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BD_BossBrain
: BossBrain
replaces BossBrain
 

File

Flags

States

Pain: TNT1 A 0 TNT1 A 0 A_JumpIf(GetCVAR("bdoom_shakes") == 0, 2) TNT1 A 0 Radius_Quake(3,10,0,50,0) BBRN B 36 A_BrainPain Goto Spawn Death: TNT1 A 0 A_JumpIf(GetCVAR("bdoom_shakes") == 0, 2) TNT1 A 0 Radius_Quake(4,300,0,50,0) //TNT1 A 0 A_PlaySound("brain/death",0,1.0,0,ATTN_NONE) TNT1 A 0 A_BrainScream //TNT1 A 0 A_SpawnItemEx("BossBrainExplosionSpawner",0,256,0,0,0,0,0,0) BBRN BBBBBBBBBBBBBBB 2 A_SpawnItemEx("BloodSpurt", random(-2,2),random(-2,2),random(20,24),random(4,6),0,random(5,8),random(0,360),0,64) TNT1 A 0 A_PlaySound("gibs/gibbed",7) TNT1 AAAAAAAAAA 0 A_SpawnItemEx("BloodSpurt", random(-2,2),random(-2,2),random(20,24),random(4,6),0,random(5,8),random(0,3600),0,64) TNT1 AAAAAAAAAA 0 A_SpawnItemEx("MeatPiece", random(-2,2),random(-2,2),random(20,24),random(4,6),0,random(7,10),random(0,3600),0,80) BBRN C 200 BBRN C -1 A_BrainDie Stop

Class Hierarchy

Classes defined in \MONSTERS\IconOfSin.txt