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LOSTSOUL.txt
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LOSTSOUL.txt
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ACTOR sexysoul : lostsoul replaces lostsoul
{
-NOBLOOD
speed 4
BloodType "LostSoulBlood"
States
{
Spawn:
zkul abcd 6 bright a_look
Loop
see:
ZKUL a 3 bright a_chase
ZKUL b 3 bright a_chase ("","")
ZKUL c 3 bright a_chase
ZKUL d 3 bright a_chase ("","")
loop
missile:
ssku abcda 2 bright a_facetarget
ssku b 4 bright a_skullattack
ssku abcd 2 bright
goto missile+7
Pain:
LSTP A 3 Bright
LSTP B 3 Bright A_Pain
Goto See
death:
ssou ab 3 bright
TNT1 AAAA 0 A_CustomMissile ("SmallLSPart1", 0, 0, random (0, 360), 2, random (0, 360))
TNT1 AAAA 0 A_CustomMissile ("SmallLSPart3", 0, 0, random (0, 360), 2, random (0, 360))
ssou c 3 bright a_scream
ssou de 3 bright
ssou f 3 bright A_noblocking
TNT1 AAAA 0 A_CustomMissile ("PlasmaSmoke", 32, 0, random (0, 360), 2, random (0, 360))
TNT1 AAA 0 A_CustomMissile ("LSpart1", 42, 0, random (0, 360), 2, random (0, 160))
TNT1 A 0 A_CustomMissile ("LSpart3", 42, 0, random (0, 360), 2, random (0, 160))
TNT1 AA 0 A_CustomMissile ("LSpart2", 42, 0, random (0, 360), 2, random (0, 160))
ssou ghij 3 bright
stop
}
}
Actor Gibs_General
{
radius 1
height 1
mass 1
damage 0
+MISSILE
+NOBLOCKMAP
+CLIENTSIDEONLY
+NOGRAVITY
+DROPOFF
+NOTELEPORT
+FORCEXYBILLBOARD
+NOTDMATCH
+GHOST
radius 1
height 1
mass 1
damage 0
}
actor LostSoulBlood : Blood
{
Decal None
game Doom
+FORCEXYBILLBOARD
+GHOST
+NOBLOCKMAP
+NOGRAVITY
+NOCLIP
-DONTSPLASH
-ALLOWPARTICLES
Speed 0
states
{
Spawn:
TNT1 A 0
TNT1 AAAAAA 0 A_CustomMissile ("SparkXNoModel", 2, 0, random (0, 360), 2, random (0, 360))
TNT1 AA 0 A_CustomMissile ("SmallLSPart1", 0, 0, random (0, 360), 2, random (0, 360))
TNT1 AA 0 A_CustomMissile ("SmallLSPart3", 0, 0, random (0, 360), 2, random (0, 360))
stop
}
}
ACTOR LSPart1
{
Radius 2
Height 2
Speed 7
Mass 3
BounceFactor 0.4
+DOOMBOUNCE
+NOBLOCKMAP
+MISSILE
+NOTELEPORT
+DONTSPLASH
+MOVEWITHSECTOR
+CLIENTSIDEONLY
+THRUACTORS
Scale 0.7
States
{
Spawn:
TNT1 A 0
TNT1 A 0 Thing_ChangeTID(0,394)
TNT1 A 0 A_Jump(128,9)
LGI1 ABCDEFGH 2
wait
LGI1 HGFEDCBA 2
wait
Death:
TNT1 A 0
TNT1 A 0 A_Jump(128,2)
LGI1 A 200
stop
LGI1 E 200
Stop
}
}
actor LSpart2 : LSpart1
{
states
{
spawn:
TNT1 A 0
TNT1 A 0 Thing_ChangeTID(0,394)
TNT1 A 0 A_Jump(128,9)
LGI2 ABCDEFGH 2
wait
LGI2 HGFEDCBA 2
wait
Death:
TNT1 A 0
TNT1 A 0 A_Jump(128,2)
LGI2 A 200
stop
LGI2 E 200
Stop
}
}
actor LSpart3 : LSpart1
{
states
{
spawn:
TNT1 A 0
TNT1 A 0 Thing_ChangeTID(0,394)
TNT1 A 0 A_Jump(128,9)
LGI3 ABCDEFGH 2
wait
LGI3 HGFEDCBA 2
wait
Death:
TNT1 A 0
TNT1 A 0 A_Jump(128,2)
LGI3 A 200
stop
LGI3 E 200
Stop
}
}
actor SmallLSPart1: LSPart1
{
Scale 0.3
Speed 10
}
actor SmallLSPart3: LSPart1
{
Scale 0.3
Speed 12
}
actor BigLSPart1: LSPart1
{
Scale 1.0
Speed 10
}
actor BigLSPart3: LSPart1
{
Scale 1.0
Speed 12
}
actor BigLSPart2: LSPart1
{
Scale 1.0
Speed 12
}
ACTOR SoulTrails
{
Game Doom
Radius 1
Height 1
Speed 2
Damage 0
+NOBLOCKMAP
+NOTELEPORT
+DONTSPLASH
+MISSILE
+FORCEXYBILLBOARD
+CLIENTSIDEONLY
RenderStyle Add
DamageType Flames
Scale 0.5
Alpha 0.4
Gravity 0
States
{
Spawn:
TNT1 A 2
FRFX KLMNOP 3 BRIGHT
Stop
}
}