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PainElementalNew
: PainElemental
replaces PainElemental
 

File

Flags

Properties

activesound"pain/active"
deathsound"pain/death"
health1000
height56
mass999999
painchance128
painsound"pain/pain"
radius31
seesound"pain/sight"
speed16

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

Class Hierarchy

Classes defined in \DOOMENEM