File
- Defined in \DEC_BOSS
Flags
Properties
//$category | Bosses |
//$color | 4 |
activesound | "cyber/active" |
deathsound | "cyber/death" |
health | 10000 |
height | 110 |
mass | 1000 |
minmissilechance | 160 |
obituary | "$OB_CYBORG" |
painchance | 20 |
painsound | "cyber/pain" |
radius | 40 |
seesound | "cyber/sight" |
speed | 20 |
States
Spawn:
CYBR AB 10 A_Look
Loop
See:
CYBR A 3 A_Hoof
CYBR ABBCC 3 A_FastChase
CYBR D 3 A_Metal
CYBR D 3 A_FastChase
Loop
Choose4:
TNT1 A 0 A_Jump(256, "MissileStandard","MissileChooseHigh","JumpFireMissile","JumpMissile","MissileHoming")
Goto See
Choose3:
TNT1 A 0 A_Jump(256, "MissileStandard","MissileChooseHigh","JumpFireMissile","JumpMissile")
Goto See
Choose2:
TNT1 A 0 A_Jump(256, "MissileStandard","MissileChooseHigh","JumpFireMissile")
Goto See
Choose1:
TNT1 A 0 A_Jump(256, "MissileStandard","MissileChooseHigh")
Goto See
Missile:
TNT1 A 0 A_JumpIfHealthLower(6000, "Choose4")
TNT1 A 0 A_JumpIfHealthLower(7000, "Choose3")
TNT1 A 0 A_JumpIfHealthLower(8000, "Choose2")
TNT1 A 0 A_JumpIfHealthLower(9000, "Choose1")
TNT1 A 0 A_Jump(256,"MissileStandard")
MissileHoming:
CYBR E 6 A_FaceTarget
CYBR F 4 A_CustomMissile("CyberMissileHoming",52,-18,random(-6,6),0,random(0,2))
CYBR E 2 A_FaceTarget
CYBR F 4 A_CustomMissile("CyberMissileHoming",52,-18,random(-6,6),0,random(0,2))
CYBR E 2 A_FaceTarget
CYBR F 4 A_CustomMissile("CyberMissileHoming",52,-18,random(-6,6),0,random(0,2))
CYBR E 2 A_FaceTarget
CYBR F 4 A_CustomMissile("CyberMissileHoming",52,-18,random(-6,6),0,random(0,2))
CYBR E 2 A_FaceTarget
CYBR F 4 A_CustomMissile("CyberMissileHoming",52,-18,random(-6,6),0,random(0,2))
CYBR E 2 A_FaceTarget
CYBR F 4 A_CustomMissile("CyberMissileHoming",52,-18,random(-6,6),0,random(0,2))
CYBR E 2 A_FaceTarget
CYBR F 4 A_CustomMissile("CyberMissileHoming",52,-18,random(-6,6),0,random(0,2))
CYBR E 2 A_FaceTarget
CYBR F 4 A_CustomMissile("CyberMissileHoming",52,-18,random(-6,6),0,random(0,2))
CYBR E 2 A_FaceTarget
Goto See
JumpMissile:
CYBR E 2 A_FaceTarget
TNT1 A 0 A_PlaySound ("cyber/sight",127)
CYBR E 2 A_FaceTarget
CYBR E 2 ThrustThingZ (0, 60, 0, 0)
InAir:
TNT1 A 0 A_SpawnItemEx ("DraDamage", 0, 0, -5, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
CYBR F 1 A_CustomMissile("CyberMissile",52,-18,0,0)
TNT1 A 0 A_CheckFloor ("Land")
TNT1 A 0 A_SpawnItemEx ("DraDamage", 0, 0, -5, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
CYBR F 1
TNT1 A 0 A_CheckFloor ("Land")
TNT1 A 0 A_SpawnItemEx ("DraDamage", 0, 0, -5, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
CYBR F 1
TNT1 A 0 A_CheckFloor ("Land")
TNT1 A 0 A_SpawnItemEx ("DraDamage", 0, 0, -5, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
CYBR F 1
TNT1 A 0 A_CheckFloor ("Land")
TNT1 A 0 A_SpawnItemEx ("DraDamage", 0, 0, -5, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
CYBR F 1
TNT1 A 0 A_CheckFloor ("Land")
loop
Land:
TNT1 A 0 A_Quake(3, 15, 0, 4096, "Null")
TNT1 A 0 A_PlaySound ("DSSTOMP",127)
KAMK G 0 A_CustomMissile("DracFloorDamage",0,0,0,CMF_AIMDIRECTION)
KAMK G 0 A_CustomMissile("DracFloorDamage",0,0,11,CMF_AIMDIRECTION)
KAMK G 0 A_CustomMissile("DracFloorDamage",0,0,23,CMF_AIMDIRECTION)
KAMK G 0 A_CustomMissile("DracFloorDamage",0,0,34,CMF_AIMDIRECTION)
KAMK G 0 A_CustomMissile("DracFloorDamage",0,0,45,CMF_AIMDIRECTION)
KAMK G 0 A_CustomMissile("DracFloorDamage",0,0,56,CMF_AIMDIRECTION)
KAMK G 0 A_CustomMissile("DracFloorDamage",0,0,68,CMF_AIMDIRECTION)
KAMK G 0 A_CustomMissile("DracFloorDamage",0,0,79,CMF_AIMDIRECTION)
KAMK G 0 A_CustomMissile("DracFloorDamage",0,0,90,CMF_AIMDIRECTION)
KAMK G 0 A_CustomMissile("DracFloorDamage",0,0,101,CMF_AIMDIRECTION)
KAMK G 0 A_CustomMissile("DracFloorDamage",0,0,113,CMF_AIMDIRECTION)
KAMK G 0 A_CustomMissile("DracFloorDamage",0,0,124,CMF_AIMDIRECTION)
KAMK G 0 A_CustomMissile("DracFloorDamage",0,0,135,CMF_AIMDIRECTION)
KAMK G 0 A_CustomMissile("DracFloorDamage",0,0,146,CMF_AIMDIRECTION)
KAMK G 0 A_CustomMissile("DracFloorDamage",0,0,158,CMF_AIMDIRECTION)
KAMK G 0 A_CustomMissile("DracFloorDamage",0,0,169,CMF_AIMDIRECTION)
KAMK G 0 A_CustomMissile("DracFloorDamage",0,0,180,CMF_AIMDIRECTION)
KAMK G 0 A_CustomMissile("DracFloorDamage",0,0,-11,CMF_AIMDIRECTION)
KAMK G 0 A_CustomMissile("DracFloorDamage",0,0,23,CMF_AIMDIRECTION)
KAMK G 0 A_CustomMissile("DracFloorDamage",0,0,-34,CMF_AIMDIRECTION)
KAMK G 0 A_CustomMissile("DracFloorDamage",0,0,-45,CMF_AIMDIRECTION)
KAMK G 0 A_CustomMissile("DracFloorDamage",0,0,-56,CMF_AIMDIRECTION)
KAMK G 0 A_CustomMissile("DracFloorDamage",0,0,-68,CMF_AIMDIRECTION)
KAMK G 0 A_CustomMissile("DracFloorDamage",0,0,-79,CMF_AIMDIRECTION)
KAMK G 0 A_CustomMissile("DracFloorDamage",0,0,-90,CMF_AIMDIRECTION)
KAMK G 0 A_CustomMissile("DracFloorDamage",0,0,-101,CMF_AIMDIRECTION)
KAMK G 0 A_CustomMissile("DracFloorDamage",0,0,-113,CMF_AIMDIRECTION)
KAMK G 0 A_CustomMissile("DracFloorDamage",0,0,-124,CMF_AIMDIRECTION)
KAMK G 0 A_CustomMissile("DracFloorDamage",0,0,-135,CMF_AIMDIRECTION)
KAMK G 0 A_CustomMissile("DracFloorDamage",0,0,-146,CMF_AIMDIRECTION)
KAMK G 0 A_CustomMissile("DracFloorDamage",0,0,-158,CMF_AIMDIRECTION)
KAMK G 0 A_CustomMissile("DracFloorDamage",0,0,-169,CMF_AIMDIRECTION)
CYBR E 1 A_Stop
goto See
JumpFireMissile:
CYBR E 2 A_FaceTarget
TNT1 A 0 A_PlaySound ("cyber/sight",127)
CYBR E 2 A_FaceTarget
CYBR E 2 ThrustThingZ (0, 30, 0, 0)
TNT1 A 0 ThrustThing(angle*256/360, 32, 0, 0)
InAir2:
TNT1 A 0 A_SpawnItemEx ("DraDamage", 0, 0, -5, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
CYBR F 1 A_CustomMissile("CyberMissile",52,-18,0,0)
TNT1 A 0 A_CheckFloor ("Land2")
TNT1 A 0 A_SpawnItemEx ("DraDamage", 0, 0, -5, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
CYBR F 1
TNT1 A 0 A_CheckFloor ("Land2")
TNT1 A 0 A_SpawnItemEx ("DraDamage", 0, 0, -5, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
CYBR F 1
TNT1 A 0 A_CheckFloor ("Land2")
TNT1 A 0 A_SpawnItemEx ("DraDamage", 0, 0, -5, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
CYBR F 1
TNT1 A 0 A_CheckFloor ("Land2")
TNT1 A 0 A_SpawnItemEx ("DraDamage", 0, 0, -5, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
CYBR F 1
TNT1 A 0 A_CheckFloor ("Land2")
loop
Land2:
TNT1 A 0 A_Quake(1, 15, 0, 4096, "Null")
TNT1 A 0 A_PlaySound ("DSSTOMP",127)
CYBR E 1 A_Stop
goto See
MissileChooseHigh:
CYBR E 6 A_FaceTarget
CYBR F 4 A_CustomMissile("CyberMissile",52,-18,random(-6,6),0,random(0,2))
CYBR E 2 A_FaceTarget
CYBR F 4 A_CustomMissile("CyberMissile",52,-18,random(-6,6),0,random(0,2))
CYBR E 2 A_FaceTarget
CYBR F 4 A_CustomMissile("CyberMissile",52,-18,random(-6,6),0,random(0,2))
CYBR E 2 A_FaceTarget
CYBR F 4 A_CustomMissile("CyberMissile",52,-18,random(-6,6),0,random(0,2))
CYBR E 2 A_FaceTarget
CYBR F 4 A_CustomMissile("CyberMissile",52,-18,random(-6,6),0,random(0,2))
CYBR E 2 A_FaceTarget
CYBR F 4 A_CustomMissile("CyberMissile",52,-18,random(-6,6),0,random(0,2))
CYBR E 2 A_FaceTarget
CYBR F 4 A_CustomMissile("CyberMissile",52,-18,random(-6,6),0,random(0,2))
CYBR E 2 A_FaceTarget
CYBR F 4 A_CustomMissile("CyberMissile",52,-18,random(-6,6),0,random(0,2))
CYBR E 2 A_FaceTarget
Goto See
MissileStandard:
CYBR E 6 A_FaceTarget
CYBR F 12 A_CustomMissile("CyberMissile",52,-18,0,0)
CYBR E 12 A_FaceTarget
CYBR F 12 A_CustomMissile("CyberMissile",52,-18,0,0)
CYBR E 12 A_FaceTarget
CYBR F 12 A_CustomMissile("CyberMissile",52,-18,0,0)
Goto See
Pain:
CYBR G 10 A_Pain
Goto See
Death:
TNT1 A 0 A_Scream
CYBR QR 2
TNT1 A 0 A_NoBlocking
CYBR STU 2
CYBR U -1 A_BossDeath
Stop
Class Hierarchy
Classes defined in \DEC_BOSS
- Afrit
- AfritBall
- AfritBallStrong
- Comet
- CometTail
- CometDeathGlow
- CometDeath
- OrbitCometTail
- HellFire
- HellFire1
- HellFire2
- Anubeast
- SnakeBall
- SnakeTail
- SnakeTail2
- SnakeTail3
- SnakeTail4
- SnakeTail5
- SnakeTail6
- SnakeTail7
- SnakeTail8
- SnakeTail9
- SnakeTail10
- AnuBall
- SnakeBallBig
- SnakeTailBig
- SnakeTailBig2
- SnakeTailBig3
- SnakeTailBig4
- SnakeTailBig5
- SnakeTailBig6
- SnakeTailBig7
- SnakeTailBig8
- SnakeTailBig9
- SnakeTailBig10
- FleshSpore
- FleshSporeTentacleUp
- FleshSporeTentacleDown
- SporeTentacleBall
- SporeEyeBall
- DeepOne
- DeepOneBall
- DeepOneWaterSpawner
- DeepOneWater
- Poe_Green
- Poe_Blue
- Poe_Red
- Poe_Orange
- PoeSparkleBlue
- PoeSparkleGreen
- PoeSparkleRed
- PoeSparkleOrange
- FallenKnight
- HellsFuryBall
- SoulHarvesterBall
- HellsFurySkull
- SoulBallTrail
- HellsFuryHand
- Drt1
- Drt2
- Drt3
- Frostfiend
- FrostFiendBall
- FrostFiendFlame
- FrostFiendIcicle
- Azazel
- SatyrLordMissile1
- SLM1Trail
- SatyrLordMissile2
- SLM2Trail
- SatyrLordMissileDual1Fake
- SatyrLordMissileDual1Real
- SLMD1RTrail
- SatyrLordMissileDual2Fake
- SatyrLordMissileDual2Real
- SLMD2RTrail
- Cybruiser
- BruiserMissile
- BruiserMissileHoming
- Archvile_Boss
- ArchvileBall
- ArchHellion
- Cyberdemon_Boss
- DraDamage
- DracFloorDamage
- CyberMissile
- CyberMissileHoming
- Sin_Boss
- CustomBossEye
- SpawnShotFast
- SkullTeleport
- IconFireBallShot
- IconFlame
- Arachnaurum
- flameshot