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BdCommando
replaces ChaingunGuy
 

File

Flags

Properties

//$categoryMonsters
activesound"grunt/active"
bloodtype"BdBleed", "BdBleed", "BdBleedSaw"
damagefactor"Flak" 20.0
deathsound"grunt/death"
dropitem"Chaingun"
gameDoom
health90
height56
mass100
maxdropoffheight32
maxstepheight24
obituary"%o was chaingunned by a Commando."
painchance200"Kick", 255
painsound"grunt/pain"
radius16
seesound"grunt/sight"
speciesCommando
speed5
translation"192:207=176:191"

States

Spawn: TNT1 A 0 TNT1 A 0 A_CheckSight("Spawn2") MPOS B 10 A_Look Loop Spawn2: MPOS B 1 A_Look Goto Spawn See: TNT1 A 0 A_ChangeFLag("NODROPOFF", 0) MPOS AA 2 A_Chase MPOS AA 2 A_Chase MPOS BB 2 A_Chase MPOS CC 2 A_Chase MPOS DD 2 A_Chase Loop Missile: TNT1 A 0 A_PlaySound("weapons/chaingun/start") MPOS E 12 A_FaceTarget MPOS E 12 A_FaceTarget MissileContinue: MPOS E 1 A_FaceTarget TNT1 AA 0 A_CustomMissile("OrangeLensFlareAltFast", 34, 10, 15, 0) MPOS F 1 BRIGHT A_CustomMissile("MonsterMinigunTracer", 38, 0, random(-9, 9), 1, random(-2, 2)) TNT1 A 0 A_SpawnItemEx("BulletCasing", 17, 3, 35, 0, random(3,6), random(3,7)) MPOS E 2 A_FaceTarget TNT1 AA 0 A_CustomMissile("OrangeLensFlareAltFast", 34, 10, 15, 0) MPOS F 1 BRIGHT A_CustomMissile("MonsterMinigunTracer", 38, 0, random(-7, 7), 1, random(-2, 2)) TNT1 A 0 A_SpawnItemEx("BulletCasing", 17, 3, 35, 0, random(3,6), random(3,7)) MPOS E 2 A_FaceTarget TNT1 AA 0 A_CustomMissile("OrangeLensFlareAltFast", 34, 10, 15, 0) MPOS F 1 BRIGHT A_CustomMissile("MonsterMinigunTracer", 38, 0, random(-9, 9), 1, random(-2, 2)) TNT1 A 0 A_SpawnItemEx("BulletCasing", 17, 3, 35, 0, random(3,6), random(3,7)) MPOS E 2 A_FaceTarget TNT1 AA 0 A_CustomMissile("OrangeLensFlareAltFast", 34, 10, 15, 0) MPOS F 1 BRIGHT A_CustomMissile("MonsterMinigunTracer", 38, 0, random(-7, 7), 1, random(-2, 2)) TNT1 A 0 A_SpawnItemEx("BulletCasing", 17, 3, 35, 0, random(3,6), random(3,7)) MPOS E 2 A_FaceTarget TNT1 AA 0 A_CustomMissile("OrangeLensFlareAltFast", 34, 10, 15, 0) MPOS F 1 BRIGHT A_CustomMissile("MonsterMinigunTracer", 38, 0, random(-9, 9), 1, random(-2, 2)) TNT1 A 0 A_SpawnItemEx("BulletCasing", 17, 3, 35, 0, random(3,6), random(3,7)) MPOS E 2 A_FaceTarget TNT1 AA 0 A_CustomMissile("OrangeLensFlareAltFast", 34, 10, 15, 0) MPOS F 1 BRIGHT A_CustomMissile("MonsterMinigunTracer", 38, 0, random(-9, 9), 1, random(-2, 2)) TNT1 A 0 A_SpawnItemEx("BulletCasing", 17, 3, 35, 0, random(3,6), random(3,7)) TNT1 A 0 A_CheckSight("See") TNT1 A 0 A_CposRefire Goto MissileContinue Pain: MPOS G 5 MPOS G 5 A_Pain TNT1 A 0 A_Jump(196, "Missile") Goto See Death: Death.Bullet: TNT1 A 0 A_ChangeFLag("NODROPOFF", 0) TNT1 A 0 A_Scream TNT1 A 0 A_NoBlocking TNT1 A 0 A_Jump(256, "DieNormal", "DieRambo") Death.Kick: TNT1 A 0 A_ChangeFLag("NODROPOFF", 0) TNT1 A 0 A_Scream TNT1 A 0 A_NoBlocking TNT1 A 0 A_Jump(256, "DieRollBack") Death.SuperKick: TNT1 A 0 A_ChangeFLag("NODROPOFF", 0) TNT1 A 0 A_Scream TNT1 A 0 A_NoBlocking TNT1 A 0 A_Jump(256, "DieJustLegs", "DieX", "DieTornUp") Death.Shotgun: TNT1 A 0 A_ChangeFLag("NODROPOFF", 0) TNT1 A 0 A_Scream TNT1 A 0 A_NoBlocking TNT1 A 0 A_Jump(256, "DieRollBack", "DieArmOff", "DieRambo", "DieHoles") Death.RapidFire: TNT1 A 0 A_ChangeFLag("NODROPOFF", 0) TNT1 A 0 A_Scream TNT1 A 0 A_NoBlocking TNT1 A 0 A_Jump(256, "DieHoles", "DieTornUp", "DieArmOff", "DieHolesNoHead") Death.Explosive: TNT1 A 0 A_ChangeFLag("NODROPOFF", 0) TNT1 A 0 A_Scream TNT1 A 0 A_NoBlocking TNT1 A 0 A_JumpIf(health > -10, "DieNormal") TNT1 A 0 A_Jump(256, "DieX") Death.Plasma: TNT1 A 0 A_ChangeFLag("NODROPOFF", 0) TNT1 A 0 A_Scream TNT1 A 0 A_NoBlocking TNT1 A 0 A_Jump(256, "DiePlasma") Death.Flak: TNT1 A 0 A_ChangeFLag("NODROPOFF", 0) TNT1 A 0 A_Scream TNT1 A 0 A_NoBlocking TNT1 A 0 A_Jump(256, "DieJustLegs", "DieTornUp", "DieX") XDeath: TNT1 A 0 A_XScream TNT1 A 0 A_NoBlocking TNT1 A 0 A_FaceTarget TNT1 A 0 A_Jump(256, "DieX") DieNormal: TNT1 A 0 A_CustomMissile ("BdBloodSpawnerMed", 35, 0, random (0, 360), 2, random (0, 160)) TNT1 AAA 0 A_CustomMissile ("BdBloodLump", 35, 0, random (0, 360), 2, random(45, 80)) CPDR CEGIKMO 4 A_CustomMissile ("BdBloodDrop", 15, 0, random (0, 360), 2, random (0, 40)) CPDR O -1 DieRambo: TNT1 A 0 A_CustomMissile ("BdBloodSpawnerMed", 35, 0, random (0, 360), 2, random (0, 160)) TNT1 AAAA 0 A_CustomMissile ("BdBloodLump", 35, 0, random (0, 360), 2, random(45, 80)) CPDR A 4 CPDR B 4 { A_CustomMissile ("BdBloodDrop", 15, 0, random (0, 360), 2, random (0, 40)); A_PlaySound("weapons/chaingun/fire"); } CPDR C 4 CPDR D 4 { A_CustomMissile ("BdBloodDrop", 15, 0, random (0, 360), 2, random (0, 40)); A_PlaySound("weapons/chaingun/fire"); } CPDR E 4 CPDR F 4 { A_CustomMissile ("BdBloodDrop", 15, 0, random (0, 360), 2, random (0, 40)); A_PlaySound("weapons/chaingun/fire"); } CPDR G 4 CPDR H 4 { A_CustomMissile ("BdBloodDrop", 15, 0, random (0, 360), 2, random (0, 40)); A_PlaySound("weapons/chaingun/fire"); } CPDR I 4 CPDR J 4 { A_CustomMissile ("BdBloodDrop", 15, 0, random (0, 360), 2, random (0, 40)); A_PlaySound("weapons/chaingun/fire"); } CPDR K 4 CPDR L 4 { A_CustomMissile ("BdBloodDrop", 15, 0, random (0, 360), 2, random (0, 40)); A_PlaySound("weapons/chaingun/fire"); } CPDR M 4 CPDR N 4 { A_CustomMissile ("BdBloodDrop", 15, 0, random (0, 360), 2, random (0, 40)); A_PlaySound("weapons/chaingun/fire"); } CPDR O -1 DieRollBack: TNT1 A 0 A_CustomMissile ("BdBloodSpawnerMed", 35, 0, random (0, 360), 2, random (0, 160)) TNT1 AAA 0 A_CustomMissile ("BdBloodLump", 35, 0, random (0, 360), 2, random(45, 80)) TNT1 A 0 ThrustThingZ(0,20,0,1) TNT1 A 0 A_FaceTarget TNT1 A 0 A_Recoil(random(3, 4)) CPHM ACDEF 5 A_CustomMissile ("BdBloodDrop", 15, 0, random (0, 360), 2, random (0, 40)) CPHM F -1 DieHoles: TNT1 A 0 A_CustomMissile ("BdBloodSpawnerMed", 35, 0, random (0, 360), 2, random (0, 160)) TNT1 AAA 0 A_CustomMissile ("BdBloodLump", 35, 0, random (0, 360), 2, random(45, 80)) TNT1 AA 0 A_CustomMissile ("BdBloodLumpBone", 42, 0, random (0, 360), 2, random (10, 160)) TNT1 AA 0 A_CustomMissile ("BdGibGut", 35, 0, random (0, 360), 2, random(25, 45)) CPOD ABCDEFG 4 A_CustomMissile ("BdBloodDrop", 15, 0, random (0, 360), 2, random (0, 40)) CPOD G -1 DieHolesNoHead: TNT1 A 0 A_CustomMissile ("BdBloodSpawnerMed", 35, 0, random (0, 360), 2, random (0, 160)) TNT1 AAA 0 A_CustomMissile ("BdBloodLump", 35, 0, random (0, 360), 2, random(45, 80)) TNT1 AAA 0 A_CustomMissile ("BdBloodLumpBone", 42, 0, random (0, 360), 2, random (10, 160)) TNT1 AAA 0 A_CustomMissile ("BdGibGut", 35, 0, random (0, 360), 2, random(25, 45)) TNT1 A 0 A_CustomMissile ("BdGibCommandoHead", 48, 0, random (0, 360), 2, random (0, 160)) CPHS ABCDEF 4 A_CustomMissile ("BdBloodDrop", 15, 0, random (0, 360), 2, random (0, 40)) CPHS F -1 DieArmOff: TNT1 A 0 A_CustomMissile ("BdBloodSpawnerMed", 35, 0, random (0, 360), 2, random (0, 160)) TNT1 AAA 0 A_CustomMissile ("BdBloodLump", 35, 0, random (0, 360), 2, random(45, 80)) TNT1 A 0 A_CustomMissile ("BdGibCommandoArm", 48, 0, random (0, 360), 2, random (0, 160)) CPOD HIJKL 6 A_CustomMissile ("BdBloodDrop", 15, 0, random (0, 360), 2, random (0, 40)) CPOD L -1 DiePlasma: PBR1 A 2 TNT1 AAAAAAAAAAAAAAAAAAAAAAA 0 { A_CustomMissile ("BdAshes", 32, 0, random (0, 360), 2, random (0, 180)); A_CustomMissile ("BdAshesHeavy", 32, 0, random (0, 360), 2, random (0, 180)); } TNT1 A 0 A_CustomMissile ("BdBloodSpawnerLarge", 35, 0, random (0, 360), 2, random (0, 160)) PBR1 BBBBBB 2 { A_SpawnItemEx("BdPlasmaEvaporate", random(0 - radius/2, radius/2), random(0 - radius/2, radius/2), 48); A_CustomMissile ("BdBloodDrop", 15, 0, random (0, 360), 2, random (0, 40)); } PBR1 CDEFGH 6 { A_CustomMissile ("Blood", 10, 0, random (0, 360), 2, random (0, 160)); A_CustomMissile ("BdBloodDrop", 15, 0, random (0, 360), 2, random (0, 40)); } TNT1 A 0 A_SpawnItem ("BdBloodPool") PBR1 HHHHHHHHHHHHHHHHHHHHHH 8 { A_CustomMissile ("MiniSmoke", 10, 0, random (0, 360), 2, random (0, 160)); A_SpawnItemEx("BdPlasmaEvaporate", random(0 - radius/2, radius/2), random(0 - radius/2, radius/2), 8); } PBR1 H -1 Stop DieJustLegs: TNT1 A 0 A_CustomMissile ("BdBloodSpawnerMed", 35, 0, random (0, 360), 2, random (0, 160)) TNT1 AAAA 0 A_CustomMissile ("BdBloodLump", 35, 0, random (0, 360), 2, random(45, 80)) TNT1 AAAA 0 A_CustomMissile ("BdBloodLumpBone", 42, 0, random (0, 360), 2, random (10, 160)) TNT1 A 0 A_CustomMissile ("BdGibCommandoArm", 48, 0, random (0, 360), 2, random (0, 160)) TNT1 A 0 A_CustomMissile ("BdGibCommandoLeg", 48, 0, random (0, 360), 2, random (0, 160)) TNT1 A 0 A_CustomMissile ("BdGibCommandoHead", 48, 0, random (0, 360), 2, random (0, 160)) MPSD ABCD 6 A_CustomMissile ("BdBloodDrop", 15, 0, random (0, 360), 2, random (0, 40)) MPSD D -1 DieTornUp: TNT1 A 0 A_CustomMissile ("BdBloodSpawnerMed", 35, 0, random (0, 360), 2, random (0, 160)) TNT1 AAAA 0 A_CustomMissile ("BdBloodLump", 35, 0, random (0, 360), 2, random(45, 80)) TNT1 AAAA 0 A_CustomMissile ("BdBloodLumpBone", 42, 0, random (0, 360), 2, random (10, 160)) TNT1 A 0 A_CustomMissile ("BdGibCommandoArm", 48, 0, random (0, 360), 2, random (0, 160)) TNT1 A 0 A_CustomMissile ("BdGibCommandoLeg", 48, 0, random (0, 360), 2, random (0, 160)) TNT1 A 0 A_CustomMissile ("BdGibCommandoHead", 48, 0, random (0, 360), 2, random (0, 160)) CPSC ABCDEFGH 6 A_CustomMissile ("BdBloodDrop", 15, 0, random (0, 360), 2, random (0, 40)) CPSC H -1 DieX: TNT1 A 0 A_CustomMissile ("BdBloodSpawnerMed", 35, 0, random (0, 360), 2, random (0, 160)) TNT1 AAAAAAA 0 A_CustomMissile ("BdBloodLump", 35, 0, random (0, 360), 2, random(45, 80)) TNT1 AAAAAAAA 0 A_CustomMissile ("BdBloodLumpBone", 42, 0, random (0, 360), 2, random (10, 160)) TNT1 A 0 A_CustomMissile ("BdGibZombieRibcage", 42, 0, random (0, 360), 2, random (10, 160)) TNT1 AA 0 A_CustomMissile ("BdGibCommandoArm", 48, 0, random (0, 360), 2, random (0, 160)) TNT1 AA 0 A_CustomMissile ("BdGibCommandoLeg", 48, 0, random (0, 360), 2, random (0, 160)) TNT1 A 0 A_CustomMissile ("BdGibCommandoHead", 48, 0, random (0, 360), 2, random (0, 160)) Stop Raise: CPDR OMKIGECA 6 Goto See

Class Hierarchy

Classes defined in \monsters\Commando.txt