File
- Defined in \DEC_ALTG
Flags
Properties
activesound | "pain/active" |
deathsound | "pain/death" |
health | 1000 |
height | 56 |
mass | 999999 |
painchance | 128 |
painsound | "pain/pain" |
radius | 31 |
seesound | "pain/sight" |
speed | 16 |
translation | "144:151=40:47", "128:143=176:191", "13:15=45:47", "236:239=44:47" |
States
Spawn:
//TNT1 A 0 A_JumpIf(CallACS("isplayerdead", 0, 0, 0) == 0, "Spawn2")
TNT1 A 0 A_Hidething
TNT1 A 0 A_SetTranslucent(0.0)
PAIN A 10 A_LookEx(LOF_NOSOUNDCHECK, 0, 1024, 0, 0, "WakeUp")
Loop
Spawn2:
PAIN A 10 A_Look
Loop
WakeUp:
TNT1 A 0 A_UnHideThing
TNT1 A 0 A_playsound ("POTAPP")
PAIN A 1 A_SetTranslucent(0.2)
PAIN A 1 A_SetTranslucent(0.4)
PAIN A 1 A_SetTranslucent(0.6)
PAIN A 1 A_SetTranslucent(0.8)
PAIN A 1 A_SetTranslucent(1.0)
See:
TNT1 A 0 A_UnHideThing
TNT1 A 0 A_SetTranslucent(1)
PAIN AABBCC 3 A_FastChase
Loop
Missile:
TNT1 A 0 A_JumpIfCloser(256, "MissileOK")
TNT1 A 0 A_JumpIfCloser(512, "YesMissile")
Goto See
YesMissile:
PAIN D 2 A_FaceTarget
PAIN E 2 A_FaceTarget
TNT1 A 0 A_PlaySound ("S_SPIT")
PAIN F 2 Bright A_FaceTarget
PAIN F 0 Bright A_PainAttack ("Spikebuglaunched", 0 , PAF_NOSKULLATTACK , 0)
Goto See
MissileOK:
PAIN DE 5 A_FaceTarget
PAIN F 1 Bright A_CustomMissile("CometCacoFlame", 32, 0, 0)
PAIN F 1 Bright
PAIN F 1 Bright A_CustomMissile("CometCacoFlame", 32, 0, 0)
PAIN F 1 Bright
PAIN F 1 Bright A_CustomMissile("CometCacoFlame", 32, 0, 0)
PAIN F 1 Bright
PAIN F 1 Bright A_CustomMissile("CometCacoFlame", 32, 0, 0)
PAIN F 1 Bright
PAIN F 1 Bright A_CustomMissile("CometCacoFlame", 32, 0, 0)
PAIN F 1 Bright
PAIN F 1 Bright A_SpidRefire
PAIN F 1 Bright A_CustomMissile("CometCacoFlame", 32, 0, 0)
PAIN F 1 Bright
PAIN F 1 Bright A_CustomMissile("CometCacoFlame", 32, 0, 0)
PAIN F 1 Bright
PAIN F 1 Bright A_CustomMissile("CometCacoFlame", 32, 0, 0)
PAIN F 1 Bright
PAIN F 1 Bright A_CustomMissile("CometCacoFlame", 32, 0, 0)
PAIN F 1 Bright
PAIN F 1 Bright A_CustomMissile("CometCacoFlame", 32, 0, 0)
PAIN F 1 Bright
Goto See
Pain:
TNT1 A 0 A_UnHideThing
TNT1 A 0 A_SetTranslucent(1)
PAIN G 6
PAIN G 6 A_Pain
Goto See
Death:
TNT1 A 0 A_JumpIf(CallACS("DisScore")==1, "DeathNormal")
TNT1 A 0 A_SpawnItemEx ("1000_Score", 0, 0, 32, 0, 0, 1)
DeathNormal:
TNT1 A 0 A_GiveToTarget("ScoreItem", 1000)
TNT1 AAA 0 A_SpawnItemEx("Coin_disappear", 0, 0, random (8, 40), random (2, 3), 0, random (4, 6), random(0, 360))
PAIN H 8 Bright
PAIN I 8 Bright A_Scream
PAIN JK 8 Bright
PAIN L 8 Bright A_NoBlocking
PAIN M 8 Bright
Stop