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CometImp
 

File

Flags

Properties

activesound"imp/active"
bloodcolorGold
deathsound"imp/death"
health60
height56
hitobituary"$OB_IMPHIT"
mass100
obituary"$OB_IMP"
painchance200
painsound"imp/pain"
radius20
seesound"imp/sight"
speed8
translation"64:79=96:111",
"168:191=160:167"

States

Spawn: TRO4 AB 10 A_Look Loop See: TRO4 AABBCCDD 3 A_Chase Loop Melee: Missile: TRO4 EF 8 A_FaceTarget TRO4 G 2 A_CustomComboAttack("CometDoomImpBall", 32, 3 * random(1, 2), "imp/melee") TRO4 G 2 A_CustomComboAttack("CometDoomImpBall", 32, 3 * random(1, 2), "imp/melee") TRO4 G 2 A_CustomComboAttack("CometDoomImpBall", 32, 3 * random(1, 2), "imp/melee") Goto See Pain: TRO4 H 2 TRO4 H 2 A_Pain Goto See Death: TNT1 A 0 A_JumpIf(CallACS("DisScore")==1, "DeathNormal") TNT1 A 0 A_SpawnItemEx ("800_Score", 0, 0, 32, 0, 0, 1) DeathNormal: TNT1 A 0 A_GiveToTarget("ScoreItem", 800) TNT1 A 0 A_SpawnItemEx("Coin_disappear", 0, 0, random (8, 40), random (2, 3), 0, random (4, 6), random(0, 360)) TRO4 I 8 TRO4 J 8 A_Scream TRO4 K 6 TRO4 L 6 A_NoBlocking TRO4 M -1 Stop XDeath: TNT1 A 0 A_JumpIf(CallACS("DisScore")==1, "XDeathNormal") TNT1 A 0 A_SpawnItemEx ("800_Score", 0, 0, 32, 0, 0, 1) XDeathNormal: TNT1 A 0 A_GiveToTarget("ScoreItem", 800) TNT1 A 0 A_SpawnItemEx("Coin_disappear", 0, 0, random (8, 40), random (2, 3), 0, random (4, 6), random(0, 360)) TRO4 N 5 TRO4 O 5 A_XScream TRO4 P 5 TRO4 Q 5 A_NoBlocking TRO4 RST 5 TRO4 U -1 Stop Raise: TRO4 MLKJI 8 Goto See

Class Hierarchy

Classes defined in \DEC_ALTG