File
- Defined in \DOOMENEM
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 |
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)
PAI2 A 10 A_LookEx(LOF_NOSOUNDCHECK, 0, 1024, 0, 0, "WakeUp")
Loop
Spawn2:
PAI2 A 10 A_Look
Loop
WakeUp:
TNT1 A 0 A_UnHideThing
TNT1 A 0 A_playsound ("POTAPP")
PAI2 A 1 A_SetTranslucent(0.2)
PAI2 A 1 A_SetTranslucent(0.4)
PAI2 A 1 A_SetTranslucent(0.6)
PAI2 A 1 A_SetTranslucent(0.8)
PAI2 A 1 A_SetTranslucent(1.0)
See:
TNT1 A 0 A_UnHideThing
TNT1 A 0 A_SetTranslucent(1)
PAI2 AABBCC 3 A_Chase
Loop
Missile:
TNT1 A 0 A_JumpIfCloser(512, "YesMissile")
Goto See
YesMissile:
PAI2 D 2 A_FaceTarget
PAI2 E 2 A_FaceTarget
TNT1 A 0 A_PlaySound ("S_SPIT")
PAI2 F 2 Bright A_FaceTarget
PAI2 F 0 Bright A_PainAttack ("Spikebuglaunched", 0 , PAF_NOSKULLATTACK , 0)
Goto See
Pain:
TNT1 A 0 A_UnHideThing
TNT1 A 0 A_SetTranslucent(1)
PAI2 G 6
PAI2 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))
PAI2 H 8 Bright
PAI2 I 8 Bright A_Scream
PAI2 JK 8 Bright
PAI2 L 8 Bright A_NoBlocking
PAI2 M 8 Bright
Stop