File
- Defined in \things\TORCHES.txt
Flags
Properties
damagefactor | "kick" 5.0 "SuperPunches" 5.0 "SuperKick" 5.0 |
health | 30 |
height | 25 |
States
Spawn:
TNT1 A 0 A_CustomMissile ("BlackSmoke", 38, 0, random (40, 180), 2, random (60, 120))
TNT1 A 0 A_CustomMissile ("RealFlameTrailsSmallLong", 38, 0, random (40, 180), 2, random (50, 130))
TNT1 A 0 A_CustomMissile ("FlameBallBarrel", 35, 0, random (0, 140), 2, random (0, 160))
BURB AAA 1 bright A_SpawnItem("RedFlare3",0,42)
TNT1 A 0 A_CustomMissile ("BlackSmoke", 38, 0, random (40, 180), 2, random (60, 120))
TNT1 A 0 A_CustomMissile ("RealFlameTrailsSmallLong", 38, 0, random (40, 180), 2, random (50, 130))
TNT1 A 0 A_CustomMissile ("FlameBallBarrel", 35, 0, random (0, 140), 2, random (0, 160))
BURB AA 2 bright A_SpawnItem("RedFlare3",0,46)
TNT1 A 0 A_CustomMissile ("BlackSmoke", 38, 0, random (40, 180), 2, random (60, 120))
TNT1 A 0 A_CustomMissile ("RealFlameTrailsSmallLong", 38, 0, random (40, 180), 2, random (50, 130))
TNT1 A 0 A_CustomMissile ("FlameBallBarrel", 35, 0, random (0, 140), 2, random (0, 160))
BURB AA 2 bright A_SpawnItem("RedFlare3",0,38)
TNT1 A 0 A_CustomMissile ("BlackSmoke", 38, 0, random (40, 180), 2, random (60, 120))
TNT1 A 0 A_CustomMissile ("RealFlameTrailsSmallLong", 38, 0, random (40, 180), 2, random (50, 130))
TNT1 A 0 A_CustomMissile ("FlameBallBarrel", 35, 0, random (0, 140), 2, random (0, 160))
BURB AA 2 bright A_SpawnItem("RedFlare3",0,44)
TNT1 A 0 A_Playsound("world/burning")
TNT1 A 0 A_SpawnItem("BurningBarrelDamage",0,42)
TNT1 A 0 A_CustomMissile ("BlackSmoke", 38, 0, random (40, 180), 2, random (60, 120))
TNT1 A 0 A_CustomMissile ("RealFlameTrailsSmallLong", 30, 0, random (0, 360), 2, random (50, 130))
TNT1 A 0 A_CustomMissile ("FlameBallBarrel", 35, 0, random (0, 140), 2, random (0, 160))
BURB AA 2 bright A_SpawnItem("RedFlare3",0,42)
Loop
Spawn2:
BURB A 1
TNT1 A 0 A_CustomMissile ("FlameBallBarrel", 35, 0, random (0, 140), 2, random (0, 160))
Goto Spawn
Death.Kick:
Death.SuperKick:
Death.SuperPunches:
TNT1 A 0 A_Pain
TNT1 A 1 A_FaceTarget
TNT1 A 0 A_NoBlocking
BARK DE 3
BARK F -1
Stop
Death.Explosive:
TNT1 A 0 A_NoBlocking
TNT1 A 0 A_SpawnItem ("BigRicochet", 0, -15)
TNT1 A 0 A_SpawnItemEx ("DetectFloorCrater",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
TNT1 A 0 A_SpawnItemEx ("DetectCeilCrater",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
TNT1 A 0 A_SpawnItemEx ("ExplosionFlare",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
TNT1 A 0 A_SpawnItemEx ("BarrelExplosionDamage",0,0,30,0,0,0,0,SXF_NOCHECKPOSITION,0)
TNT1 A 0 A_SpawnItemEx ("BarrelKaboom",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
TNT1 AAAAAAA 0 A_CustomMissile ("ExplosionFlames", 0, 0, random (0, 360), 2, random (0, 360))
TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("ExplosionParticleHeavy", 0, 0, random (0, 360), 2, random (0, 180))
TNT1 AAAAAA 0 A_CustomMissile ("ExplosionParticleHeavy", 0, 0, random (0, 360), 2, random (0, 180))
TNT1 AAA 0 A_CustomMissile ("BarrelShrapnel1", 25, 0, random (0, 360), 2, random (30, 160))
TNT1 AAA 0 A_CustomMissile ("BarrelShrapnel2", 15, 0, random (0, 360), 2, random (30, 160))
TNT1 AAA 0 A_CustomMissile ("BarrelShrapnel3", 5, 0, random (0, 360), 2, random (30, 160))
TNT1 AAA 0 A_CustomMissile ("BarrelShrapnel4", 5, 0, random (0, 360), 2, random (30, 160))
Stop