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Tentacle2
 

File

Flags

Properties

//$categoryMonsters
activesound"monster/tenact"
deathsound"monster/tendth"
health250
height112
mass0x7FFFFFFF
obituary"%o was snared by a tentacle"
painchance96
painsound"monster/tenpai"
radius20
scale0.75
seesound"monster/tensit"

States

Spawn: TNT1 A 10 A_Look Loop See: TEN2 ABCD 4 SeeLoop: TEN2 EFGH 4 A_Chase Loop Missile: TNT1 A 0 A_JumpIfCloser(1536, "YesMissile") Goto See YesMissile: TEN2 F 5 A_FaceTarget TNT1 A 0 A_Jump(96, "Missile2") Missile1: TEN2 I 8 A_FaceTarget TEN2 J 9 Bright A_CustomMissile("TentacleBall1", 4) TEN2 I 8 A_FaceTarget TEN2 J 9 Bright A_CustomMissile("TentacleBall1", 4) TEN2 I 8 A_FaceTarget TEN2 J 9 Bright A_CustomMissile("TentacleBall1", 4) TEN2 I 8 Goto SeeLoop Missile2: TEN2 I 8 A_FaceTarget TNT1 A 0 A_CustomMissile("TentacleBall2", 10) TNT1 A 0 A_CustomMissile("TentacleBall2", 20) TNT1 A 0 A_CustomMissile("TentacleBall2", 30) TNT1 A 0 A_CustomMissile("TentacleBall2", 40) TNT1 A 0 A_CustomMissile("TentacleBall2", 50) TNT1 A 0 A_CustomMissile("TentacleBall2", 60) TNT1 A 0 A_CustomMissile("TentacleBall2", 70) TNT1 A 0 A_CustomMissile("TentacleBall2", 80) TNT1 A 0 A_CustomMissile("TentacleBall2", 90) TEN2 K 9 Bright A_CustomMissile("TentacleBall2", 100) Goto SeeLoop Pain: TEN2 L 3 TEN2 L 3 A_Pain Goto SeeLoop 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 AAA 0 A_SpawnItemEx("Coin_disappear", 0, 0, random (8, 40), random (2, 3), 0, random (4, 6), random(0, 360)) TEN2 M 4 TEN2 N 4 A_Scream TEN2 O 4 A_NoBlocking TEN2 PQRS 4 TEN2 T -1 Stop Raise: TEN2 ABCD 4 Goto SeeLoop

Class Hierarchy

Classes defined in \DEC_ENEM