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BD_LostSoul
: LostSoul
replaces LostSoul
 

File

Flags

Properties

floatbobstrength0.3
renderstylenormal
translation"80:95=48:63",
"96:111=64:79",
"236:239=0:0",
"3:3=13:13"

States

Spawn: TNT1 A 0 NoDelay A_JumpIf(GetCVAR("bdoom_Flames")==0,"SpawnVanilla") TNT1 A 0 A_Look LOSL AAAAAAAAAA 1 bright A_SpawnProjectile("ParticleFire_Red",random(16,22),random(-9,9),random(170,190),2,random(-45,-75)) loop See: TNT1 A 0 A_SetScale(1.0,1.0) TNT1 A 0 A_ChangeFlag("FLOATBOB",0) TNT1 A 0 A_JumpIf(GetCVAR("bdoom_Flames")==0,"SeeVanilla") TNT1 A 0 A_Chase LOSL AAAAAA 1 bright A_SpawnProjectile("ParticleFire_Red",random(16,22),random(-9,9),random(170,190),2,random(-45,-75)) loop Missile: TNT1 A 0 A_ChangeFlag("FLOATBOB",0) TNT1 A 0 A_JumpIf(GetCVAR("bdoom_Flames")==0,"MissileVanilla") TNT1 A 0 A_FaceTarget LOSL BBBBBBBBBB 1 bright A_SpawnProjectile("ParticleFire_Red",random(16,22),random(-9,9),random(170,190),2,random(-45,-75)) TNT1 A 0 A_SkullAttack LOSL BBBBBBBBBBBB 1 bright A_SpawnProjectile("ParticleFire_Red",random(16,22),random(-9,9),random(170,190),2,random(-45,-75)) goto Missile+18 Pain: TNT1 A 0 A_ChangeFlag("FLOATBOB",0) TNT1 A 0 A_JumpIf(GetCVAR("bdoom_Flames")==0,"PainVanilla") LOSL EEE 1 bright A_SpawnProjectile("ParticleFire_Red",random(16,22),random(-9,9),random(170,190),2,random(-45,-75)) TNT1 A 0 A_Pain LOSL FFF 1 bright A_SpawnProjectile("ParticleFire_Red",random(16,22),random(-9,9),random(170,190),2,random(-45,-75)) goto See Death: TNT1 A 0 A_ChangeFlag("FLOATBOB",0) TNT1 A 0 A_SetScale(randompick(-1.0,1.0),1.0) TNT1 A 0 A_JumpIf(GetCVAR("bdoom_Flames")==0,"DeathVanilla") LOSL GH 3 bright LOSL I 3 bright A_Scream LOSL JE 3 bright TNT1 A 0 A_SetRenderstyle(0.65,Style_ADD) TNT1 AA 0 A_SpawnItemEx("Ls_horn", random(-4,4),random(-4,4),random(5,24), random(2,4),random(2,4),random(2,5), random(0,360), 0, 200) TNT1 A 0 A_SpawnItemEx("LS_skull", random(-4,4),random(-4,4),random(5,24), random(2,4),random(2,4),random(2,5), random(0,360), 0, 128) TNT1 AAAAAA 0 A_SpawnItemEx("Ls_shard", random(-4,4),random(-4,4),random(5,24), random(2,4),random(2,4),random(2,5), random(0,360), 0, 160) ssou f 3 bright A_noblocking ssou ghij 3 bright stop SpawnVanilla: ZKUL A 5 Bright A_Look ZKUL B 5 bright ZKUL C 5 bright A_Look ZKUL D 5 bright goto Spawn seeVanilla: ZKUL a 3 bright a_chase ZKUL b 3 bright a_chase ("","") ZKUL c 3 bright a_chase ZKUL d 3 bright a_chase ("","") goto See missileVanilla: ssku abcda 2 bright a_facetarget ssku b 4 bright a_skullattack ssku abcd 2 bright goto missileVanilla+6 PainVanilla: LSTP A 3 Bright LSTP B 3 Bright A_Pain Goto See deathVanilla: ssou ab 3 bright ssou c 3 bright a_scream ssou de 3 bright TNT1 A 0 A_SetRenderstyle(0.65,Style_ADD) ssou f 3 bright A_noblocking ssou ghij 3 bright stop

Class Hierarchy

Classes defined in \MONSTERS\LostSoul.txt