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BD_Revenant
: Revenant
replaces Revenant
 

File

Properties

gibhealth60

States

Spawn: REVI AB 10 A_Look loop See: TNT1 A 0 A_SetScale(1.0,1.0) RSKE abcddefghh 2 A_Chase Loop Melee: TNT1 A 0 A_FaceTarget //not sure if this does anything but it's in the original code SSKE A 3 A_SkelWhoosh SSKE B 3 SSKE C 3 A_FaceTarget SSKE D 3 SSKE E 3 A_SkelFist SSKE D 3 Goto See Missile: TNT1 A 0 A_SetScale(1.0,1.0) TNT1 A 0 A_FaceTarget RMIS a 4 a_facetarget TNT1 A 0 A_Jump(128,7) RMIR b 3 //fire right cannon RMIR c 3 bright RMIR d 3 bright a_skelmissile RMIR e 3 bright RMIR F 2 TNT1 A 0 A_Jump(256,6) RMIL b 3 //fire left cannon RMIL c 3 bright RMIL d 3 bright a_skelmissile RMIL e 3 bright RMIL F 2 RMIS G 2 RMIS H 10 A_facetarget Goto See Crush: TNT1 A 0 A_SetScale(randompick(-1.0,1.0),1.0) CRS2 A -1 stop Pain: REVP a 5 REVP b 5 A_Pain Goto See Death: TNT1 A 0 A_SetScale(randompick(-1.0,1.0),1.0) TNT1 A 0 A_Jump(128,"Death1") REVM abc 3 REVM d 3 a_scream REVM e 2 a_noblocking REVM e 1 REVM fgh 3 REVM i -1 stop Death1: TNT1 A 0 A_GiveINventory("BD_KillChecker",1) REVN abc 3 REVN d 4 a_scream REVN e 4 a_noblocking REVN fg 4 REVN H -1 stop XDeath: TNT1 A 0 A_GiveINventory("BD_KillChecker",2) TNT1 A 0 A_Jump(100,"Death") TNT1 A 0 A_SetScale(randompick(-1.0,1.0),1.0) REVX a 3 REVX b 3 REVX c 2 a_scream REVX d 2 a_noblocking REVX efghij 3 REVX k -1 Death.BFGSplash: TNT1 A 0 A_JumpIf(GetCVAR("bdoom_Gibs")==0,"Death") TNT1 A 0 Thing_SetTranslation(0,11) //translation to grey+blood goto Death.PlasmaDamage+2 Death.GreenFire: Death.Fire: Death.Plasmadamage: TNT1 A 0 A_JumpIf(GetCVAR("bdoom_Gibs")==0,"Death") TNT1 A 0 Thing_SetTranslation(0,7) TNT1 A 0 A_SetScale(randompick(-1.0,1.0),1.0) REVM abc 3 A_SpawnItemEx("BlackSmoke",random(-16,16),random(-16,16),random(8,16),0,0,1) REVM d 3 A_SpawnItemEx("BlackSmoke",random(-16,16),random(-16,16),random(8,16),0,0,1) REVM e 2 a_noblocking REVM e 1 A_SpawnItemEx("BlackSmoke",random(-16,16),random(-16,16),random(8,16),0,0,1) REVM fgh 3 A_SpawnItemEx("BlackSmoke",random(-16,16),random(-16,16),random(8,16),0,0,1) REVM IIIII 6 A_SpawnItemEx("BlackSmoke",random(-16,16),random(-16,16),random(8,16),0,0,1) REVM IIIII 9 A_SpawnItemEx("BlackSmoke",random(-16,16),random(-16,16),random(8,16),0,0,1) REVM IIIII 12 A_SpawnItemEx("BlackSmoke",random(-16,16),random(-16,16),random(8,16),0,0,1) REVM I -1 stop Raise: TNT1 A 0 Thing_SetTranslation(0,10) TNT1 A 0 A_GiveToChildren("WasGibbed",1) TNT1 A 0 A_JumpIfInventory("BD_KillChecker",2,"Raise2") TNT1 A 0 A_JumpIfInventory("BD_KillChecker",1,"Raise1") REVM HGFEDCBA 3 goto see Raise1: TNT1 A 0 A_TakeInventory("BD_KillChecker",10) REVN HGFEDCBA 3 Goto See Raise2: TNT1 A 0 A_TakeInventory("BD_KillChecker",10) REVX KJIHGFEDCBA 2 Goto See

Class Hierarchy

Classes defined in \MONSTERS\Revenant.txt