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GhostHand
 

File

Flags

Properties

//$categoryMonsters
activesound"HANDLAF"
attacksound""
damage5
deathsound"HANDDET"
health50
height38
mass50
obituary"%o needed a hand."
painchance0
painsound"skull/pain"
radius17
renderstyleAdd
seesound"HANDSEE"
speed21

States

Spawn: PUNG E 10 Bright A_Look Loop See: PUNG EFGH 2 Bright A_Chase Loop Missile: GBEE A 0 A_PlaySoundEx ("HANDATK", "SoundSlot7") TNT1 A 0 A_CheckRange (40, "MissileOK") Goto See MissileOK: PUNG KKKK 4 A_FaceTarget TNT1 A 0 A_JumpIf(z-floorz > 1, "See") PUNG K 2 ThrustThingZ(0,30,0,0) PUNG K 0 A_FaceTarget PUNG K 0 ThrustThing(angle*256/360,24,0,0) Reach: PUNG KKKKKKKKKKKKKKKK 1 A_JumpIfCloser(48,"Meleenon") Goto See Meleenon: TNT1 A 0 A_CustomMeleeAttack(random(4,8)*2,"*fist","none") Goto See Pain: PUNG E 3 Bright PUNG E 3 Bright A_Pain Goto See Death: TNT1 A 0 A_JumpIf(CallACS("DisScore")==1, "DeathNormal") TNT1 A 0 A_SpawnItemEx ("400_Score", 0, 0, 32, 0, 0, 1) DeathNormal: TNT1 A 0 A_GiveToTarget("ScoreItem", 400) PUNG L 3 Bright PUNG M 3 Bright A_Scream PUNG N 3 Bright PUNG O 3 Bright A_NoBlocking TNT1 A 0 A_SpawnItemEx("Coin_disappear", 0, 0, random (8, 40), random (2, 3), 0, random (4, 6), random(0, 360)) PUNG O 1 A_SetTranslucent(0.8,0) PUNG O 1 A_SetTranslucent(0.6,0) PUNG O 1 A_SetTranslucent(0.4,0) PUNG O 1 A_SetTranslucent(0.2,0) PUNG O 1 A_SetTranslucent(0.0,0) Stop

Class Hierarchy

Classes defined in \DEC_ENEM