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BD_PainElemental
: PainElemental
replaces PainElemental
 

File

Flags

Properties

floatbobstrength0.35

States

Spawn: PAI1 AAAAA 10 A_Look PAI1 B 5 A_Look PAI1 C 5 PAI1 D 5 A_Look PAI1 B 5 Loop see: TNT1 A 0 A_ChangeFlag("FLOATBOB",0) SAIN abcdedcb 3 a_chase loop Missile: PATT abc 3 a_facetarget PATT d 3 bright a_facetarget PATT e 2 bright a_facetarget PATT e 1 bright a_painattack Goto See Pain: TNT1 A 0 A_ChangeFlag("FLOATBOB",0) PPPP a 4 PPPP b 2 PPPP b 2 a_pain PPPP c 4 a_pain goto see death: TNT1 A 0 A_ChangeFlag("FLOATBOB",0) TNT1 A 0 A_SetScale(randompick(-1.0,1.0),1.0) SPAI A 4 bright SPAI b 4 bright spai c 4 bright a_scream spai defg 4 bright TNT1 A 0 A_SetRenderstyle(0.65,Style_ADD) TNT1 A 0 A_JumpIf(GetCVAR("bdoom_Gibs")==0,"Deathnext") //TNT1 A 0 A_spawnItemEx("PainElemental_ResidualFlame",0,0,16,0,0,0,0) TNT1 A 0 A_SpawnItemEx("PainHorn", random(-4,4),random(-16,-18),random(32,36), random(3,5),0,random(4,7),random(85,95), 0,80) TNT1 A 0 A_SpawnItemEx("PainHorn", random(-4,4),random(16,18),random(32,36), random(3,5),0,random(4,7),random(-85,-95), 0,80) TNT1 A 0 A_SpawnItemEx("PainJaw", random(-4,4),random(-4,4),random(6,12), random(3,5),0,random(3,5),random(0,360), 0,100) TNT1 A 0 A_SpawnItemEx("PainHand", random(-4,4),random(-20,-22),random(20,22), random(3,4),0,random(4,7),random(85,95), 0,80) TNT1 A 0 A_SpawnItemEx("PainHand", random(-4,4),random(20,22),random(20,22), random(3,4),0,random(4,7),random(-85,-95), 0,80) TNT1 AAAAAA 0 A_SpawnItemEx("MeatPiece", random(-10,10),random(-10,10),random(6,40), random(3,7),0,random(2,8),random(0,360), 0,100) Deathnext: SPAI H 3 bright spai i 3 bright a_paindie spai jk 3 bright stop Crush: CRS2 A -1 stop

Class Hierarchy

Classes defined in \MONSTERS\PainElemental.txt