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SuperRevenant
 

File

Flags

Properties

//$categoryMonsters
activesound"skeleton/active"
deathsound"skeleton/death"
health600
height56
hitobituary"$OB_UNDEADHIT"
mass9999
meleesound"skeleton/melee"
meleethreshold196
obituary"%o couldn't evade a super revenant's missile."
painchance100
painsound"skeleton/pain"
radius20
seesound"SUPEREV1"
speed10

States

Spawn: SKE2 AB 10 A_Look Loop See: SKE2 AABBCCDDEEFF 2 A_Chase Loop Melee: SKE2 J 0 A_FaceTarget SKE2 J 6 A_SkelWhoosh SKE2 K 6 A_FaceTarget SKE2 L 6 A_SkelFist Goto See Missile: TNT1 A 0 A_ChangeFlag("PAINLESS", TRUE) SKE2 G 0 Bright A_FaceTarget SKE2 G 10 Bright A_FaceTarget SKE2 H 2 A_VileTarget ("RevenantCrosshair") SKE2 G 14 A_FaceTracer SKE2 H 1 A_CustomMissile("SuperRevenantTracer",52,0, random(-4, 4),CMF_OFFSETPITCH,random(-4, 4)) SKE2 H 1 A_CustomMissile("SuperRevenantTracer",52,0, random(-4, 4),CMF_OFFSETPITCH,random(-4, 4)) SKE2 H 1 A_CustomMissile("SuperRevenantTracer",52,0, random(-4, 4),CMF_OFFSETPITCH,random(-4, 4)) SKE2 H 1 A_CustomMissile("SuperRevenantTracer",52,0, random(-4, 4),CMF_OFFSETPITCH,random(-4, 4)) SKE2 H 1 A_CustomMissile("SuperRevenantTracer",52,0, random(-4, 4),CMF_OFFSETPITCH,random(-4, 4)) SKE2 H 1 A_CustomMissile("SuperRevenantTracer",52,0, random(-4, 4),CMF_OFFSETPITCH,random(-4, 4)) SKE2 H 1 A_CustomMissile("SuperRevenantTracer",52,0, random(-4, 4),CMF_OFFSETPITCH,random(-4, 4)) SKE2 H 1 A_CustomMissile("SuperRevenantTracer",52,0, random(-4, 4),CMF_OFFSETPITCH,random(-4, 4)) TNT1 A 0 A_ChangeFlag("PAINLESS", FALSE) Goto See Pain: SKE2 M 5 SKE2 M 5 A_Pain Goto See Death: TNT1 A 0 A_JumpIf(CallACS("DisScore")==1, "DeathNormal") TNT1 A 0 A_SpawnItemEx ("2000_Score", 0, 0, 32, 0, 0, 1) DeathNormal: SKE2 NO 7 SKE2 P 7 A_Scream SKE2 Q 7 A_NoBlocking TNT1 AAAAAA 0 A_SpawnItemEx("Coin_disappear", 0, 0, random (8, 40), random (2, 3), 0, random (4, 6), random(0, 360)) SKE2 R 7 SKE2 S -1 Stop Raise: SKE2 S 5 SKE2 RQPON 5 Goto See

Class Hierarchy

Classes defined in \DEC_ENEM