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BdZombieMan
replaces ZombieMan
 

File

Flags

Properties

//$categoryMonsters
activesound"grunt/active"
attacksound"weapons/rifle/fire"
bloodtype"BdBleed", "BdBleed", "BdBleedSaw"
damagefactor"Flak" 20.0
deathsound"grunt/death"
dropitem"Clip"
fastspeed12
gameDoom
health40
height56
mass100
maxdropoffheight32
maxstepheight24
obituary"%o was shot by a Soldier."
painchance200"Kick", 255
painsound"grunt/pain"
radius16
seesound"grunt/sight"
speciesZombieman
speed6

States

Spawn: PSSS A random(10,35) A_Look TNT1 A 0 A_Jump(128, "SkipLook1") PSSS C random(10,35) A_Look SkipLook1: PSSS B random(10,35) A_Look TNT1 A 0 A_Jump(128, "SkipLook2") PSSS D random(10,35) A_Look SkipLook2: Goto Spawn See: TNT1 A 0 A_JumpIfCloser(200, "FallBack") POSS AA 2 A_Chase POSS BB 2 A_Chase POSS CC 2 A_Chase POSS 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) POSS E 6 A_FaceTarget POSS E 6 A_FaceTarget TNT1 A 0 A_CustomMissile("OrangeLensFlareAlt", 36, 20, 15, 0) TNT1 A 0 A_PlaySound("weapons/rifle/fire") POSS F 2 BRIGHT A_CustomMissile("ZombieManTracer", 32, 0, random(-8, 8), 1, random(-3, 3)) TNT1 A 0 A_SpawnItemEx("BulletCasing", 17, 3, 35, 0, random(3,6), random(3,7)) POSS E 2 A_FaceTarget TNT1 A 0 A_CustomMissile("OrangeLensFlareAlt", 36, 20, 15, 0) TNT1 A 0 A_PlaySound("weapons/rifle/fire") POSS F 2 BRIGHT A_CustomMissile("ZombieManTracer", 32, 0, random(-8, 8), 1, random(-3, 3)) TNT1 A 0 A_SpawnItemEx("BulletCasing", 17, 3, 35, 0, random(3,6), random(3,7)) POSS E 2 A_FaceTarget TNT1 A 0 A_CustomMissile("OrangeLensFlareAlt", 36, 20, 15, 0) TNT1 A 0 A_PlaySound("weapons/rifle/fire") POSS F 2 BRIGHT A_CustomMissile("ZombieManTracer", 32, 0, random(-8, 8), 1, random(-3, 3)) TNT1 A 0 A_SpawnItemEx("BulletCasing", 17, 3, 35, 0, random(3,6), random(3,7)) POSS E 2 A_FaceTarget TNT1 A 0 A_jump(64, "Missile") POSS E 6 A_FaceTarget Goto See FallBack: POSS D 2 A_FaceTarget POSS D 2 A_Recoil(2) POSS C 2 A_FaceTarget POSS C 2 A_Recoil(2) TNT1 A 0 A_Jump(64, "Missile") POSS B 2 A_FaceTarget POSS B 2 A_Recoil(2) POSS A 2 A_FaceTarget POSS A 2 A_Recoil(2) POSS D 2 A_FaceTarget POSS D 2 A_Recoil(2) POSS C 2 A_FaceTarget POSS C 2 A_Recoil(2) TNT1 A 0 A_Jump(128, "Missile") POSS B 2 A_FaceTarget POSS B 2 A_Recoil(2) POSS A 2 A_FaceTarget POSS A 2 A_Recoil(2) POSS D 2 A_FaceTarget POSS D 2 A_Recoil(2) POSS C 2 A_FaceTarget POSS C 2 A_Recoil(2) POSS B 2 A_FaceTarget POSS B 2 A_Recoil(2) POSS A 2 A_FaceTarget POSS A 2 A_Recoil(2) TNT1 A 0 A_Jump(256, "Missile") Pain: POSS G 5 POSS G 5 A_Pain TNT1 A 0 A_Jump(128, "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", "DieRambo") 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") 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", "DieSplit", "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)) POSS HIJKL 6 A_CustomMissile ("BdBloodDrop", 15, 0, random (0, 360), 2, random (0, 40)) POSS L -1 DieNormal2: TNT1 A 0 A_CustomMissile ("BdBloodSpawnerSmall", 35, 0, random (0, 360), 2, random (0, 160)) POSS RMNOP 6 A_CustomMissile ("BdBloodDrop", 15, 0, random (0, 360), 2, random (0, 40)) POSS P -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)) POS4 UUVWXY 5 A_CustomMissile ("BdBloodDrop", 15, 0, random (0, 360), 2, random (0, 40)) POSS 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)) POSL ABCDEF 5 A_CustomMissile ("BdBloodDrop", 15, 0, random (0, 360), 2, random (0, 40)) POSL 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 ("BdGibZombieArm", 48, 0, random (0, 360), 2, random (0, 160)) POS3 ABCDE 6 A_CustomMissile ("BdBloodDrop", 15, 0, random (0, 360), 2, random (0, 40)) POS3 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 ("BdGibZombieTopHalf", 48, 0, random (0, 360), 2, random (0, 160)) TNT1 AAAA 0 A_CustomMissile ("BdGibGut", 35, 0, random (0, 360), 2, random(25, 45)) PP2X BCDE 6 A_CustomMissile ("BdBloodDrop", 15, 0, random (0, 360), 2, random (0, 40)) PP2X 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)) ZMAD GABCDE 6 A_CustomMissile ("BdBloodDrop", 15, 0, random (0, 360), 2, random (0, 40)) ZMAD 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)) ZXZ1 ABCDE 6 A_CustomMissile ("BdBloodDrop", 15, 0, random (0, 360), 2, random (0, 40)) ZXZ1 E -1 DieRambo: 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)) 12DG ABCDEFGHI 4 A_CustomMissile ("BdBloodDrop", 15, 0, random (0, 360), 2, random (0, 40)) 12DG I -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)) POSX AAAABCDE 6 A_CustomMissile ("BdBloodDrop", 15, 0, random (0, 360), 2, random (0, 40)) POSX E -1 DieSplit: 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)) ZBLD AAAABCDE 6 A_CustomMissile ("BdBloodDrop", 15, 0, random (0, 360), 2, random (0, 40)) ZBLD F -1 DieGibs: TNT1 A 0 A_CustomMissile ("BdGibZombieArm", 48, 0, random (0, 360), 2, random (0, 160)) TNT1 A 0 A_CustomMissile ("BdGibZombieLeg", 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 ("BdGibZombieArm", 42, 0, random (0, 360), 2, random (10, 160)) TNT1 AA 0 A_CustomMissile ("BdGibZombieLeg", 42, 0, random (0, 360), 2, random (10, 160)) TNT1 A 0 A_SpawnItem ("BdBloodSpot") Stop Raise: POSS LKJIH 6 Goto See

Class Hierarchy

Classes defined in \monsters\Zombiemen.txt