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Cyberdemon_Boss
 

File

Flags

Properties

//$categoryBosses
//$color4
activesound"cyber/active"
deathsound"cyber/death"
health10000
height110
mass1000
minmissilechance160
obituary"$OB_CYBORG"
painchance20
painsound"cyber/pain"
radius40
seesound"cyber/sight"
speed20

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