
EDIT (28/09/2014):
Nevermind, it's more of a procedure call since Thing_Hate and if, else if, and else statements are of a one time basis. I need some method that could hit the TIDs @ once. Given that Thing_Hate might be an obstacle, chances are this is as far as I can go.
Spoiler: ACS Code of Multiple Targets (Classes/TIDs)
I would try to target non-TIDs (particularly monsters outside the TID list or wad [they got off the hook from AI monster hunts]), but an else if statement would need an initialized TID and Thing_Hate would be fixated to a TID. Else statements are the very last thing to do, if something fails, that's the end of it (no found target of offending non-TIDs [besides I don't think I want faction monsters to wait in queue before targeting non-faction monsters, that will look stupid]).Code: Select all
//#library "librarie.acs" #include "zcommon.acs" /* I might have to use arrays to define ThingCountName variables with multiple values. */ /* "Oriental_Gang_Thing_Hate_Check_Script" /* http://zdoom.org/wiki/ThingCountName http://zdoom.org/wiki/Operators http://zdoom.org/wiki/Thing_Hate http://zdoom.org/wiki/NoiseAlert http://zdoom.org/wiki/Terminate */ Script 8008 (void) { /* Oriental Gang Thing Hate Check */ while (ThingCountName ("Brother_Thug1",515) > 0 || ThingCountName ("Brother_Thug1",0) > 0) { if (ThingCountName ("LAPD_Cop",551) > 0 || ThingCountName ("LAPD_Cop",0) > 0 || ThingCountName ("Auto_Rifle_Unit",551) > 0 || ThingCountName ("Auto_Rifle_Unit",0) > 0) { Thing_Hate (515,551,4); NoiseAlert (551,515); } else if (ThingCountName ("AK-47_Thug",155) > 0 || ThingCountName ("AK-47_Thug",0) > 0) { Thing_Hate (515,155,4); NoiseAlert (155,515); } else if (ThingCountName ("DoomPlayer",151) > 0 || ThingCountName ("DoomPlayer",0) > 0) { Thing_Hate (515,151,4); NoiseAlert (155,515); } else { } Terminate; } } /* "Nigga_Gang_Thing_Hate_Check_Script" /* http://zdoom.org/wiki/ThingCountName http://zdoom.org/wiki/Operators http://zdoom.org/wiki/Thing_Hate http://zdoom.org/wiki/NoiseAlert http://zdoom.org/wiki/Terminate */ Script 8080 (void) { /* Nigga Gang Thing Hate Check */ while (ThingCountName ("AK-47_Thug",155) > 0 || ThingCountName ("AK-47_Thug",0) > 0) { if (ThingCountName ("LAPD_Cop",551) > 0 || ThingCountName ("LAPD_Cop",0) > 0 || ThingCountName ("Auto_Rifle_Unit",551) > 0 || ThingCountName ("Auto_Rifle_Unit",0) > 0) { Thing_Hate (155,551,4); NoiseAlert (551,155); } else if (ThingCountName ("Brother_Thug1",515) > 0 || ThingCountName ("Brother_Thug1",0) > 0) { Thing_Hate (155,515,4); NoiseAlert (515,155); } else if (ThingCountName ("DoomPlayer",151) > 0 || ThingCountName ("DoomPlayer",0) > 0) { Thing_Hate (155,151,4); NoiseAlert (151,155); } else { } Terminate; } } /* "Law_Enforcement_Thing_Hate_Check_Script" /* http://zdoom.org/wiki/ThingCountName http://zdoom.org/wiki/Operators http://zdoom.org/wiki/Thing_Hate http://zdoom.org/wiki/NoiseAlert http://zdoom.org/wiki/Terminate */ Script 8081 (void) { /* Law Enforcement Thing Hate Check */ while (ThingCountName ("LAPD_Cop",551) > 0 || ThingCountName ("LAPD_Cop",0) > 0 || ThingCountName ("Auto_Rifle_Unit",551) > 0 || ThingCountName ("Auto_Rifle_Unit",0) > 0) { if (ThingCountName ("Brother_Thug1",515) > 0 || ThingCountName ("Brother_Thug1",0) > 0) { Thing_Hate (551,515,4); NoiseAlert (515,551); } else if (ThingCountName ("AK-47_Thug",155) > 0 || ThingCountName ("AK-47_Thug",0) > 0) { Thing_Hate (551,155,4); NoiseAlert (155,551); } else if (ThingCountName ("DoomPlayer",151) > 0 || ThingCountName ("DoomPlayer",0) > 0) { Thing_Hate (551,151,4); NoiseAlert (151,551); } else { } Terminate; } } /* "DoomPlayer_TID_Check_Script" /* http://zdoom.org/wiki/Thing_ChangeTID */ Script 8090 enter { /* DoomPlayer TID Check */ Thing_ChangeTID (0,151); }
Spoiler: DECORATE Code of Multiple Thing_Hatin' Monsters (lol)Spoiler: AK-47_ThugCode: Select all
/* DoomImp Imps are common enemies throughout the game. They slash up close which is a pain because they always seem to get close to you when there's more than one. The fireballs they throw do average damage. Luckily they don't have that much health, and one shotgun blast can put them to sleep. http://zdoom.org/wiki/Classes:DoomImp AK-47 Thug. "I'm about to set the record straight. With my AK, I'm the thug you love to hate! Muthafucka! :P" Thug for life, west side story. Part of the warring gangs of west L.A., where the surburbans are terrified. Ethnic conflicts included, orange juice! orange juice! AK-47 thug is the mook of the nigga gang faction. He can't dodge like those gooks. He packs heat, and shoots accurately so watch out! ? speed ? http://en.wikipedia.org/wiki/AK-47 *Specifications +Weight -Without magazine: 3.47 kg (7.7 lb) AK 2.93 kg (6.5 lb) AKM -Magazine, empty: 0.43 kg (0.95 lb) (early issue) 0.33 kg (0.73 lb) (steel) 0.25 kg (0.55 lb) (plastic) 0.17 kg (0.37 lb) (light alloy) -Ammo weight: 16.3 g x 30 = 0.49 kg (1.1 lb) +Length 880 mm (35 in) fixed wooden stock 875 mm (34.4 in) folding stock extended 645 mm (25.4 in) stock folded +Barrel length 415 mm (16.3 in) total 369 mm (14.5 in) rifled +Cartridge 7.62 x 39mm M43/M67 +Action Gas-operated, rotating bolt +Rate of fire Cyclic 600 rounds/min, practical 40 rounds/min semi-automatic 100 rounds/min fully automatic +Muzzle velocity 715 m/s (2,350 ft/s) +Effective range 400 metres (440 yd) semi-auto 300 metres (330 yd) full auto +Feed system Standard magazine capacity is 30 rounds; there are also 10-, 20- and 40-round box and 75- and 100-round drum magazines +Sights -Adjustable iron sights with a 378 mm (14.9 in) sight radius: 100 x 800 m adjustments (AK) 100 x 1000 m adjustments (AKM) http://zdoom.org/wiki/Classes:DoomImp http://zdoom.org/wiki/Classes:SwitchableDecoration http://zdoom.org/wiki/Thing_ChangeTID http://zdoom.org/wiki/ACS_ExecuteWithResult http://zdoom.org/wiki/A_ClearTarget http://zdoom.org/wiki/A_LookEx http://zdoom.org/wiki/A_Jump http://zdoom.org/wiki/A_PlaySound http://zdoom.org/wiki/A_JumpIf http://zdoom.org/wiki/DECORATE_expressions http://zdoom.org/wiki/A_GiveInventory http://zdoom.org/wiki/Actor_pointer#Custom_scripting http://zdoom.org/wiki/A_Chase http://zdoom.org/wiki/A_FaceTarget http://zdoom.org/wiki/A_ChangeFlag http://zdoom.org/wiki/A_SetUserVar http://zdoom.org/wiki/User_variable http://zdoom.org/wiki/A_JumpIfTargetInLOS http://zdoom.org/wiki/A_CustomBulletAttack http://zdoom.org/wiki/A_SpawnItemEx http://zdoom.org/wiki/A_StopSound http://zdoom.org/wiki/A_SetScale http://zdoom.org/wiki/Thing_SetConversation http://zdoom.org/wiki/StartConversation */ ACTOR AK-47_Thug : SwitchableDecoration replaces DoomImp //3001 { var int user_AK_47_round; /* Game Doom SpawnID 5 */ Health 100 //60 Radius 20 Height 56 Mass 100 Speed 8 PainChance 85 //200 Monster +FLOORCLIP //SeeSound "imp/sight" PainSound "ak-47_thug/pain" DeathSound "ak-47_thug/death" /* ActiveSound "imp/active" HitObituary "$OB_IMPHIT" */ Obituary "%o was blasted by an ak-47 thug. Muthafucka! :P" //"$OB_IMP" -WINDTHRUST -PUSHABLE -DONTFALL -MOVEWITHSECTOR -NOLIFTDROP -SLIDESONWALLS -NODROPOFF -FRIENDLY +JUMPDOWN +MISSILEEVENMORE +MISSILEMORE +CANNOTPUSH -NOTELEPORT -CANTLEAVEFLOORPIC +TELESTOMP -STAYMORPHED +CANBLAST -NOTARGET -NOINFIGHTING -NOTIMEFREEZE -NOFEAR -CANTSEEK -SEEINVISIBLE -NORADIUSDMG -DONTBLAST +DONTMORPH -DONTSQUASH -NOTELEOTHER -DONTHARMCLASS -DONTRIP -NOTELEFRAG -DONTGIB -DONTSPLASH -DONTOVERLAP +RANDOMIZE -FIXMAPTHINGPOS -NODAMAGETHRUST -BLOODSPLATTER +FOILINVUL -PIERCEARMOR +FORCERADIUSDMG -FORCEPAIN -DROPOFF -ALWAYSFAST +USESPECIAL +BLASTED /* ConversationID 9199 GibHealth 30 */ FastSpeed 16 Activation THINGSPEC_TriggerActs|THINGSPEC_ThingTargets|THINGSPEC_NoDeathSpecial|THINGSPEC_Activate|THINGSPEC_Switch ProjectilePassHeight 0 CrushPainSound "ak-47_rifle_thug/crush" Scale 0.75 BloodType "BOBL_Blood","BOBL_BloodSplatter",0 Decal "BulletChip" DropItem "Chaingun",255,1 DropItem "Medikit",128,1 States { Spawn: AKTH A 0 Thing_ChangeTID (0,155) /* AKTH A 0 Thing_Hate (155,151,4) AKTH A 0 Thing_Hate (155,515,4) AKTH A 0 Thing_Hate (155,551,4) */ AKTH A 0 ACS_ExecuteWithResult (8080,0,0,0,0) //AKTH A 0 A_ClearTarget AKTH A 10 A_LookEx (0,0,0,0,180,"See") AKTH A 0 A_Jump (1,"Bull_Session") Loop Bull_Session: AKTH A 0 A_PlaySound ("ak-47_thug/ambient",CHAN_BODY,1.0,0,ATTN_NORM) Goto Spawn /* Thing_Hate_Identity515_551: //AKTH B 0 A_GiveInventory ("Thing_Hate_Identity515_551",1,AAPTR_TARGET) AKTH B 0 ACS_ExecuteWithResult (8080,0,0,0,0) AKTH B 0 A_JumpIf (tid==1550,"Thing_Hate_Identity151") Goto See Thing_Hate_Identity151: AKTH B 0 Thing_ChangeTID (0,155) AKTH B 0 A_GiveInventory ("Thing_Hate_Identity151",1,AAPTR_TARGET) Goto See */ See: AKTH B 0 A_Jump (128,3) AKTH B 0 Thing_ChangeTID (155,1550) AKTH B 0 A_Jump (128,2) AKTH B 0 Thing_ChangeTID (1550,155) AKTH B 3 A_Chase ("Missile","Missile",CHF_NIGHTMAREFAST) Goto See0 See0: AKTH C 3 A_Chase ("Missile","Missile",CHF_NIGHTMAREFAST) Goto See1 See1: AKTH D 3 A_Chase ("Missile","Missile",CHF_NIGHTMAREFAST) Goto See2 See2: AKTH A 3 A_Chase ("Missile","Missile",CHF_NIGHTMAREFAST) AKTH A 0 A_Jump (4,"Chase_Session") Goto No_Target_Yet //Loop Chase_Session: AKTH A 0 A_PlaySound ("ak-47_thug/sight",CHAN_BODY,1.0,0,ATTN_NORM) Goto See No_Target_Yet: AKTH B 0 A_Jump (128,3) AKTH B 0 Thing_ChangeTID (155,1550) AKTH B 0 A_Jump (128,2) AKTH B 0 Thing_ChangeTID (1550,155) //AKTH B 0 A_ClearTarget AKTH B 0 A_LookEx (0,0,0,0,180,"See") AKTH B 3 A_Chase (0,0,CHF_NIGHTMAREFAST) AKTH C 0 A_LookEx (0,0,0,0,180,"See0") AKTH C 3 A_Chase (0,0,CHF_NIGHTMAREFAST) AKTH D 0 A_LookEx (0,0,0,0,180,"See1") AKTH D 3 A_Chase (0,0,CHF_NIGHTMAREFAST) AKTH A 0 A_LookEx (0,0,0,0,180,"See2") AKTH A 3 A_Chase (0,0,CHF_NIGHTMAREFAST) AKTH A 0 A_Jump (4,"Wander_Session") Loop Wander_Session: AKTH A 0 A_PlaySound ("ak-47_thug/active",CHAN_BODY,1.0,0,ATTN_NORM) Goto No_Target_Yet Missile: AKTH B 0 A_Jump (128,2) AKTH B 0 A_PlaySound ("ak-47_thug/ataunt",CHAN_BODY,1.0,0,ATTN_NORM) AKTH BE 8 A_FaceTarget (0,0) Goto AK_47_Fire AK_47_Fire: AKTH E 0 A_ChangeFlag ("NOPAIN",1) AKTH E 0 A_SetUserVar ("user_AK_47_round",30) AKTH E 0 A_JumpIfTargetInLOS ("Target_In_Sight",90,0,0,0) Goto Nothing_In_Sight Target_In_Sight: AKTH F 0 bright A_PlaySound ("ak-47_thug/ak-47_fire",CHAN_WEAPON,1.0,0,ATTN_NORM) AKTH F 2 bright A_CustomBulletAttack (5.6,5.6,1,5*random(1,3),"BOBL_BulletPuff",0,0) AKTH F 0 A_SpawnItemEx ("BOBL_Gun_Smoke",40,-2,35,0,0,0,0,SXF_NOCHECKPOSITION,0) AKTH F 2 A_FaceTarget (0,0) AKTH F 0 A_SetUserVar ("user_AK_47_round",user_AK_47_round-1) AKTH F 0 A_JumpIf (user_AK_47_round==0,"AK_47_Reload") AKTH F 0 A_JumpIfTargetInLOS ("Target_In_Sight",90,0,0,0) Goto Nothing_In_Sight Nothing_In_Sight: AKTH F 0 bright A_PlaySound ("ak-47_thug/ak-47_fire",CHAN_WEAPON,1.0,0,ATTN_NORM) AKTH F 2 bright A_CustomBulletAttack (5.6,5.6,1,5*random(1,3),"BOBL_BulletPuff",0,CBAF_AIMFACING) AKTH F 0 A_SpawnItemEx ("BOBL_Gun_Smoke",40,-2,35,0,0,0,0,SXF_NOCHECKPOSITION,0) AKTH F 2 A_FaceTarget (0,0) AKTH F 0 A_SetUserVar ("user_AK_47_round",user_AK_47_round-1) AKTH F 0 A_JumpIf (user_AK_47_round==0,"AK_47_Reload") AKTH F 0 A_JumpIfTargetInLOS ("Target_In_Sight",90,0,0,0) Goto Nothing_In_Sight AK_47_Reload: AKTH E 0 A_Jump (128,2) AKTH E 0 A_PlaySound ("ak-47_thug/ktaunt",CHAN_BODY,1.0,0,ATTN_NORM) AKTH E 8 AKTH A 40 A_PlaySound ("ak-47_thug/ak-47_reload",CHAN_ITEM,1.0,0,ATTN_NORM) AKTH A 0 A_ChangeFlag ("NOPAIN",0) AKTH A 1 A_ChangeFlag ("INCOMBAT",0) /* AKTH A 0 A_ClearTarget AKTH A 24 A_LookEx (0,0,0,0,180,"Missile") */ Goto See Pain: AKTH G 0 A_StopSound (CHAN_WEAPON) AKTH G 0 A_StopSound (CHAN_ITEM) AKTH G 0 A_StopSound (CHAN_BODY) AKTH G 2 A_Pain AKTH G 2 Goto See Death: AKTH H 0 A_ChangeFlag ("USESPECIAL",0) AKTH H 0 A_StopSound (CHAN_WEAPON) AKTH H 0 A_StopSound (CHAN_ITEM) AKTH H 0 A_StopSound (CHAN_BODY) //AKTH H 0 A_GiveInventory ("Thing_Love_Identity151",1,AAPTR_TARGET) AKTH H 5 A_Scream AKTH I 5 AKTH J 5 A_NoBlocking AKTH K 5 AKTH L -1 Stop Raise: AKTH L 0 A_SetScale (0.75,0.75) AKTH L 5 A_PlaySound ("ak-47_thug/crunched",CHAN_BODY,1.0,0,ATTN_NORM) AKTH KJIH 5 AKTH A 0 A_ChangeFlag ("USESPECIAL",1) Goto See Crush: POL5 A 0 A_ChangeFlag ("USESPECIAL",0) POL5 A 0 A_StopSound (CHAN_WEAPON) POL5 A 0 A_StopSound (CHAN_ITEM) POL5 A 0 A_StopSound (CHAN_BODY) //POL5 A 0 A_GiveInventory ("Thing_Love_Identity151",1,AAPTR_TARGET) POL5 A 0 A_SetScale (1.0,1.0) //0.75 POL5 A 0 A_PlaySound ("ak-47_thug/crunched",CHAN_BODY,1.0,0,ATTN_NORM) POL5 A -1 A_NoBlocking Stop Active: AKTH A 0 A_Jump (256,"ConversationID_9199","ConversationID_9198","ConversationID_9197","ConversationID_9196","ConversationID_9195","ConversationID_9194","ConversationID_9193","ConversationID_9192","ConversationID_9191","ConversationID_9190","ConversationID_9189","ConversationID_9188","ConversationID_9187","ConversationID_9186","ConversationID_9185","ConversationID_9184","ConversationID_9183","ConversationID_9182","ConversationID_9181","ConversationID_980","ConversationID_9179") Goto See Inactive: AKTH A 0 A_Jump (256,"ConversationID_9199","ConversationID_9198","ConversationID_9197","ConversationID_9196","ConversationID_9195","ConversationID_9194","ConversationID_9193","ConversationID_9192","ConversationID_9191","ConversationID_9190","ConversationID_9189","ConversationID_9188","ConversationID_9187","ConversationID_9186","ConversationID_9185","ConversationID_9184","ConversationID_9183","ConversationID_9182","ConversationID_9181","ConversationID_980","ConversationID_9179") Goto See ConversationID_9199: AKTH A 0 Thing_SetConversation (0,9199) //AKTH A 0 StartConversation (9199,1) AKTH A 0 A_ChangeFlag ("USESPECIAL",0) Goto See ConversationID_9198: AKTH A 0 Thing_SetConversation (0,9198) //AKTH A 0 StartConversation (9198,1) AKTH A 0 A_ChangeFlag ("USESPECIAL",0) Goto See ConversationID_9197: AKTH A 0 Thing_SetConversation (0,9197) //AKTH A 0 StartConversation (9197,1) AKTH A 0 A_ChangeFlag ("USESPECIAL",0) Goto See ConversationID_9196: AKTH A 0 Thing_SetConversation (0,9196) //AKTH A 0 StartConversation (9196,1) AKTH A 0 A_ChangeFlag ("USESPECIAL",0) Goto See ConversationID_9195: AKTH A 0 Thing_SetConversation (0,9195) //AKTH A 0 StartConversation (9195,1) AKTH A 0 A_ChangeFlag ("USESPECIAL",0) Goto See ConversationID_9194: AKTH A 0 Thing_SetConversation (0,9194) //AKTH A 0 StartConversation (9194,1) AKTH A 0 A_ChangeFlag ("USESPECIAL",0) Goto See ConversationID_9193: AKTH A 0 Thing_SetConversation (0,9193) //AKTH A 0 StartConversation (9193,1) AKTH A 0 A_ChangeFlag ("USESPECIAL",0) Goto See ConversationID_9192: AKTH A 0 Thing_SetConversation (0,9192) //AKTH A 0 StartConversation (9192,1) AKTH A 0 A_ChangeFlag ("USESPECIAL",0) Goto See ConversationID_9191: AKTH A 0 Thing_SetConversation (0,9191) //AKTH A 0 StartConversation (9191,1) AKTH A 0 A_ChangeFlag ("USESPECIAL",0) Goto See ConversationID_9190: AKTH A 0 Thing_SetConversation (0,9190) //AKTH A 0 StartConversation (9190,1) AKTH A 0 A_ChangeFlag ("USESPECIAL",0) Goto See ConversationID_9189: AKTH A 0 Thing_SetConversation (0,9189) //AKTH A 0 StartConversation (9189,1) AKTH A 0 A_ChangeFlag ("USESPECIAL",0) Goto See ConversationID_9188: AKTH A 0 Thing_SetConversation (0,9188) //AKTH A 0 StartConversation (9188,1) AKTH A 0 A_ChangeFlag ("USESPECIAL",0) Goto See ConversationID_9187: AKTH A 0 Thing_SetConversation (0,9187) //AKTH A 0 StartConversation (9187,1) AKTH A 0 A_ChangeFlag ("USESPECIAL",0) Goto See ConversationID_9186: AKTH A 0 Thing_SetConversation (0,9186) //AKTH A 0 StartConversation (9186,1) AKTH A 0 A_ChangeFlag ("USESPECIAL",0) Goto See ConversationID_9185: AKTH A 0 Thing_SetConversation (0,9185) //AKTH A 0 StartConversation (9185,1) AKTH A 0 A_ChangeFlag ("USESPECIAL",0) Goto See ConversationID_9184: AKTH A 0 Thing_SetConversation (0,9184) //AKTH A 0 StartConversation (9184,1) AKTH A 0 A_ChangeFlag ("USESPECIAL",0) Goto See ConversationID_9183: AKTH A 0 Thing_SetConversation (0,9183) //AKTH A 0 StartConversation (9183,1) AKTH A 0 A_ChangeFlag ("USESPECIAL",0) Goto See ConversationID_9182: AKTH A 0 Thing_SetConversation (0,9182) //AKTH A 0 StartConversation (9182,1) AKTH A 0 A_ChangeFlag ("USESPECIAL",0) Goto See ConversationID_9181: AKTH A 0 Thing_SetConversation (0,9181) //AKTH A 0 StartConversation (9181,1) AKTH A 0 A_ChangeFlag ("USESPECIAL",0) Goto See ConversationID_9180: AKTH A 0 Thing_SetConversation (0,9180) //AKTH A 0 StartConversation (9190,1) AKTH A 0 A_ChangeFlag ("USESPECIAL",0) Goto See ConversationID_9179: AKTH A 0 Thing_SetConversation (0,9179) //AKTH A 0 StartConversation (9179,1) AKTH A 0 A_ChangeFlag ("USESPECIAL",0) Goto See } }
Spoiler: LAPD_CopCode: Select all
/* ZombieMan The Pistol Zombie, also known as Troopers or Former Humans, are the least threatening monster in Doom. They are very weak, terrible shots, and their weapons aren't particularly damaging even in instances when they do hit. http://zdoom.org/wiki/Classes:ZombieMan He's a long standing officer of the L.A.P.D. law enforcement. Unfortunately, these days are at odds. With gangs, flip-flop economies, and breached U.A.C. facilities to top it all off, the given duties to maintain civil order have been met with overwhelming odds. With the havoc going around the U.A.C. breach incident, areas have been labeled as restricted zones. Unfortunately, you happened to be at bad timing when hell broke loose. His firearm is a M1911 pistol. He got A_ChangeFlag ("USESPECIAL",#) to as a switch variable (works only the first time). -INCOMBAT helps keep the conversation going, even in battle! http://en.wikipedia.org/wiki/M1911_pistol *Specifications +Weight 2.44 lb (1,105 g) empty, w/ magazine +Length 8.25 in (210 mm) +Barrel length -Government model: 5.03 in (127 mm) -Commander model: 4.25 in (108 mm) -Officer's ACP model: 3.5 in (89 mm) +Cartridge .45 ACP (11.43 mm) +Action Short recoil operation +Muzzle velocity 825 ft/s (251 m/s) +Feed system 7-round standard detachable box magazine http://zdoom.org/wiki/Classes:ZombieMan http://zdoom.org/wiki/Classes:SwitchableDecoration http://zdoom.org/wiki/Thing_ChangeTID http://zdoom.org/wiki/Thing_Hate http://zdoom.org/wiki/ACS_ExecuteWithResult http://zdoom.org/wiki/A_ClearTarget http://zdoom.org/wiki/A_LookEx http://zdoom.org/wiki/A_Jump http://zdoom.org/wiki/A_PlaySound http://zdoom.org/wiki/A_JumpIf http://zdoom.org/wiki/DECORATE_expressions http://zdoom.org/wiki/A_GiveInventory http://zdoom.org/wiki/Actor_pointer#Custom_scripting http://zdoom.org/wiki/A_Chase http://zdoom.org/wiki/A_FaceTarget http://zdoom.org/wiki/A_ChangeFlag http://zdoom.org/wiki/A_SetUserVar http://zdoom.org/wiki/User_variable http://zdoom.org/wiki/A_CustomBulletAttack http://zdoom.org/wiki/A_SpawnItemEx http://zdoom.org/wiki/A_StopSound http://zdoom.org/wiki/Thing_SetConversation http://zdoom.org/wiki/StartConversation */ ACTOR LAPD_Cop : SwitchableDecoration replaces ZombieMan //3004 { var int user_M_1911_round; /* Game Doom SpawnID 4 */ Health 100 //20 Radius 20 Height 56 Speed 8 PainChance 85 //200 Monster +FLOORCLIP /* SeeSound "grunt/sight" AttackSound "grunt/attack" */ PainSound "lapd_cop/pain" DeathSound "lapd_cop/death" //ActiveSound "grunt/active" Obituary "%o was shot down by the L.A.P.D." //"$OB_ZOMBIE" //"%o was killed by a zombieman." DropItem "Pistol",255,1 //"Clip",255,10 -WINDTHRUST -PUSHABLE -DONTFALL -MOVEWITHSECTOR -NOLIFTDROP -SLIDESONWALLS -NODROPOFF -FRIENDLY +JUMPDOWN +MISSILEEVENMORE +MISSILEMORE -CANNOTPUSH -NOTELEPORT -CANTLEAVEFLOORPIC +TELESTOMP -STAYMORPHED +CANBLAST -NOTARGET -NOINFIGHTING -NOTIMEFREEZE -NOFEAR -CANTSEEK -SEEINVISIBLE -NORADIUSDMG -DONTBLAST -DONTMORPH -DONTSQUASH -NOTELEOTHER -DONTHARMCLASS -DONTRIP -NOTELEFRAG -DONTGIB -DONTSPLASH -DONTOVERLAP +RANDOMIZE -FIXMAPTHINGPOS -NODAMAGETHRUST -BLOODSPLATTER +FOILINVUL -PIERCEARMOR +FORCERADIUSDMG -FORCEPAIN -DROPOFF -ALWAYSFAST +USESPECIAL +BLASTED /* ConversationID 9299 GibHealth 10 */ FastSpeed 16 Activation THINGSPEC_TriggerActs|THINGSPEC_ThingTargets|THINGSPEC_NoDeathSpecial|THINGSPEC_Activate|THINGSPEC_Switch ProjectilePassHeight 0 CrushPainSound "lapd_cop/crush" //Scale 1.0 BloodType "BOBL_Blood","BOBL_BloodSplatter",0 Decal "BulletChip" DropItem "StimPack",128,1 States { Spawn: LAPD B 0 Thing_ChangeTID (0,551) /* LAPD B 0 Thing_Hate (551,151,4) LAPD B 0 Thing_Hate (551,155,4) LAPD B 0 Thing_Hate (551,515,4) */ LAPD B 0 ACS_ExecuteWithResult (8081,0,0,0,0) //LAPD B 0 A_ClearTarget LAPD B 10 A_LookEx (0,0,0,0,180,"See") LAPD B 0 A_Jump (1,"Bull_Session") Loop Bull_Session: LAPD B 0 A_PlaySound ("lapd_cop/ambient",CHAN_BODY,1.0,0,ATTN_NORM) Goto Spawn /* Thing_Hate_Identity155_515: //LAPD C 0 A_GiveInventory ("Thing_Hate_Identity155_515",1,AAPTR_TARGET) LAPD C 0 ACS_ExecuteWithResult (8081,0,0,0,0) LAPD C 0 A_JumpIf (tid==5510,"Thing_Hate_Identity151") Goto See Thing_Hate_Identity151: LAPD C 0 Thing_ChangeTID (0,551) LAPD C 0 A_GiveInventory ("Thing_Hate_Identity151",1,AAPTR_TARGET) Goto See */ See: LAPD C 0 A_Jump (128,3) LAPD C 0 Thing_ChangeTID (551,5510) LAPD C 0 A_Jump (128,2) LAPD C 0 Thing_ChangeTID (5510,551) LAPD C 4 A_Chase ("Missile","Missile",CHF_NIGHTMAREFAST) Goto See0 See0: LAPD D 4 A_Chase ("Missile","Missile",CHF_NIGHTMAREFAST) Goto See1 See1: LAPD A 4 A_Chase ("Missile","Missile",CHF_NIGHTMAREFAST) Goto See2 See2: LAPD B 4 A_Chase ("Missile","Missile",CHF_NIGHTMAREFAST) LAPD B 0 A_Jump (4,"Chase_Session") Goto No_Target_Yet Chase_Session: LAPD B 0 A_PlaySound ("lapd_cop/sight",CHAN_BODY,1.0,0,ATTN_NORM) Goto See No_Target_Yet: LAPD C 0 A_Jump (128,3) LAPD C 0 Thing_ChangeTID (551,5510) LAPD C 0 A_Jump (128,2) LAPD C 0 Thing_ChangeTID (5510,551) //LAPD C 0 A_ClearTarget LAPD C 0 A_LookEx (0,0,0,0,180,"See") LAPD C 4 A_Chase (0,0,CHF_NIGHTMAREFAST) LAPD D 0 A_LookEx (0,0,0,0,180,"See0") LAPD D 4 A_Chase (0,0,CHF_NIGHTMAREFAST) LAPD A 0 A_LookEx (0,0,0,0,180,"See1") LAPD A 4 A_Chase (0,0,CHF_NIGHTMAREFAST) LAPD B 0 A_LookEx (0,0,0,0,180,"See2") LAPD B 4 A_Chase (0,0,CHF_NIGHTMAREFAST) LAPD B 0 A_Jump (4,"Wander_Session") Loop Wander_Session: LAPD B 0 A_PlaySound ("lapd_cop/active",CHAN_BODY,1.0,0,ATTN_NORM) Goto No_Target_Yet Missile: LAPD BE 10 A_FaceTarget (0,0) Goto M_1911_Fire M_1911_Fire: LAPD E 0 A_ChangeFlag ("NOPAIN",1) LAPD E 0 A_SetUserVar ("user_M_1911_round",7) LAPD E 0 A_JumpIfTargetInLOS ("Target_In_Sight",90,0,0,0) Goto Nothing_In_Sight Target_In_Sight: LAPD F 0 A_PlaySound ("lapd_cop/m-1911_fire",CHAN_WEAPON,0.20,0,ATTN_NORM) LAPD F 8 bright A_CustomBulletAttack (5.6,5.6,1,5*random(1,3),"BOBL_BulletPuff",0,0) LAPD E 0 A_SpawnItemEx ("BOBL_Gun_Smoke",40,-1,33,0,0,0,0,SXF_NOCHECKPOSITION,0) LAPD E 8 A_FaceTarget (0,0) LAPD E 0 A_SetUserVar ("user_M_1911_round",user_M_1911_round-1) LAPD E 0 A_JumpIf (user_M_1911_round==0,"M_1911_Reload") LAPD E 0 A_JumpIfTargetInLOS ("Target_In_Sight",90,0,0,0) Goto Nothing_In_Sight Nothing_In_Sight: LAPD F 0 A_PlaySound ("lapd_cop/m-1911_fire",CHAN_WEAPON,0.20,0,ATTN_NORM) LAPD F 8 bright A_CustomBulletAttack (5.6,5.6,1,5*random(1,3),"BOBL_BulletPuff",0,CBAF_AIMFACING) LAPD E 0 A_SpawnItemEx ("BOBL_Gun_Smoke",40,-1,33,0,0,0,0,SXF_NOCHECKPOSITION,0) LAPD E 8 A_FaceTarget (0,0) LAPD E 0 A_SetUserVar ("user_M_1911_round",user_M_1911_round-1) LAPD E 0 A_JumpIf (user_M_1911_round==0,"M_1911_Reload") LAPD E 0 A_JumpIfTargetInLOS ("Target_In_Sight",90,0,0,0) Goto Nothing_In_Sight M_1911_Reload: LAPD E 0 A_Jump (128,2) LAPD E 0 A_PlaySound ("lapd_cop/ktaunt",CHAN_BODY,1.0,0,ATTN_NORM) LAPD E 10 LAPD B 40 A_PlaySound ("lapd_cop/m-1911_reload",CHAN_ITEM,1.0,0,ATTN_NORM) LAPD B 0 A_ChangeFlag ("NOPAIN",0) LAPD B 1 A_ChangeFlag ("INCOMBAT",0) /* LAPD B 0 A_ClearTarget LAPD B 24 A_LookEx (0,0,0,0,180,"Missile") */ Goto See Pain: LAPD B 0 A_StopSound (CHAN_WEAPON) LAPD B 0 A_StopSound (CHAN_ITEM) LAPD B 0 A_StopSound (CHAN_BODY) LAPD B 3 A_Pain LAPD B 3 Goto See Death: LAPD B 0 A_ChangeFlag ("USESPECIAL",0) LAPD B 0 A_StopSound (CHAN_WEAPON) LAPD B 0 A_StopSound (CHAN_ITEM) LAPD B 0 A_StopSound (CHAN_BODY) /* LAPD B 0 A_SetScale (1.0,1.0) LAPD B 0 A_GiveInventory ("Thing_Hate_Identity155_515",1,AAPTR_TARGET) */ LAPD B 12 A_Scream TNT1 A 6 LAPD B 11 TNT1 A 6 LAPD B 10 TNT1 A 5 LAPD B 9 TNT1 A 5 LAPD B 8 TNT1 A 4 LAPD B 7 TNT1 A 4 LAPD B 6 TNT1 A 3 LAPD B 5 TNT1 A 3 LAPD B 4 TNT1 A 2 LAPD B 3 TNT1 A 2 LAPD B 2 TNT1 A 1 LAPD B 1 A_NoBlocking TNT1 A -1 Stop Raise: LAPD B 1 A_PlaySound ("misc/gibbed",CHAN_BODY,1.0,0,ATTN_NORM) TNT1 A 1 LAPD B 2 TNT1 A 2 LAPD B 3 TNT1 A 2 LAPD B 4 TNT1 A 3 LAPD B 5 TNT1 A 3 LAPD B 6 TNT1 A 4 LAPD B 7 TNT1 A 4 LAPD B 8 TNT1 A 5 LAPD B 9 TNT1 A 5 LAPD B 10 TNT1 A 6 LAPD B 11 TNT1 A 6 LAPD B 12 A_ChangeFlag ("USESPECIAL",1) Goto See Crush: POL5 A 0 A_ChangeFlag ("USESPECIAL",0) POL5 A 0 A_StopSound (CHAN_WEAPON) POL5 A 0 A_StopSound (CHAN_ITEM) POL5 A 0 A_StopSound (CHAN_BODY) /* POL5 A 0 A_SetScale (1.0,1.0) POL5 A 0 A_GiveInventory ("Thing_Hate_Identity155_515",1,AAPTR_TARGET) */ POL5 A 0 A_PlaySound ("lapd_cop/crunched",CHAN_BODY,1.0,0,ATTN_NORM) POL5 A -1 A_NoBlocking Stop Active: LAPD B 0 A_Jump (256,"ConversationID_9299","ConversationID_9298","ConversationID_9297","ConversationID_9296") Goto See Inactive: LAPD B 0 A_Jump (256,"ConversationID_9299","ConversationID_9298","ConversationID_9297","ConversationID_9296") Goto See ConversationID_9299: LAPD B 0 Thing_SetConversation (0,9299) //LAPD B 0 StartConversation (9299,1) LAPD A 0 A_ChangeFlag ("USESPECIAL",0) Goto See ConversationID_9298: LAPD B 0 Thing_SetConversation (0,9298) //LAPD B 0 StartConversation (9298,1) LAPD B 0 A_ChangeFlag ("USESPECIAL",0) Goto See ConversationID_9297: LAPD B 0 Thing_SetConversation (0,9297) //LAPD B 0 StartConversation (9297,1) LAPD B 0 A_ChangeFlag ("USESPECIAL",0) Goto See ConversationID_9296: LAPD B 0 Thing_SetConversation (0,9296) //LAPD B 0 StartConversation (9296,1) LAPD B 0 A_ChangeFlag ("USESPECIAL",0) Goto See } }
Spoiler: Brother_ThugCode: Select all
/* ShotgunGuy The Shotgun Zombie, more commonly known as Sergeants or Shotgunners, are zombies with a shotgun. They can be particularly dangerous to the player at close range. http://zdoom.org/wiki/Classes:ShotgunGuy Brother thug is the mook of the oriental gang faction. He can only dodge in melee state. He packs heat though, so watch out (hence why he dodges during melee [so he can back out and let loose the peas {a cheap, yet effective move}])! ? Keep ability to climb and jump off of ledges for other oriental gang faction members. Renamed lump file name afters, including stealth and dead version. ? https://en.wikipedia.org/wiki/Uzi *Specifications +Weight 3.5 kg (7.72 lb) +Length 445 mm (17.5 in) stockless 470 mm (18.5 in) folding stock collapsed 640 mm (25 in) folding stock extended +Barrel length 260 mm (10.2 in) +Cartridge 9 x 19mm Parabellum .22 LR .45 ACP .41 AE +Action Blowback, open bolt +Rate of fire 600 rounds/min +Muzzle velocity 400 m/s (9mm) +Effective firing range 200 m +Feed system 10 (.22 and .41 AE) 16 (.45 ACP) 20, 25, 32, 40, 50 (9 mm) magazines +Sights Iron sights http://zdoom.org/wiki/Classes:ShotgunGuy http://zdoom.org/wiki/Classes:SwitchableDecoration http://zdoom.org/wiki/Thing_ChangeTID http://zdoom.org/wiki/Thing_Hate http://zdoom.org/wiki/ACS_ExecuteWithResult http://zdoom.org/wiki/A_ClearTarget http://zdoom.org/wiki/A_LookEx http://zdoom.org/wiki/A_Jump http://zdoom.org/wiki/A_PlaySound http://zdoom.org/wiki/A_JumpIf http://zdoom.org/wiki/DECORATE_expressions http://zdoom.org/wiki/A_GiveInventory http://zdoom.org/wiki/Actor_pointer#Custom_scripting http://zdoom.org/wiki/A_Chase http://zdoom.org/wiki/A_FaceTarget http://zdoom.org/wiki/A_ChangeVelocity http://zdoom.org/wiki/A_CustomMeleeAttack http://zdoom.org/wiki/A_ChangeFlag http://zdoom.org/wiki/A_SetUserVar http://zdoom.org/wiki/User_variable http://zdoom.org/wiki/A_JumpIfTargetInLOS http://zdoom.org/wiki/A_CustomBulletAttack http://zdoom.org/wiki/A_SpawnItemEx http://zdoom.org/wiki/A_StopSound http://zdoom.org/wiki/Thing_SetConversation http://zdoom.org/wiki/StartConversation */ ACTOR Brother_Thug1 : SwitchableDecoration replaces ShotgunGuy //9 { var int user_Uzi_round; /* Game Doom SpawnID 1 */ Health 100 //30 Radius 20 Height 56 Mass 100 Speed 8 PainChance 85 //170 Monster +FLOORCLIP /* SeeSound "shotguy/sight" AttackSound "shotguy/attack" */ PainSound "brother_thug/pain" DeathSound "brother_thug/death" //ActiveSound "shotguy/active" Obituary "%o catched a brother thug's peas." //"$OB_SHOTGUY" DropItem "Chaingun",255,1 //"Shotgun",255,1 -WINDTHRUST -PUSHABLE -DONTFALL -MOVEWITHSECTOR -NOLIFTDROP -SLIDESONWALLS -NODROPOFF -FRIENDLY +JUMPDOWN +MISSILEEVENMORE +MISSILEMORE +CANNOTPUSH -NOTELEPORT -CANTLEAVEFLOORPIC +TELESTOMP -STAYMORPHED +CANBLAST -NOTARGET -NOINFIGHTING -NOTIMEFREEZE -NOFEAR -CANTSEEK -SEEINVISIBLE -NORADIUSDMG -DONTBLAST -DONTMORPH -DONTSQUASH -NOTELEOTHER -DONTHARMCLASS -DONTRIP -NOTELEFRAG -DONTGIB -DONTSPLASH -DONTOVERLAP +RANDOMIZE -FIXMAPTHINGPOS -NODAMAGETHRUST -BLOODSPLATTER +FOILINVUL -PIERCEARMOR +FORCERADIUSDMG -FORCEPAIN -DROPOFF -ALWAYSFAST +USESPECIAL +BLASTED /* ConversationID 9899 GibHealth 15 */ FastSpeed 16 Activation THINGSPEC_TriggerActs|THINGSPEC_ThingTargets|THINGSPEC_NoDeathSpecial|THINGSPEC_Activate|THINGSPEC_Switch ProjectilePassHeight 0 //MaxStepHeight 9999 Scale 0.50 BloodType "BOBL_Blood","BOBL_BloodSplatter",0 Decal "Shadow_Warrior_BulletChip" CrushPainSound "brother_thug/crush" HitObituary "%o was bitch-slapped by a brother thug." DropItem "Stimpack",128,1 States { Spawn: BRTH C 0 Thing_ChangeTID (0,515) /* BRTH C 0 Thing_Hate (515,151,4) BRTH C 0 Thing_Hate (515,155,4) BRTH C 0 Thing_Hate (515,551,4) */ BRTH C 0 ACS_ExecuteWithResult (8008,0,0,0,0) //BRTH C 0 A_ClearTarget BRTH C 10 A_LookEx (0,0,0,0,180,"See") BRTH C 0 A_Jump (1,"Bull_Session") Loop Bull_Session: BRTH C 0 A_PlaySound ("brother_thug/ambient",CHAN_BODY,1.0,0,ATTN_NORM) Goto Spawn Thing_Hate_Identity155_551: //BRTH D 0 A_GiveInventory ("Thing_Hate_Identity155_551",1,AAPTR_TARGET) BRTH D 0 ACS_ExecuteWithResult (8008,0,0,0,0) BRTH D 0 A_JumpIf (tid==5150,"Thing_Hate_Identity151") Goto See Thing_Hate_Identity151: BRTH D 0 Thing_ChangeTID (0,515) BRTH D 0 A_GiveInventory ("Thing_Hate_Identity151",1,AAPTR_TARGET) Goto See See: BRTH D 0 A_Jump (128,3) BRTH D 0 Thing_ChangeTID (515,5150) BRTH D 0 A_Jump (128,2) BRTH D 0 Thing_ChangeTID (5150,515) BRTH D 4 A_Chase ("Melee","Missile",CHF_NIGHTMAREFAST) Goto See0 See0: BRTH A 4 A_Chase ("Melee","Missile",CHF_NIGHTMAREFAST) Goto See1 See1: BRTH B 4 A_Chase ("Melee","Missile",CHF_NIGHTMAREFAST) Goto See2 See2: BRTH C 4 A_Chase ("Melee","Missile",CHF_NIGHTMAREFAST) BRTH C 0 A_Jump (4,"Chase_Session") Goto No_Target_Yet //Loop Chase_Session: BRTH C 0 A_PlaySound ("brother_thug/sight",CHAN_BODY,1.0,0,ATTN_NORM) Goto See No_Target_Yet: BRTH D 0 A_Jump (128,3) BRTH D 0 Thing_ChangeTID (515,5150) BRTH D 0 A_Jump (128,2) BRTH D 0 Thing_ChangeTID (5150,515) //BRTH D 0 A_ClearTarget BRTH D 0 A_LookEx (0,0,0,0,180,"See") BRTH D 4 A_Chase (0,0,CHF_NIGHTMAREFAST) BRTH A 0 A_LookEx (0,0,0,0,180,"See0") BRTH A 4 A_Chase (0,0,CHF_NIGHTMAREFAST) BRTH B 0 A_LookEx (0,0,0,0,180,"See1") BRTH B 4 A_Chase (0,0,CHF_NIGHTMAREFAST) BRTH C 0 A_LookEx (0,0,0,0,180,"See2") BRTH C 4 A_Chase (0,0,CHF_NIGHTMAREFAST) BRTH C 0 A_Jump (4,"Wander_Session") Loop Wander_Session: BRTH C 0 A_PlaySound ("brother_thug/active",CHAN_BODY,1.0,0,ATTN_NORM) Goto No_Target_Yet Melee: BRTH G 0 A_FaceTarget (0,0) BRTH G 6 A_ChangeVelocity (Cos(Pitch)*8,0,Sin(Pitch)*8,CVF_RELATIVE) BRTH H 6 A_CustomMeleeAttack (2*(random(1,10)),"brother_thug/hit","brother_thug/miss","Kung_Fu",0) BRTH I 0 A_Jump (128,2) BRTH I 0 A_PlaySound ("brother_thug/fatality_taunt",CHAN_BODY,1.0,0,ATTN_NORM) BRTH I 0 A_Jump (128,4) BRTH I 3 A_ChangeVelocity (0.0,-8.0,0.0,CVF_RELATIVE) BRTH I 0 A_FaceTarget (0,0) BRTH G 3 A_ChangeVelocity (Cos(Pitch)*8,0,Sin(Pitch)*8,CVF_RELATIVE) Goto See BRTH I 3 A_ChangeVelocity (0.0,8.0,0.0,CVF_RELATIVE) BRTH I 0 A_FaceTarget (0,0) BRTH G 3 A_ChangeVelocity (Cos(Pitch)*8,0,Sin(Pitch)*8,CVF_RELATIVE) Goto See Missile: BRTH E 0 A_Jump (128,2) BRTH E 0 A_PlaySound ("brother_thug/ataunt",CHAN_BODY,1.0,0,ATTN_NORM) BRTH E 12 A_FaceTarget (0,0) Goto Uzi_Fire Uzi_Fire: BRTH E 0 A_ChangeFlag ("NOPAIN",1) BRTH E 0 A_SetUserVar ("user_Uzi_round",25) BRTH E 0 A_JumpIfTargetInLOS ("Target_In_Sight",90,0,0,0) Goto Nothing_In_Sight Target_In_Sight: BRTH F 0 A_PlaySound ("brother_thug/uzi_fire",CHAN_WEAPON,1.0,0,ATTN_NORM) BRTH F 4 bright A_CustomBulletAttack (11.2,11.2,1,5*random(1,3),"Shadow_Warrior_Bullet_Speck",0,0) BRTH F 0 A_SpawnItemEx ("Shadow_Warrior_Gun_Smoke",40,0,28,0,0,0,0,SXF_NOCHECKPOSITION,0) BRTH F 4 A_FaceTarget (0,0) BRTH F 0 A_SetUserVar ("user_Uzi_round",user_Uzi_round-1) BRTH F 0 A_JumpIf (user_Uzi_round==0,"Uzi_Reload") BRTH F 0 A_JumpIfTargetInLOS ("Target_In_Sight",90,0,0,0) Goto Nothing_In_Sight Nothing_In_Sight: BRTH F 0 A_PlaySound ("brother_thug/uzi_fire",CHAN_WEAPON,1.0,0,ATTN_NORM) BRTH F 4 bright A_CustomBulletAttack (11.2,11.2,1,5*random(1,3),"Shadow_Warrior_Bullet_Speck",0,CBAF_AIMFACING) BRTH F 0 A_SpawnItemEx ("Shadow_Warrior_Gun_Smoke",40,0,28,0,0,0,0,SXF_NOCHECKPOSITION,0) BRTH F 4 A_FaceTarget (0,0) BRTH F 0 A_SetUserVar ("user_Uzi_round",user_Uzi_round-1) BRTH F 0 A_JumpIf (user_Uzi_round==0,"Uzi_Reload") BRTH F 0 A_JumpIfTargetInLOS ("Target_In_Sight",90,0,0,0) Goto Nothing_In_Sight Uzi_Reload: BRTH J 0 A_Jump (128,2) BRTH J 0 A_PlaySound ("brother_thug/ktaunt",CHAN_BODY,1.0,0,ATTN_NORM) BRTH J 40 A_PlaySound ("brother_thug/uzi_unload",CHAN_ITEM,1.0,0,ATTN_NORM) BRTH J 40 A_PlaySound ("brother_thug/uzi_reload",CHAN_ITEM,1.0,0,ATTN_NORM) BRTH E 0 A_ChangeFlag ("NOPAIN",0) BRTH E 1 A_ChangeFlag ("INCOMBAT",0) /* BRTH A 0 A_ClearTarget BRTH A 24 A_LookEx (0,0,0,0,180,"Missile") */ Goto See Pain: BRTH J 0 A_StopSound (CHAN_WEAPON) BRTH J 0 A_StopSound (CHAN_ITEM) BRTH J 0 A_StopSound (CHAN_BODY) BRTH J 4 A_Pain BRTH C 4 Goto See Death: BRTH J 0 A_ChangeFlag ("USESPECIAL",0) BRTH J 0 A_StopSound (CHAN_WEAPON) BRTH J 0 A_StopSound (CHAN_ITEM) BRTH J 0 A_StopSound (CHAN_BODY) //BRTH J 0 A_GiveInventory ("Thing_Love_Identity151",1,AAPTR_TARGET) BRTH J 5 A_Scream BRTH K 5 BRTH L 5 A_NoBlocking BRTH M 5 BRTH N 5 //A_PlaySound ("brother_thug/collapse",CHAN_BODY,1.0,0,ATTN_NORM) BRTH OP 5 BRTH Q -1 Stop Raise: BRTH Q 0 A_SetScale (0.50,0.50) BRTH Q 5 A_PlaySound ("brother_thug/crunched",CHAN_BODY,1.0,0,ATTN_NORM) BRTH PONMLKJ 5 BRTH A 0 A_ChangeFlag ("USESPECIAL",1) Goto See Crush: POL5 A 0 A_ChangeFlag ("USESPECIAL",0) POL5 A 0 A_StopSound (CHAN_WEAPON) POL5 A 0 A_StopSound (CHAN_ITEM) POL5 A 0 A_StopSound (CHAN_BODY) //POL5 A 0 A_GiveInventory ("Thing_Love_Identity151",1,AAPTR_TARGET) POL5 A 0 A_SetScale (1.0,1.0) //0.50 POL5 A 0 A_PlaySound ("brother_thug/crunched",CHAN_BODY,1.0,0,ATTN_NORM) POL5 A -1 A_NoBlocking Stop Active: BRTH C 0 A_Jump (256,"ConversationID_9899","ConversationID_9898","ConversationID_9897","ConversationID_9896","ConversationID_9895","ConversationID_9894","ConversationID_9893","ConversationID_9892","ConversationID_9891","ConversationID_9890","ConversationID_9889","ConversationID_9888","ConversationID_9887","ConversationID_9886","ConversationID_9885","ConversationID_9884","ConversationID_9883","ConversationID_9882","ConversationID_9881","ConversationID_9880","ConversationID_9879","ConversationID_9878","ConversationID_9877","ConversationID_9876","ConversationID_9875","ConversationID_9874","ConversationID_9873","ConversationID_9872","ConversationID_9871","ConversationID_9870","ConversationID_9869","ConversationID_9868","ConversationID_9867","ConversationID_9866","ConversationID_9865","ConversationID_9864","ConversationID_9863","ConversationID_9862","ConversationID_9861","ConversationID_9860","ConversationID_9859","ConversationID_9858","ConversationID_9857","ConversationID_9856") Goto See Inactive: BRTH C 0 A_Jump (256,"ConversationID_9899","ConversationID_9898","ConversationID_9897","ConversationID_9896","ConversationID_9895","ConversationID_9894","ConversationID_9893","ConversationID_9892","ConversationID_9891","ConversationID_9890","ConversationID_9889","ConversationID_9888","ConversationID_9887","ConversationID_9886","ConversationID_9885","ConversationID_9884","ConversationID_9883","ConversationID_9882","ConversationID_9881","ConversationID_9880","ConversationID_9879","ConversationID_9878","ConversationID_9877","ConversationID_9876","ConversationID_9875","ConversationID_9874","ConversationID_9873","ConversationID_9872","ConversationID_9871","ConversationID_9870","ConversationID_9869","ConversationID_9868","ConversationID_9867","ConversationID_9866","ConversationID_9865","ConversationID_9864","ConversationID_9863","ConversationID_9862","ConversationID_9861","ConversationID_9860","ConversationID_9859","ConversationID_9858","ConversationID_9857","ConversationID_9856") Goto See ConversationID_9899: BRTH C 0 Thing_SetConversation (0,9899) //BRTH C 0 StartConversation (9899,1) BRTH C 0 A_ChangeFlag ("USESPECIAL",0) Goto See ConversationID_9898: BRTH C 0 Thing_SetConversation (0,9898) //BRTH C 0 StartConversation (9898,1) BRTH C 0 A_ChangeFlag ("USESPECIAL",0) Goto See ConversationID_9897: BRTH C 0 Thing_SetConversation (0,9897) //BRTH C 0 StartConversation (9897,1) BRTH C 0 A_ChangeFlag ("USESPECIAL",0) Goto See ConversationID_9896: BRTH C 0 Thing_SetConversation (0,9896) //BRTH C 0 StartConversation (9896,1) BRTH C 0 A_ChangeFlag ("USESPECIAL",0) Goto See ConversationID_9895: BRTH C 0 Thing_SetConversation (0,9895) //BRTH C 0 StartConversation (9895,1) BRTH C 0 A_ChangeFlag ("USESPECIAL",0) Goto See ConversationID_9894: BRTH C 0 Thing_SetConversation (0,9894) //BRTH C 0 StartConversation (9894,1) BRTH C 0 A_ChangeFlag ("USESPECIAL",0) Goto See ConversationID_9893: BRTH C 0 Thing_SetConversation (0,9893) //BRTH C 0 StartConversation (9893,1) BRTH C 0 A_ChangeFlag ("USESPECIAL",0) Goto See ConversationID_9892: BRTH C 0 Thing_SetConversation (0,9892) //BRTH C 0 StartConversation (9892,1) BRTH C 0 A_ChangeFlag ("USESPECIAL",0) Goto See ConversationID_9891: BRTH C 0 Thing_SetConversation (0,9891) //BRTH C 0 StartConversation (9891,1) BRTH C 0 A_ChangeFlag ("USESPECIAL",0) Goto See ConversationID_9890: BRTH C 0 Thing_SetConversation (0,9890) //BRTH C 0 StartConversation (9890,1) BRTH C 0 A_ChangeFlag ("USESPECIAL",0) Goto See ConversationID_9889: BRTH C 0 Thing_SetConversation (0,9889) //BRTH C 0 StartConversation (9889,1) BRTH C 0 A_ChangeFlag ("USESPECIAL",0) Goto See ConversationID_9888: BRTH C 0 Thing_SetConversation (0,9888) //BRTH C 0 StartConversation (9888,1) BRTH C 0 A_ChangeFlag ("USESPECIAL",0) Goto See ConversationID_9887: BRTH C 0 Thing_SetConversation (0,9887) //BRTH C 0 StartConversation (9887,1) BRTH C 0 A_ChangeFlag ("USESPECIAL",0) Goto See ConversationID_9886: BRTH C 0 Thing_SetConversation (0,9886) //BRTH C 0 StartConversation (9886,1) BRTH C 0 A_ChangeFlag ("USESPECIAL",0) Goto See ConversationID_9885: BRTH C 0 Thing_SetConversation (0,9885) //BRTH C 0 StartConversation (9885,1) BRTH C 0 A_ChangeFlag ("USESPECIAL",0) Goto See ConversationID_9884: BRTH C 0 Thing_SetConversation (0,9884) //BRTH C 0 StartConversation (9884,1) BRTH C 0 A_ChangeFlag ("USESPECIAL",0) Goto See ConversationID_9883: BRTH C 0 Thing_SetConversation (0,9883) //BRTH C 0 StartConversation (9883,1) BRTH C 0 A_ChangeFlag ("USESPECIAL",0) Goto See ConversationID_9882: BRTH C 0 Thing_SetConversation (0,9882) //BRTH C 0 StartConversation (9882,1) BRTH C 0 A_ChangeFlag ("USESPECIAL",0) Goto See ConversationID_9881: BRTH C 0 Thing_SetConversation (0,9881) //BRTH C 0 StartConversation (9881,1) BRTH C 0 A_ChangeFlag ("USESPECIAL",0) Goto See ConversationID_9880: BRTH C 0 Thing_SetConversation (0,9880) //BRTH C 0 StartConversation (9880,1) BRTH C 0 A_ChangeFlag ("USESPECIAL",0) Goto See ConversationID_9879: BRTH C 0 Thing_SetConversation (0,9879) //BRTH C 0 StartConversation (9879,1) BRTH C 0 A_ChangeFlag ("USESPECIAL",0) Goto See ConversationID_9878: BRTH C 0 Thing_SetConversation (0,9878) //BRTH C 0 StartConversation (9878,1) BRTH C 0 A_ChangeFlag ("USESPECIAL",0) Goto See ConversationID_9877: BRTH C 0 Thing_SetConversation (0,9877) //BRTH C 0 StartConversation (9877,1) BRTH C 0 A_ChangeFlag ("USESPECIAL",0) Goto See ConversationID_9876: BRTH C 0 Thing_SetConversation (0,9876) //BRTH C 0 StartConversation (9876,1) BRTH C 0 A_ChangeFlag ("USESPECIAL",0) Goto See ConversationID_9875: BRTH C 0 Thing_SetConversation (0,9875) //BRTH C 0 StartConversation (9875,1) BRTH C 0 A_ChangeFlag ("USESPECIAL",0) Goto See ConversationID_9874: BRTH C 0 Thing_SetConversation (0,9874) //BRTH C 0 StartConversation (9874,1) BRTH C 0 A_ChangeFlag ("USESPECIAL",0) Goto See ConversationID_9873: BRTH C 0 Thing_SetConversation (0,9873) //BRTH C 0 StartConversation (9873,1) BRTH C 0 A_ChangeFlag ("USESPECIAL",0) Goto See ConversationID_9872: BRTH C 0 Thing_SetConversation (0,9872) //BRTH C 0 StartConversation (9872,1) BRTH C 0 A_ChangeFlag ("USESPECIAL",0) Goto See ConversationID_9871: BRTH C 0 Thing_SetConversation (0,9871) //BRTH C 0 StartConversation (9871,1) BRTH C 0 A_ChangeFlag ("USESPECIAL",0) Goto See ConversationID_9870: BRTH C 0 Thing_SetConversation (0,9870) //BRTH C 0 StartConversation (9870,1) BRTH C 0 A_ChangeFlag ("USESPECIAL",0) Goto See ConversationID_9869: BRTH C 0 Thing_SetConversation (0,9869) //BRTH C 0 StartConversation (9869,1) BRTH C 0 A_ChangeFlag ("USESPECIAL",0) Goto See ConversationID_9868: BRTH C 0 Thing_SetConversation (0,9868) //BRTH C 0 StartConversation (9868,1) BRTH C 0 A_ChangeFlag ("USESPECIAL",0) Goto See ConversationID_9867: BRTH C 0 Thing_SetConversation (0,9867) //BRTH C 0 StartConversation (9867,1) BRTH C 0 A_ChangeFlag ("USESPECIAL",0) Goto See ConversationID_9866: BRTH C 0 Thing_SetConversation (0,9866) //BRTH C 0 StartConversation (9866,1) BRTH C 0 A_ChangeFlag ("USESPECIAL",0) Goto See ConversationID_9865: BRTH C 0 Thing_SetConversation (0,9865) //BRTH C 0 StartConversation (9865,1) BRTH C 0 A_ChangeFlag ("USESPECIAL",0) Goto See ConversationID_9864: BRTH C 0 Thing_SetConversation (0,9864) //BRTH C 0 StartConversation (9864,1) BRTH C 0 A_ChangeFlag ("USESPECIAL",0) Goto See ConversationID_9863: BRTH C 0 Thing_SetConversation (0,9863) //BRTH C 0 StartConversation (9863,1) BRTH C 0 A_ChangeFlag ("USESPECIAL",0) Goto See ConversationID_9862: BRTH C 0 Thing_SetConversation (0,9862) //BRTH C 0 StartConversation (9862,1) BRTH C 0 A_ChangeFlag ("USESPECIAL",0) Goto See ConversationID_9861: BRTH C 0 Thing_SetConversation (0,9861) //BRTH C 0 StartConversation (9861,1) BRTH C 0 A_ChangeFlag ("USESPECIAL",0) Goto See ConversationID_9860: BRTH C 0 Thing_SetConversation (0,9860) //BRTH C 0 StartConversation (9860,1) BRTH C 0 A_ChangeFlag ("USESPECIAL",0) Goto See ConversationID_9859: BRTH C 0 Thing_SetConversation (0,9859) //BRTH C 0 StartConversation (9859,1) BRTH C 0 A_ChangeFlag ("USESPECIAL",0) Goto See ConversationID_9858: BRTH C 0 Thing_SetConversation (0,9858) //BRTH C 0 StartConversation (9858,1) BRTH C 0 A_ChangeFlag ("USESPECIAL",0) Goto See ConversationID_9857: BRTH C 0 Thing_SetConversation (0,9857) //BRTH C 0 StartConversation (9857,1) BRTH C 0 A_ChangeFlag ("USESPECIAL",0) Goto See ConversationID_9856: BRTH C 0 Thing_SetConversation (0,9856) //BRTH C 0 StartConversation (9856,1) BRTH C 0 A_ChangeFlag ("USESPECIAL",0) Goto See } }