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BD_SpawnShot
: SpawnShot
replaces SpawnShot
 

File

Flags

States

Spawn: TNT1 A 0 NoDelay A_SpawnProjectile("ParticleFire_Red",random(8,24),random(-4,0),random(177,183),2,random(24,40)) TNT1 A 0 A_PlaySound("brain/cube",4,0,0,0,0) BOSF A 1 Bright A_SpawnFly("BD_SpawnFire") TNT1 A 0 A_SpawnProjectile("ParticleFire_Red",random(8,24),random(-4,0),random(177,183),2,random(24,40)) BOSF A 1 Bright A_SpawnFly("BD_SpawnFire") TNT1 A 0 A_SpawnProjectile("ParticleFire_Red",random(8,24),random(-4,0),random(177,183),2,random(24,40)) BOSF A 1 Bright A_SpawnFly("BD_SpawnFire") TNT1 A 0 A_SpawnProjectile("ParticleFire_Red",random(8,24),random(-4,0),random(177,183),2,random(24,40)) BOSF B 1 Bright A_SpawnFly("BD_SpawnFire") TNT1 A 0 A_SpawnProjectile("ParticleFire_Red",random(8,24),random(-4,0),random(177,183),2,random(24,40)) BOSF B 1 Bright A_SpawnFly("BD_SpawnFire") TNT1 A 0 A_SpawnProjectile("ParticleFire_Red",random(8,24),random(-4,0),random(177,183),2,random(24,40)) BOSF B 1 Bright A_SpawnFly("BD_SpawnFire") TNT1 A 0 A_SpawnProjectile("ParticleFire_Red",random(8,24),random(-4,0),random(177,183),2,random(24,40)) BOSF C 1 Bright A_SpawnFly("BD_SpawnFire") TNT1 A 0 A_SpawnProjectile("ParticleFire_Red",random(8,24),random(-4,0),random(177,183),2,random(24,40)) BOSF C 1 Bright A_SpawnFly("BD_SpawnFire") TNT1 A 0 A_SpawnProjectile("ParticleFire_Red",random(8,24),random(-4,0),random(177,183),2,random(24,40)) BOSF C 1 Bright A_SpawnFly("BD_SpawnFire") TNT1 A 0 A_SpawnProjectile("ParticleFire_Red",random(8,24),random(-4,0),random(177,183),2,random(24,40)) BOSF D 1 Bright A_SpawnFly("BD_SpawnFire") TNT1 A 0 A_SpawnProjectile("ParticleFire_Red",random(8,24),random(-4,0),random(177,183),2,random(24,40)) BOSF D 1 Bright A_SpawnFly("BD_SpawnFire") TNT1 A 0 A_SpawnProjectile("ParticleFire_Red",random(8,24),random(-4,0),random(177,183),2,random(24,40)) BOSF D 1 Bright Loop

Class Hierarchy

Classes defined in \MONSTERS\IconOfSin.txt