chunk5 : DemonChunk
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{
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States
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{
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Spawn:
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DMBE A 4;
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DMBE A 10 A_QueueCorpse;
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DMBE A 20;
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Wait;
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Death:
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DMBE A -1;
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Stop;
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}
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}
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// Demon, type 2, projectile ------------------------------------------------
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class Demon2FX1 : Actor
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{
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Default
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{
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Speed 15;
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Radius 10;
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Height 6;
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Damage 5;
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DamageType "Fire";
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Projectile;
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+SPAWNSOUNDSOURCE
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+ZDOOMTRANS
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RenderStyle "Add";
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SeeSound "DemonMissileFire";
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DeathSound "DemonMissileExplode";
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}
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States
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{
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Spawn:
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D2FX ABCDEF 4 Bright;
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Loop;
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Death:
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D2FX GHIJ 4 Bright;
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D2FX KL 3 Bright;
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Stop;
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}
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}
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