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https://github.com/ZDoom/qzdoom.git
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e39bf9eaeb
- fixed a deprecation warning with the Heresiarch by replacing A_ChangeFlag.
365 lines
5.4 KiB
Text
365 lines
5.4 KiB
Text
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// The Heresiarch him/itself ------------------------------------------------
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class Heresiarch native
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{
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Default
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{
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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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}
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native void A_SorcSpinBalls();
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native void A_SpeedBalls();
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native void A_SorcBossAttack();
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native void 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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class SorcBall native
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{
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Default
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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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}
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native void A_SorcBallOrbit();
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native void A_SorcBallPop();
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native void A_BounceCheck ();
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void A_SorcBallExplode()
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{
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bNOBOUNCESOUND = true;
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A_Explode(255, 255);
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}
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}
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// First ball (purple) - fires projectiles ----------------------------------
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class 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 5 A_SorcBallExplode;
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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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class 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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SBS3 D 5 A_SorcBallExplode;
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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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class 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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SBS3 D 5 A_SorcBallExplode;
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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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class SorcFX1 : Actor
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{
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Default
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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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BounceType "HexenCompat";
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SeeSound "SorcererBallBounce";
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DeathSound "SorcererHeadScream";
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}
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native void 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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class SorcFX2 : 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 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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}
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native void A_SorcFX2Split();
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native void 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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class SorcFX2T1 : SorcFX2
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{
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Default
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{
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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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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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class SorcFX3 : 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 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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}
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native void A_SpawnBishop();
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native void 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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class SorcFX3Explosion : Actor
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{
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Default
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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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}
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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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class SorcFX4 : Actor
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{
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Default
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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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}
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native void 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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class SorcSpark1 : 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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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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}
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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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