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BdShotgunGuy
replaces ShotgunGuy
 

File

Flags

Properties

//$categoryMonsters
activesound"grunt/active"
bloodtype"BdBleed", "BdBleed", "BdBleedSaw"
damagefactor"Flak" 20.0
deathsound"grunt/death"
dropitem"Shotgun"
fastspeed12
gameDoom
health50
height56
mass100
maxdropoffheight32
maxstepheight24
obituary"%o was splattered by a Sergeant."
painchance200
painsound"grunt/pain"
radius16
seesound"grunt/sight"
speciesSergeant
speed6

States

Spawn: SPOS B 1 Goto Stand Stand: TNT1 A 0 A_CheckSight("Stand2") SHID A 10 A_Look SHID A 10 A_Look SHID B 10 A_Look SHID B 10 A_Look Loop Stand2: SPSS Z 1 A_Look Goto Stand FallBack: TNT1 A 0 A_ChangeFLag("NODROPOFF", 1) SPOS D 2 A_FaceTarget SPOS D 2 A_Recoil(2) TNT1 A 0 A_jump(64, "Missile") SPOS C 2 A_FaceTarget SPOS C 2 A_Recoil(2) SPOS B 2 A_FaceTarget SPOS B 2 A_Recoil(2) SPOS A 2 A_FaceTarget SPOS A 2 A_Recoil(2) SPOS D 2 A_FaceTarget SPOS D 2 A_Recoil(2) TNT1 A 0 A_jump(64, "Missile") SPOS C 2 A_FaceTarget SPOS C 2 A_Recoil(2) SPOS B 2 A_FaceTarget SPOS B 2 A_Recoil(2) SPOS A 2 A_FaceTarget SPOS A 2 A_Recoil(2) TNT1 A 0 A_ChangeFLag("NODROPOFF", 0) Goto Missile See: TNT1 A 0 A_JumpIfCloser(200, "FallBack") TNT1 A 0 A_ChangeFLag("NODROPOFF", 0) SPOS AA 2 A_Chase SPOS BB 2 A_Chase SPOS CC 2 A_Chase SPOS DD 2 A_Chase Loop Missile: TNT1 A 0 A_Stop TNT1 A 0 A_CheckSight("See") //If we don't have a line of sight (if we've come here from retreating, etc), give up TNT1 A 0 A_ChangeFLag("NODROPOFF", 0) SPOS D 5 A_FaceTarget SPOS E 14 A_FaceTarget TNT1 AA 0 A_CustomMissile("OrangeLensFlareAlt", 34, 10, 15, 0) TNT1 AAAAA 0 A_CustomMissile("MonsterTracer", 36, 0, random(-7, 7), 1, random(-4, 4)) TNT1 AAAAAAAA 0 A_CustomMissile("ShotgunParticles", 36, 0, random(-9, 9), 6, random(-9, 9)) TNT1 A 0 A_PlaySound("weapons/shotgun/fire") SPOS F 5 BRIGHT TNT1 A 0 A_Recoil(1) SPSR C 6 SPOS E 7 A_FaceTarget SPSR A 7 TNT1 A 0 A_PlaySound("weapons/shotgun/pump") SPSR B 7 A_SpawnItemEx("ShotgunCasing", 17, 3, 35, 0, random(3,6), random(3,7)) SPSR A 7 Goto See Pain: SPOS G 5 SPOS 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", "DieNormal2") 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, "DieSplit", "DieGibs") 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, "DieBlastedBack", "DieRollBack", "DieArmOff", "DieRoll") 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, "DieArmOff", "DieInHalf", "DieHeadOff", "DieHoleThroughChest", "DieRoll") 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, "DieGibs", "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", "DieInHalf", "DieGibs", "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 ("BdBloodSpawnerSmall", 35, 0, random (0, 360), 2, random (0, 160)) SPOS HIJKL 6 A_CustomMissile ("BdBloodDrop", 15, 0, random (0, 360), 2, random (0, 40)) SPOS L -1 DieNormal2: TNT1 A 0 A_CustomMissile ("BdBloodSpawnerSmall", 35, 0, random (0, 360), 2, random (0, 160)) 13DG JKLMN 6 A_CustomMissile ("BdBloodDrop", 15, 0, random (0, 360), 2, random (0, 40)) 13DG N -1 DieBlastedBack: 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(0,30,0,1) TNT1 A 0 A_FaceTarget TNT1 A 0 A_Recoil(random(7, 10)) SPO4 UUVWXY 5 A_CustomMissile ("BdBloodDrop", 15, 0, random (0, 360), 2, random (0, 40)) SPOS L -1 Stop 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(0,10,0,1) TNT1 A 0 A_FaceTarget TNT1 A 0 A_Recoil(random(5, 7)) SOSL GHIJKL 5 A_CustomMissile ("BdBloodDrop", 15, 0, random (0, 360), 2, random (0, 40)) SOSL L -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 ("BdGibShotgunGuyArm", 48, 0, random (0, 360), 2, random (0, 160)) SPO5 ABDE 6 A_CustomMissile ("BdBloodDrop", 15, 0, random (0, 360), 2, random (0, 40)) SPO5 E -1 DieInHalf: TNT1 A 0 A_CustomMissile ("BdBloodSpawnerMed", 35, 0, random (0, 360), 2, random (0, 160)) TNT1 AAAAA 0 A_CustomMissile ("BdBloodLump", 35, 0, random (0, 360), 2, random(45, 80)) TNT1 A 0 A_CustomMissile ("BdGibShotgunGuyTopHalf", 48, 0, random (0, 360), 2, random (0, 160)) TNT1 AAAA 0 A_CustomMissile ("BdGibGut", 35, 0, random (0, 360), 2, random(25, 45)) SP2X BCDE 6 A_CustomMissile ("BdBloodDrop", 15, 0, random (0, 360), 2, random (0, 40)) SP2X E -1 DieHeadOff: TNT1 A 0 A_CustomMissile ("BdGibZombieHead", 48, 0, random (0, 360), 2, random (0, 160)) 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)) SPDH ABCDE 6 A_CustomMissile ("BdBloodDrop", 15, 0, random (0, 360), 2, random (0, 40)) SPDH E -1 DieHoleThroughChest: TNT1 A 0 A_CustomMissile ("BdBloodSpawnerMed", 35, 0, random (0, 360), 2, random (0, 160)) TNT1 AA 0 A_CustomMissile ("BdBloodLump", 35, 0, random (0, 360), 2, random(45, 80)) TNT1 AAAA 0 A_CustomMissile ("BdGibGut", 35, 0, random (0, 360), 2, random(25, 45)) TNT1 A 0 A_CustomMissile ("BdGibZombieRibcage", 42, 0, random (0, 360), 2, random (10, 160)) ZXZ7 ABCDE 6 A_CustomMissile ("BdBloodDrop", 15, 0, random (0, 360), 2, random (0, 40)) ZXZ7 E -1 DieRoll: 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(0,5,0,1) TNT1 A 0 A_FaceTarget TNT1 A 0 A_Recoil(random(2, 4)) SPO4 ABCDJ 4 A_CustomMissile ("BdBloodDrop", 15, 0, random (0, 360), 2, random (0, 40)) SPO4 J -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 ("BdBloodSpawnerMelting", 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) PBR1 CDEFGH 6 A_CustomMissile ("Blood", 10, 0, random (0, 360), 2, random (0, 160)) 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 AA 0 A_CustomMissile ("BdBloodSpawnerMed", 35, 0, random (0, 360), 2, random (0, 160)) TNT1 AAAAAAA 0 A_CustomMissile ("BdGibGut", 35, 0, random (0, 360), 2, random(25, 45)) SZD1 CCCCDEFGH 6 A_CustomMissile ("BdBloodDrop", 15, 0, random (0, 360), 2, random (0, 40)) SZD1 H -1 DieGibs: TNT1 A 0 A_CustomMissile ("BdGibShotgunGuyArm", 48, 0, random (0, 360), 2, random (0, 160)) TNT1 A 0 A_CustomMissile ("BdGibShotgunGuyLeg", 48, 0, random (0, 360), 2, random (0, 160)) TNT1 A 0 A_CustomMissile ("BdBloodSpawnerMed", 35, 0, random (0, 360), 2, random (0, 160)) TNT1 AAAAAAA 0 A_CustomMissile ("BdGibGut", 35, 0, random (0, 360), 2, random(25, 45)) POSS STUVW 6 POSS X -1 DieX: TNT1 AA 0 A_CustomMissile ("BdBloodSpawnerMed", 35, 0, random (0, 360), 2, random (0, 160)) TNT1 AAAAAAAA 0 A_CustomMissile ("BdBloodLump", 42, 0, random (0, 360), 2, random (10, 160)) 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 ("BdGibShotgunGuyArm", 42, 0, random (0, 360), 2, random (10, 160)) TNT1 AA 0 A_CustomMissile ("BdGibShotgunGuyLeg", 42, 0, random (0, 360), 2, random (10, 160)) TNT1 AAAAAAA 0 A_CustomMissile ("BdGibGut", 35, 0, random (0, 360), 2, random(25, 45)) TNT1 A 0 A_SpawnItem ("BdBloodSpot") TNT1 A 1 //1-tic delay required after XDeath Stop Raise: SPOS LKJIH 6 Goto See

Class Hierarchy

Classes defined in \monsters\Sergeants.txt