actor Lith_JamesRevolverTrail { RenderStyle "Add" Scale 0.7 Alpha 0.8 +NOINTERACTION states { Spawn: PUFF A 1 A_FadeOut wait } } actor Lith_JamesRevolverBullet : FastProjectile { MissileType "Lith_JamesRevolverTrail" RenderStyle "Translucent" DamageType "Lith_Bullets" Alpha 0.9 Scale 0.8 Radius 20 Height 4 Damage (10 * random(1, 4)) Speed 64 +BLOODSPLATTER states { Spawn: TNT1 A 1 wait Crash: Death: PUFF CD 4 stop XDeath: TNT1 A 0 stop } } actor Lith_Boss_James : Lith_Phantom { Tag "James, Vanagloriam Est" Health 1000 states { See: PLAY AAAABBBBCCCCDDDD 1 A_Chase("Melee", "Missile", user_phase > 1 ? CHF_FASTCHASE : 0) loop Missile: PLAY E 0 A_JumpIf(user_phase < 2, "Missile1") PLAY F 0 A_JumpIf(user_meleetime > 0, "Missile1") PLAY E 0 A_JumpIfCloser(384, "Lunge") Missile1: PLAY E 0 A_PlaySound("enemies/james/fire", CHAN_6) PLAY F 0 A_FaceTarget PLAY E 5 A_CustomMissile("Lith_JamesRevolverBullet", 32, 0, frandom(-20, 20), CMF_OFFSETPITCH, frandom(-5, 5)) PLAY F 2 A_FaceTarget PLAY F 0 A_FaceTarget PLAY F 0 A_Jump(128, "See") PLAY F 2 A_MonsterRefire(0, "See") loop Melee: PLAY F 0 A_JumpIf(user_phase < 2, "Missile") PLAY F 0 A_JumpIf(user_meleetime > 0, "Missile") PLAY F 0 A_SetUserVar(user_meleetime, 35) PLAY F 0 A_FaceTarget PLAY F 5 A_CustomMeleeAttack(15 * random(1, 5), "enemies/james/knifehit", "enemies/james/knife", "Lith_Melee") goto See Lunge: PLAY A 0 A_PlaySound("enemies/phantom/lunge", CHAN_5, 1.0, false, 0.5) PLAY A 10 A_FaceTarget PLAY A 0 A_FaceTarget PLAY A 5 ACS_NamedExecuteWithResult("Lith_PhantomTeleport") goto Melee Death: TNT1 A 0 ACS_NamedExecuteWithResult("Lith_PhantomDeath", 1, user_phase) PLAY H 10 A_NoBlocking PLAY I 60 TNT1 A 70 stop } } // EOF