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