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MovingCactusIce
 

File

Flags

Properties

//$categoryMonsters
activesound""
bloodtypeCactusSnowTrail
deathsound"SCRUBDIE"
health400
height62
mass100
obituary"%o got icicles up his bum"
painchance200
painsound"SCRUBHIT"
radius20
seesound""
speed8

States

Spawn: TNT1 A 0 A_JumpIfHealthLower(301, "Spawn3") POK2 ABAC 10 A_Look Loop Spawn3: TNT1 A 0 A_JumpIfHealthLower(201, "Spawn2") POK2 EFEG 10 A_Look Loop Spawn2: TNT1 A 0 A_JumpIfHealthLower(101, "Spawn1") POK2 IJIK 10 A_Look Loop Spawn1: POK2 MNMO 10 A_Look Loop //4 Cactuses See: TNT1 A 0 A_JumpIfHealthLower(301, "Lose3") POK2 ABAC 10 A_Chase Loop Missile: TNT1 A 0 A_JumpIfCloser(1536, "YesMissile") Goto See YesMissile: TNT1 A 0 A_JumpIfHealthLower(301, "Missile3") POK2 A 6 A_FaceTarget TNT1 A 0 A_CustomMissile("CactusIcicle",12,0,0,0,0) TNT1 A 0 A_CustomMissile("CactusIcicle",31,0,0,0,0) TNT1 A 0 A_CustomMissile("CactusIcicle",50,0,0,0,0) TNT1 A 0 A_CustomMissile("CactusIcicle",68,0,0,0,0) Goto See Pain: TNT1 A 0 A_JumpIfHealthLower(301, "Pain3") POK2 D 2 POK2 D 2 A_Pain Goto See //3Cactuses Lose3: POK2 A 1 Goto See3 See3: TNT1 A 0 A_JumpIfHealthLower(201, "Lose2") POK2 EFEG 10 A_Chase Loop Missile3: TNT1 A 0 A_JumpIfHealthLower(201, "Missile2") POK2 E 6 A_FaceTarget TNT1 A 0 A_CustomMissile("CactusIcicle",12,0,0,0,0) TNT1 A 0 A_CustomMissile("CactusIcicle",31,0,0,0,0) TNT1 A 0 A_CustomMissile("CactusIcicle",50,0,0,0,0) Goto See3 Pain3: TNT1 A 0 A_JumpIfHealthLower(201, "Pain2") POK2 H 2 POK2 H 2 A_Pain Goto See3 //2Cactuses Lose2: POK2 A 1 Goto See2 See2: TNT1 A 0 A_JumpIfHealthLower(101, "Lose1") POK2 IJIK 10 A_Chase Loop Missile2: TNT1 A 0 A_JumpIfHealthLower(101, "Missile1") POK2 I 6 A_FaceTarget TNT1 A 0 A_CustomMissile("CactusIcicle",12,0,0,0,0) TNT1 A 0 A_CustomMissile("CactusIcicle",31,0,0,0,0) Goto See2 Pain2: TNT1 A 0 A_JumpIfHealthLower(101, "Pain1") POK2 L 2 POK2 L 2 A_Pain Goto See2 //1Cactuses Lose1: POK2 A 1 Goto See1 See1: POK2 MNMO 10 A_Chase Loop Missile1: POK2 M 6 A_FaceTarget TNT1 A 0 A_CustomMissile("CactusIcicle",12,0,0,0,0) Goto See1 Pain1: POK2 P 2 POK2 P 2 A_Pain Goto See1 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_PlaySound ("DSCACEXP") TNT1 AAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEX("CactusSnow", 0, 0, 0, random (4, 12), 0, random (4, 12), random(0, 360)) TNT1 AA 0 A_SpawnItemEx("Coin_disappear", 0, 0, random (8, 40), random (2, 3), 0, random (4, 6), random(0, 360)) TNT1 A 0 A_NoBlocking TNT1 A 0 A_SetFloorClip Stop

Class Hierarchy

Classes defined in \DEC_ENEM