File
- Defined in \monsters\Sergeants.txt
Flags
Properties
//$category | Monsters |
activesound | "grunt/active" |
bloodtype | "BdBleed", "BdBleed", "BdBleedSaw" |
damagefactor | "Flak" 20.0 |
deathsound | "grunt/death" |
dropitem | "Shotgun" |
fastspeed | 12 |
game | Doom |
health | 50 |
height | 56 |
mass | 100 |
maxdropoffheight | 32 |
maxstepheight | 24 |
obituary | "%o was splattered by a Sergeant." |
painchance | 200 |
painsound | "grunt/pain" |
radius | 16 |
seesound | "grunt/sight" |
species | Sergeant |
speed | 6 |
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