by TaporGaming » Thu May 09, 2019 11:18 pm
Here is the full code from Cerebral Commander by Overlord/Randommons and edited by me
Code: Select all
ACTOR CerebralCommander : SpiderMastermind
{
Health 11000
Speed 18
FloatSpeed 18
PainChance 20
Scale 1.1
Radius 65
BloodColor "Purple"
DropItem "BossLifeEssence" 256 25
DropItem "BossArmorBonusMax" 256 1
DropItem "DemonAmmoBox" 128 200
DropItem "SkullOfPower" 256
DropItem "DemonChalice" 256
DropItem "DemonTechMinigun", 256, 1
DropItem "HellfireUltrasphere" 128 1
DropItem "BigGas" 256 100
DropItem "DemonTechShotgun" 256 1
DropItem "CommanderDevastator", 256, 1
Mass 7000
+MISSILEEVENMORE
+QUICKTORETALIATE
+LOOKALLAROUND
+MISSILEMORE
+FLOAT
+BOSS
+NOEXTREMEDEATH
+BOSSDEATH
+NOGRAVITY
-FLOORCLIP
+DONTHARMSPECIES
+NORADIUSDMG
+NOICEDEATH
+NOTARGET
+CANTSEEK
+NOFEAR
+DONTSPLASH
+NOTIMEFREEZE
+NOTELEFRAG
+DONTGIB
+DONTMORPH
+DONTRIP
+THRUSPECIES
AttackSound ""
DamageFactor 0.3
DamageFactor "PlayerFireSword", 0.5
DamageFactor "PlayerDTRG", 0.30
DamageFactor "PlayerBHole", 0.25
DamageFactor "Guru", 0.0
DamageFactor "GuruPlayer", 0.2
DamageFactor "LegendaryPlayer", 0.3
DamageFactor "Cyber10K", 0.0
DamageFactor "Extreme", 0.0
DamageFactor "CustomSpray", 0.0
DamageFactor "BFG9500Ball", 0.0
DamageFactor "PlayerPyro", 0.15
DamageFactor "Commander", 0.0
DamageFactor "UltimateLegendary", 0.0
DamageFactor "DemolisherEx", 0.0
DamageFactor "DarkDemoEx", 0.0
DamageFactor "CerChainguns", 0.0
DamageFactor "CerEnergyBall", 0.0
DamageFactor "PDTBFG", 0.03
DamageFactor "PDTBFGTracer", 0.03
DamageFactor "Legendary", 0.0020
DamageFactor "LegendaryPlayer", 0.0
DamageFactor "BFG10K", 0.65
DamageFactor "BFGSplash", 0.0
DamageFactor "BFGSpray", 0.0
DamageFactor "Railgun", 0.5
DamageFactor "PlayerDevBall", 0.020
DamageFactor "PlayerDevBall2", 0.020
DamageFactor "PlayerDTBFGRailgunSlug", 0.020
DamageFactor "PlayerDevTracer", 0.020
DamageFactor "Ice", 0.0
DamageFactor "FreezerBurn", 0.0
DamageFactor "Railg", 0.5
// no infight 4 u
DamageFactor "Baby15K", 0.0
DamageFactor "Chaos", 0.0
DamageFactor "LegMind", 0.0
DamageFactor "VileFires", 0.0
DamageFactor "NobleComet", 0.0
DamageFactor "ZombieDev", 0.0
DamageFactor "BeheComet", 0.0
DamageFactor "Hellfire", 0.0
DamageFactor "T3rm", 0.0
SeeSound "Commander/sight"
PainSound "Commander/pain"
DeathSound "Commander/death"
PainChance "BFG9500Ball", 40
PainChance "PlayerDevBall", 100
PainChance "BFG10K", 100
PainChance "PDTBFG", 100
PainChance "PlayerDBFG10K2", 100
PainChance "Legendary", 100 // 100
PainChance "LegendaryPlayer", 100 // 100
PainChance "Guru", 256
PainChance "GuruPlayer", 256
PainChance "PlayerDBFG2", 256
DamageFactor "DBFG10K2", 0.65
DamageFactor "PlayerDBFG10K2", 0.65
DamageFactor "DBFG2", 0.65
DamageFactor "PlayerDBFG2", 0.65
MinMissileChance 1
Species "Masterminds"
Obituary "%o was depicated and wiped out by the Cerebral Commander."
Tag "Cerebral Commander"
var int user_fake;
var int user_manipulator;
var int user_Illusion;
var int user_Illusion2;
var int user_summon;
var int user_bfg10k;
var int user_devcharge;
var int user_comdelay;
States
{
Spawn:
TNT1 A 0 NoDelay A_SpawnItemEx("CommanderSmokeSpawner",0,0,0,0,0,0,0,SXF_SETMASTER)
Idle:
COMM AB 2 Bright A_Look
Loop
See:
TNT1 A 0 A_JumpIf(user_music == 1,"SeeLoop")
TNT1 A 0 ACS_NamedExecuteAlways("CommanderSky")
TNT1 A 0 ACS_NamedExecuteAlways("CommanderChangeColor",0)
TNT1 A 0 ACS_NamedExecuteAlways("StartMonsterMusic",0,605)
TNT1 A 0 A_SetUserVar("user_music",1)
SeeLoop:
TNT1 A 0 A_UnSetInvulnerable
COMM AB 2 Bright A_Chase
TNT1 A 0 A_Jump(35,"Evade")
TNT1 A 0 A_Jump(20,"Telederp","TelederpAfraid")
Loop
Evade:
TNT1 A 0 A_Jump(256, "EvadeLeft", "EvadeRight")
EvadeLeft:
COMM A 5 Bright ThrustThing(Angle*256/360+64, Random(25, 45), 0, 0)
Goto See
EvadeRight:
COMM A 5 Bright ThrustThing(Angle*256/360-64, Random(25, 45), 0, 0)
Goto See
Missile:
TNT1 A 0 A_SetShootable
TNT1 A 0 A_UnSetInvulnerable
TNT1 A 0 A_SetTranslucent(1)
TNT1 A 0 A_Jump(130,"BFG9K","BFG10K","DTBFG10K","DTDevastator","PyroCannon","MiniIllusion","Illusion","CommanderBombs")
TNT1 A 0 A_Jump(60,"BrainWave","Illusion2","PyroShotCombo","CommanderCannon")
TNT1 A 0 A_Jump(50,"Summon","SummonManipulator","BrainwaveBomb","BlackHole")
Normal:
COMM ABA 2 Bright A_GiveInventory("SacroOverseerStrafe",1)
//TNT1 A 0 ////A_SpawnItem("CommanderSm0keSpawner,0,0,0,0)
TNT1 A 0 A_SpawnItemEx("PurpleShellCasing", 10, 12, 40, Random(2, 6), 0, Random(1, 3), Random(80, 90), 128)
TNT1 A 0 A_PlaySound("sentient/fire")
COMM D 0 Bright A_CustomMissile("CommanderExplosiveTracer",36,0,Random(-800,800)/100.00,0)
COMM D 3 Bright A_CustomMissile("CommanderExplosiveTracer",36,0,Random(-800,800)/100.00,0)
//TNT1 A 0 ////A_SpawnItem("CommanderSm0keSpawner,0,0,0,0)
TNT1 A 0 A_SpawnItemEx("PurpleShellCasing", 10, -12, 40, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)
TNT1 A 0 A_PlaySound("sentient/fire")
COMM C 0 Bright A_CustomMissile("CommanderExplosiveTracer",36,0,Random(-800,800)/100.00,0)
COMM C 3 Bright A_CustomMissile("CommanderExplosiveTracer",36,0,Random(-800,800)/100.00,0)
TNT1 A 0 A_StopSoundEx("Weapon")
TNT1 A 0 A_Jump(9,"See","BFG9K","BFG10K","DTBFG10K")
TNT1 A 0 A_SpidRefire
Loop
MiniIllusion:
TNT1 A 0 A_Changeflag(reflective,1)
TNT1 A 0 Bright A_PlaySound("Commander/Laugh")
TNT1 A 0 A_SetInvulnerable
SLAY AAAAAAAAAAAAA 4 bright A_FaceTarget
SLAY AA 4 A_SpawnItemEx("CerebralCommanderIllusion",0,0,0)
TNT1 A 0 A_UnSetInvulnerable
TNT1 A 0 A_Changeflag(reflective,0)
goto see
Illusion:
TNT1 A 0 A_Changeflag(reflective,1)
TNT1 A 0 Bright A_PlaySound("Commander/Laugh")
TNT1 A 0 A_JumpIf(user_illusion >= 5,"Freeze")
TNT1 A 0 A_SetUserVar("user_illusion",user_illusion+1)
TNT1 A 0 A_SetInvulnerable
SLAY AAAAAAAAAAAAA 4 bright A_FaceTarget
SLAY AAAA 4 A_SpawnItemEx("CerebralCommanderIllusion",0,0,0)
TNT1 A 0 A_UnSetInvulnerable
TNT1 A 0 A_Changeflag(reflective,0)
goto see
Illusion2:
TNT1 A 0 A_Changeflag(reflective,1)
TNT1 A 0 Bright A_PlaySound("Commander/Laugh")
TNT1 A 0 A_JumpIf(user_illusion2 >= 3,"Illusion")
TNT1 A 0 A_SetUserVar("user_illusion2",user_illusion2+1)
TNT1 A 0 A_SetInvulnerable
SLAY AAAAAAAAAAAAA 4 bright A_FaceTarget
SLAY AAAAAA 4 A_SpawnItemEx("CerebralCommanderIllusion",0,0,0)
TNT1 A 0 A_UnSetInvulnerable
TNT1 A 0 A_Changeflag(reflective,0)
goto see
SummonManipulator:
TNT1 A 0 A_Changeflag(reflective,1)
TNT1 A 0 Bright A_PlaySound("Commander/Laugh")
TNT1 A 0 A_JumpIf(user_manipulator >= 4,"Illusion2")
TNT1 A 0 A_SetUserVar("user_manipulator",user_manipulator+1)
TNT1 A 0 A_SetInvulnerable
SLAY BCBCBCBCBCBBC 4 bright A_FaceTarget
TNT1 A 0 A_CustomMissile("CommanderPulse")
SLAY B 4 A_SpawnItemEx("ManipulatorSummoner",0,0,0)
TNT1 A 0 A_UnSetInvulnerable
TNT1 A 0 A_Changeflag(reflective,0)
goto see
BFG9K:
COM2 CCCCCCCCCCC 2 Bright A_FaceTarget
BFG9KSpam:
COM2 A 0 A_JumpIf(user_comdelay >= 4, "BFG9KSpamStop")
TNT1 A 0 A_PlaySound("weapons/bfgf")
COM2 CCCCCCCCCCDDD 2 Bright A_GiveInventory("SacroOverseerStrafe", 1)
COMM A 0 A_FaceTarget
COMM A 0 A_CustomMissile("CommanderBFGBall", 50, 0, 0)
COMM A 0 A_SetUserVar(user_comdelay, user_comdelay+1)
Loop
BFG9KSpamStop:
COMM A 0 A_SetUserVar(user_comdelay, 0)
TNT1 A 0 A_Jump(80,"PyroCannon")
Goto See
BFG10K:
TNT1 A 0 A_PlaySound("weapons/charge15k")
COM2 CCCCCCCCCCCCC 2 Bright A_FaceTarget
COM2 A 0 A_JumpIfCloser(450, "BFG10KSpamTeleport")
BFG10KSpamming:
COMM A 0 A_JumpIf(user_bfg10k >= 30, "BFG10KSpamStop")
COMM A 0 A_GiveInventory("SacroOverseerStrafe", 1)
COMM A 0 A_PlaySound("weapons/bfg15kfire")
COMM C 0 A_CustomMissile("Commander10K", 42, 0, Random(4, -4))
COM2 D 2 Bright A_CustomMissile("Commander10K", 42, 0, Random(4, -4))
COM2 D 2 Bright A_FaceTarget
COM2 C 2 Bright A_CustomMissile("Commander10K", 42, 0, Random(4, -4))
COMM A 0 A_Jump(32, "BFG10KSpamTeleport")
TNT1 A 0 A_SetUserVar(user_bfg10k,user_bfg10k+1)
Loop
BFG10KSpamTeleport:
COMM N 0 A_UnSetShootable
COMM NNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNN 0 A_Wander
COMM A 0 A_FaceTarget
COMM AAA 0 //A_SpawnItemEx("LegendaryCyberFlameSpawner3",0,0,0,0,0,0,128)
COM2 C 1 Bright A_PlayWeaponSound("boss/teleport")
COMM A 0 A_SetShootable
COM2 D 0 A_CustomMissile("Commander10K", 42, 0, Random(4, -4))
COM2 D 2 Bright Bright A_CustomMissile("Commander10K", 42, 0, Random(4, -4))
COM2 C 2 Bright A_FaceTarget
TNT1 A 0 A_SetUserVar(user_bfg10k,user_bfg10k+1)
Goto BFG10KSpamming+6
BFG10KSpamStop:
COM2 C 3 Bright A_PlaySound("weapons/bfg15kcooldown",CHAN_AUTO)
COM2 CCCCC 3 Bright //A_SpawnItem("CommanderSm0keSpawner",0,0,0,0)
COMM A 0 A_SetUserVar(user_bfg10k, 0)
TNT1 A 0 A_Jump(128,"DTBFG10K")
Goto See
DTBFG:
COM2 NNNNNNNNNNN 2 Bright A_FaceTarget
DTBFGSpam:
COM2 A 0 A_JumpIf(user_comdelay >= 2, "DTBFGSpamStop")
COM2 NNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNN 0 A_Wander
COM2 A 0 A_FaceTarget
COM2 AAA 0// A_SpawnItemEx("LegendaryCyberFlameSpawner3",0,0,0,0,0,0,128)
COM2 C 1 Bright A_PlayWeaponSound("boss/teleport")
TNT1 A 0 A_PlaySound("Cardinal/9k")
COMM CCCCCCCCCCCCDDD 2 Bright A_GiveInventory("SacroOverseerStrafe", 1)
COMM A 0 A_FaceTarget
COMM A 0 A_CustomMissile("CommanderPurpleDTBFG10KBall", 34, 0, 0)
COMM A 0 A_SetUserVar(user_comdelay, user_comdelay+1)
Loop
DTBFGSpamStop:
COMM A 0 A_SetUserVar(user_comdelay, 0)
TNT1 A 0 A_Jump(80,"PyroCannon")
Goto See
PyroCannon:
COM2 NNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNN 0 A_Wander
COM2 A 0 A_FaceTarget
COM2 AAA 0// A_SpawnItemEx("LegendaryCyberFlameSpawner3",0,0,0,0,0,0,128)
COM2 C 1 Bright A_PlayWeaponSound("boss/teleport")
TNT1 A 0 A_PlaySound("Cardinal/9k")
COMM CCCCCCCCCCCCDDD 2 Bright A_GiveInventory("SacroOverseerStrafe", 1)
COMM A 0 A_FaceTarget
COMM A 0 A_CustomMissile("CommanderPyroShot", 34, 0, 0)
Goto See
DTDevastator:
TNT1 A 0 ThrustThing(Angle*256/360+128,15,0,0)
TNT1 A 0 A_PlaySound("devastator/charge")
TNT1 A 0 A_SetUserVar("user_devcharge", 0)
//TNT1 A 0 ////A_SpawnItem("CommanderSm0keSpawner,0,0,0,0)
DevCharge:
TNT1 A 0 A_JumpIf(user_devcharge > 55,"DevFire")
TNT1 A 0 A_SetUserVar(user_devcharge,user_devcharge+1)
TNT1 A 0 A_GiveInventory("SacroOverseerStrafe", 1)
COM2 C 2 Bright A_FaceTarget
//TNT1 A 0 ////A_SpawnItem("CommanderSm0keSpawner,0,0,0,0)
Loop
DevFire:
TNT1 A 0 A_PlaySound("devastator/fire")
TNT1 A 0 ThrustThing(Angle*256/360+128,15,0,0)
COM2 D 2 Bright A_CustomMissile("CommanderDevastatorBall",34,0,0)
COM2 CC 2 Bright //A_SpawnItem("CommanderSm0keSpawner",0,0,0,0)
COM2 CCCC 2 Bright //A_SpawnItem("CommanderSm0keSpawner",0,0,0,0)
TNT1 A 0 A_PlaySound("devastator/fire")
COM2 D 2 Bright A_CustomMissile("CommanderDevastatorBall",34,0,0)
COM2 CC 2 Bright //A_SpawnItem("CommanderSm0keSpawner",0,0,0,0)
COM2 CCCC 2 Bright //A_SpawnItem("CommanderSm0keSpawner",0,0,0,0)
TNT1 A 0 A_Jump(110,"BrainWave")
Goto See
Brainwave:
//TNT1 A 0 ////A_SpawnItem("CommanderSm0keSpawner,0,0,0,0)
TNT1 A 0 A_SetInvulnerable
SLAY BB 2 Bright A_FaceTarget
TNT1 A 0 Bright A_PlaySound("Commander/Laugh")
TNT1 A 0 A_SpawnItem("CommanderBrainSFX",0,0,0,0)
TNT1 A 0 A_GiveInventory("SacroOverseerStrafe", 1)
//TNT1 A 0 ////A_SpawnItem("CommanderSm0keSpawner,0,0,0,0)
SLAY BB 2 Bright A_FaceTarget
TNT1 A 0 A_SpawnItem("CommanderBrainSFX",0,0,0,0)
TNT1 A 0 A_GiveInventory("SacroOverseerStrafe", 1)
//TNT1 A 0 ////A_SpawnItem("CommanderSm0keSpawner,0,0,0,0)
SLAY BB 2 Bright A_FaceTarget
TNT1 A 0 A_SpawnItem("CommanderBrainSFX",0,0,0,0)
TNT1 A 0 A_GiveInventory("SacroOverseerStrafe", 1)
//TNT1 A 0 ////A_SpawnItem("CommanderSm0keSpawner,0,0,0,0)
SLAY BB 2 Bright A_FaceTarget
TNT1 A 0 A_SpawnItem("CommanderBrainSFX",0,0,0,0)
TNT1 A 0 A_GiveInventory("SacroOverseerStrafe", 1)
//TNT1 A 0 ////A_SpawnItem("CommanderSm0keSpawner,0,0,0,0)
SLAY BB 2 Bright A_FaceTarget
TNT1 A 0 A_SpawnItem("CommanderBrainSFX",0,0,0,0)
TNT1 A 0 A_GiveInventory("SacroOverseerStrafe", 1)
//TNT1 A 0 ////A_SpawnItem("CommanderSm0keSpawner,0,0,0,0)
SLAY BB 2 Bright A_FaceTarget
TNT1 A 0 A_SpawnItem("CommanderBrainSFX",0,0,0,0)
TNT1 A 0 A_GiveInventory("SacroOverseerStrafe", 1)
//TNT1 A 0 ////A_SpawnItem("CommanderSm0keSpawner,0,0,0,0)
SLAY BB 2 Bright A_FaceTarget
TNT1 A 0 A_SpawnItem("CommanderBrainSFX",0,0,0,0)
TNT1 A 0 A_GiveInventory("SacroOverseerStrafe", 1)
//TNT1 A 0 ////A_SpawnItem("CommanderSm0keSpawner,0,0,0,0)
SLAY BB 2 Bright A_FaceTarget
TNT1 A 0 A_SpawnItem("CommanderBrainSFX",0,0,0,0)
TNT1 A 0 A_GiveInventory("SacroOverseerStrafe", 1)
//TNT1 A 0 ////A_SpawnItem("CommanderSm0keSpawner,0,0,0,0)
SLAY BB 2 Bright A_FaceTarget
TNT1 A 0 A_SpawnItem("CommanderBrainSFX",0,0,0,0)
TNT1 A 0 A_GiveInventory("SacroOverseerStrafe", 1)
//TNT1 A 0 ////A_SpawnItem("CommanderSm0keSpawner,0,0,0,0)
SLAY BB 2 Bright A_FaceTarget
TNT1 A 0 A_SpawnItem("CommanderBrainSFX",0,0,0,0)
TNT1 A 0 A_GiveInventory("SacroOverseerStrafe", 1)
//TNT1 A 0 ////A_SpawnItem("CommanderSm0keSpawner,0,0,0,0)
SLAY BB 2 Bright A_FaceTarget
TNT1 A 0 A_SpawnItem("CommanderBrainSFX",0,0,0,0)
TNT1 A 0 A_GiveInventory("SacroOverseerStrafe", 1)
//TNT1 A 0 ////A_SpawnItem("CommanderSm0keSpawner,0,0,0,0)
SLAY BB 2 Bright A_FaceTarget
//TNT1 A 0 ////A_SpawnItem("CommanderSm0keSpawner,0,0,0,0)
SLAY BB 2 Bright A_FaceTarget
TNT1 A 0 A_SpawnItem("CommanderBrainSFX",0,0,0,0)
TNT1 A 0 A_GiveInventory("SacroOverseerStrafe", 1)
//TNT1 A 0 ////A_SpawnItem("CommanderSm0keSpawner,0,0,0,0)
SLAY BB 2 Bright A_FaceTarget
TNT1 A 0 A_SpawnItem("CommanderBrainSFX",0,0,0,0)
TNT1 A 0 A_GiveInventory("SacroOverseerStrafe", 1)
//TNT1 A 0 ////A_SpawnItem("CommanderSm0keSpawner,0,0,0,0)
SLAY BB 2 Bright A_FaceTarget
TNT1 A 0 A_SpawnItem("CommanderBrainSFX",0,0,0,0)
TNT1 A 0 A_GiveInventory("SacroOverseerStrafe", 1)
//TNT1 A 0 ////A_SpawnItem("CommanderSm0keSpawner,0,0,0,0)
SLAY BB 2 Bright A_FaceTarget
TNT1 A 0 A_SpawnItem("CommanderBrainSFX",0,0,0,0)
TNT1 A 0 A_GiveInventory("SacroOverseerStrafe", 1)
//TNT1 A 0 ////A_SpawnItem("CommanderSm0keSpawner,0,0,0,0)
SLAY BB 2 Bright A_FaceTarget
//TNT1 A 0 ////A_SpawnItem("CommanderSm0keSpawner,0,0,0,0)
SLAY CC 2 Bright A_FaceTarget
TNT1 A 0 A_SpawnItem("CommanderBrainSFX",0,0,0,0)
TNT1 A 0 A_GiveInventory("SacroOverseerStrafe", 1)
//TNT1 A 0 ////A_SpawnItem("CommanderSm0keSpawner,0,0,0,0)
SLAY C 2 Bright A_CustomMissile("CommanderBrainWave", 54, 0, 0)
SLAY BB 2 Bright A_FaceTarget
//TNT1 A 0 ////A_SpawnItem("CommanderSm0keSpawner,0,0,0,0)
SLAY CC 2 Bright A_FaceTarget
TNT1 A 0 A_SpawnItem("CommanderBrainSFX",0,0,0,0)
TNT1 A 0 A_GiveInventory("SacroOverseerStrafe", 1)
//TNT1 A 0 ////A_SpawnItem("CommanderSm0keSpawner,0,0,0,0)
SLAY C 2 Bright A_CustomMissile("CommanderBrainWave", 54, 0, random(-2,2))
SLAY BB 2 Bright A_FaceTarget
//TNT1 A 0 ////A_SpawnItem("CommanderSm0keSpawner,0,0,0,0)
SLAY CC 2 Bright A_FaceTarget
TNT1 A 0 A_SpawnItem("CommanderBrainSFX",0,0,0,0)
TNT1 A 0 A_GiveInventory("SacroOverseerStrafe", 1)
//TNT1 A 0 ////A_SpawnItem("CommanderSm0keSpawner,0,0,0,0)
SLAY C 2 Bright A_CustomMissile("CommanderBrainWave", 54, 0, random(-2,2))
SLAY BB 2 Bright A_FaceTarget
//TNT1 A 0 ////A_SpawnItem("CommanderSm0keSpawner,0,0,0,0)
SLAY CC 2 Bright A_FaceTarget
TNT1 A 0 A_SpawnItem("CommanderBrainSFX",0,0,0,0)
TNT1 A 0 A_GiveInventory("SacroOverseerStrafe", 1)
//TNT1 A 0 ////A_SpawnItem("CommanderSm0keSpawner,0,0,0,0)
SLAY C 2 Bright A_CustomMissile("CommanderBrainWave", 54, 0, random(-2,2))
SLAY BB 2 Bright A_FaceTarget
//TNT1 A 0 ////A_SpawnItem("CommanderSm0keSpawner,0,0,0,0)
SLAY CC 2 Bright A_FaceTarget
TNT1 A 0 A_SpawnItem("CommanderBrainSFX",0,0,0,0)
TNT1 A 0 A_GiveInventory("SacroOverseerStrafe", 1)
//TNT1 A 0 ////A_SpawnItem("CommanderSm0keSpawner,0,0,0,0)
SLAY C 2 Bright A_CustomMissile("CommanderBrainWave", 54, 0, random(-2,2))
SLAY BB 2 Bright A_FaceTarget
//TNT1 A 0 ////A_SpawnItem("CommanderSm0keSpawner,0,0,0,0)
TNT1 A 0 A_UnSetInvulnerable
SLAY AAAAAAAAAAAA 2 Bright //A_SpawnItem("CommanderSm0keSpawner",0,0,0,0)
goto see
Freeze:
TNT1 A 0 A_SetInvulnerable
SLAY A 3 Bright A_PlaySound("sentient/laugh")
TNT1 A 0 A_SpawnItem("EWAVE",35,0,0,0)
TNT1 A 0 A_GiveInventory("SacroOverseerStrafe", 1)
SLAY AA 3 Bright A_SpawnItem("CommanderBrainSFX",0,0,0,0)
TNT1 A 0 A_SpawnItem("EWAVE",35,0,0,0)
TNT1 A 0 A_GiveInventory("SacroOverseerStrafe", 1)
//TNT1 A 0 ////A_SpawnItem("CommanderSm0keSpawner,0,0,0,0)
SLAY AA 3 Bright A_SpawnItem("CommanderBrainSFX",0,0,0,0)
TNT1 A 0 A_SpawnItem("EWAVE",35,0,0,0)
TNT1 A 0 A_GiveInventory("SacroOverseerStrafe", 1)
//TNT1 A 0 ////A_SpawnItem("CommanderSm0keSpawner,0,0,0,0)
SLAY AA 3 Bright A_SpawnItem("CommanderBrainSFX",0,0,0,0)
TNT1 A 0 A_GiveInventory("SacroOverseerStrafe", 1)
//TNT1 A 0 ////A_SpawnItem("CommanderSm0keSpawner,0,0,0,0)
SLAY A 2 A_GiveInventory("CommanderHax")
//TNT1 A 0 ////A_SpawnItem("CommanderSm0keSpawner,0,0,0,0)
TNT1 A 0 A_GiveInventory("SacroOverseerStrafe", 1)
SLAY AAA 6 //A_SpawnItem("CommanderSm0keSpawner",0,0,0,0)
TNT1 A 0 A_UnSetInvulnerable
Goto Normal
CommanderBombs:
COMM NNNNNNNNNN 2 Bright A_GiveInventory("SacroOverseerStrafe", 1)
COMM A 0 A_FaceTarget
COMM A 0 A_PlayWeaponSound("star/fire")
COMM O 10 Bright A_CustomMissile("CommanderBomb", 50, 0, 0)
COMM NNNNN 2 Bright A_GiveInventory("SacroOverseerStrafe", 1)
COMM A 0 A_FaceTarget
COMM A 0 A_PlayWeaponSound("star/fire")
COMM O 10 Bright A_CustomMissile("CommanderBomb", 50, 0, 0)
COMM NNNNN 2 Bright A_GiveInventory("SacroOverseerStrafe", 1)
COMM A 0 A_FaceTarget
COMM A 0 A_PlayWeaponSound("star/fire")
COMM O 10 Bright A_CustomMissile("CommanderBomb", 50, 0, 0)
COMM NNNNN 2 Bright A_GiveInventory("SacroOverseerStrafe", 1)
COMM A 0 A_FaceTarget
COMM A 0 A_PlayWeaponSound("star/fire")
COMM O 10 Bright A_CustomMissile("CommanderBomb", 50, 0, 0)
COMM NNNNN 2 Bright A_GiveInventory("SacroOverseerStrafe", 1)
COMM A 0 A_Jump(128, "DTBFG","DTDevastator")
Goto See
PyroShotCombo:
COMM A 0 A_PlaySound("Commander/Laugh")
COMM NNNNN 2 Bright A_FaceTarget
COMM A 0 A_SetInvulnerable
COMM NNNN 2 Bright A_FaceTarget
PyroShotComboCharging:
COMM A 0 A_JumpIf(user_devcharge >= 48, "PyroShotComboGo")
COMM N 2 Bright A_GiveInventory("SacroOverseerStrafe", 1)
COMM A 0 A_SetUserVar(user_devcharge, user_devcharge+1)
Loop
PyroShotComboGo:
COMM A 0 A_SetUserVar(user_devcharge, 0)
COMM A 0 A_JumpIf(user_comdelay >= 3, "See")
COMM A 0 A_FaceTarget
COMM N 5 Bright A_Recoil(-35)
COMM O 20 Bright A_CustomMissile("CommanderPyroShot", 50, 0, 0, 0)
COMM A 0 A_UnSetShootable
COMM NNNNN 1 Bright A_FadeOut(0.2, 0)
COMM NNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNN 0 A_Wander
COMM A 1 A_PlayWeaponSound("boss/teleport")
COMM A 0 A_FaceTarget
COMM NNNNN 1 Bright A_FadeIn(0.2)
COMM A 0 A_SetShootable
COMM A 0 A_UnsetInvulnerable
COMM A 0 A_SetUserVar(user_comdelay, user_comdelay+1)
Goto PyroShotComboGo+1
BrainwaveBomb:
COMM A 0 A_PlaySound("Commander/Laugh")
COMM NNNNNNNNNN 2 Bright A_FaceTarget
TNT1 A 0 A_PlaySound("Cardinal/9k")
COMM NNNNNNNNNNOOO 2 Bright A_GiveInventory("SacroOverseerStrafe", 1)
COMM A 0 A_PlayWeaponSound("star/fire")
COMM O 0 A_CustomMissile("BrainwaveBomb", 50, 0, 0)
COMM PPPPPPPPPP 2 Bright A_FaceTarget
Goto See
CommanderCannon:
TNT1 A 0 A_PlaySound("Cardinal/9k")
COMM NNNNNNNNNNNNOOO 2 Bright A_GiveInventory("SacroOverseerStrafe", 1)
COMM A 0 A_FaceTarget
COMM A 0 A_CustomMissile("CommanderCannonBall", 50, 0, 0)
TNT1 A 0 A_PlaySound("Cardinal/9k")
COMM NNNNNNNNNNOOO 2 Bright A_GiveInventory("SacroOverseerStrafe", 1)
COMM A 0 A_FaceTarget
COMM A 0 A_CustomMissile("CommanderCannonBall", 50, 0, 0)
TNT1 A 0 A_PlaySound("Cardinal/9k")
COMM NNNNNNNNOOO 2 Bright A_GiveInventory("SacroOverseerStrafe", 1)
COMM A 0 A_FaceTarget
COMM A 0 A_CustomMissile("CommanderCannonBall", 50, 0, 0)
CommanderCannonSpam:
COMM A 0 A_JumpIf(user_comdelay >= 9, "CommanderCannonSpamStop")
TNT1 A 0 A_PlaySound("Cardinal/9k")
COMM NNNNNNNNOOO 1 Bright A_GiveInventory("SacroOverseerStrafe", 1)
COMM A 0 A_FaceTarget
COMM A 0 A_CustomMissile("CommanderCannonBall", 50, 0, 0)
COMM A 0 A_SetUserVar(user_comdelay, user_comdelay+1)
Loop
CommanderCannonSpamStop:
COMM A 0 A_SetUserVar(user_comdelay, 0)
Goto See
BlackHole:
COMM P 2 Bright A_FaceTarget
COMM A 0 A_SetInvulnerable
TNT1 A 0 Radius_Quake (40, 350, 0, 90, 0)
COMM A 0 A_SpawnItemEx("CommanderBrainSFX",0,0,0,0,0,0,0,128)
COMM P 2 Bright A_FaceTarget
COMM A 0 A_SpawnItemEx("CommanderBrainSFX",0,0,0,0,0,0,0,128)
COMM P 2 Bright A_FaceTarget
COMM A 0 A_SpawnItemEx("CommanderBrainSFX",0,0,0,0,0,0,0,128)
COMM P 2 Bright A_FaceTarget
COMM A 0 A_SpawnItemEx("CommanderBrainSFX",0,0,0,0,0,0,0,128)
COMM P 2 Bright A_FaceTarget
COMM A 0 A_SpawnItemEx("CommanderBrainSFX",0,0,0,0,0,0,0,128)
COMM P 2 Bright A_FaceTarget
COMM A 0 A_SpawnItemEx("CommanderBrainSFX",0,0,0,0,0,0,0,128)
COMM P 2 Bright A_FaceTarget
COMM A 0 A_SpawnItemEx("CommanderBrainSFX",0,0,0,0,0,0,0,128)
COMM P 2 Bright A_FaceTarget
TNT1 A 0 A_PlaySound("DMCCHRG",2)
TNT1 A 0 A_PlaySound("DSVBH",3)
BlackHoleCharging:
TNT1 A 0 A_JumpIf(user_devcharge >= 32,"BlackHoleGo")
TNT1 A 0 A_SetUserVar(user_devcharge,user_devcharge+1)
TNT1 A 0 A_FaceTarget
TNT1 A 0 A_SpawnItemEx("CommanderBrainSFX",0,0,0,0,0,0,0,128)
COMM N 2 Bright A_GiveInventory("SacroOverseerStrafe", 1)
Loop
BlackHoleGo:
COMM A 0 A_SetUserVar(user_devcharge,0)
COMM A 0 A_UnSetShootable
COMM A 0 ThrustThing(Angle*256/360, 1, 0, 0)
COMM NNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNN 0 A_Wander
COMM A 0 A_PlayWeaponSound("boss/teleport")
COMM A 0 A_FaceTarget
COMM A 0 A_SetShootable
BlackHoleFire:
COMM N 5 Bright A_FaceTarget
LUPR O 0 A_PlaySound("DMC/Fire",1)
COMM O 6 Bright A_CustomMissile("DMBall", 50, 0, Random(15, -15))
BlackHoleFinish:
COMM A 0 A_UnsetInvulnerable
COMM PPPPPPPPPPPPPPPPPPPP 2 Bright A_FaceTarget
Goto See
Pain:
TNT1 A 0 A_Jump(40,"PainResurrect")
TNT1 A 0 A_Jump(45,"Freeze")
TNT1 A 0 A_Jump(50,"Summon")
TNT1 A 0 A_Jump(60,"PainBoom")
TNT1 A 0 A_Jump(128,"PainMissile")
//TNT1 A 0 ////A_SpawnItem("CommanderSm0keSpawner,0,0,0,0)
COMM A 3 Bright
//TNT1 A 0 ////A_SpawnItem("CommanderSm0keSpawner,0,0,0,0)
COMM A 3 Bright A_Pain
Goto See
PainMissile:
//TNT1 A 0 ////A_SpawnItem("CommanderSm0keSpawner,0,0,0,0)
COMM A 3 Bright
//TNT1 A 0 ////A_SpawnItem("CommanderSm0keSpawner,0,0,0,0)
COMM A 3 Bright A_Pain
Goto Missile
PainBoom:
SLAY A 3 Bright A_Pain
TNT1 A 0 A_SetInvulnerable
//TNT1 A 0 ////A_SpawnItem("CommanderSm0keSpawner,0,0,0,0)
SLAY A 3 Bright //A_SpawnItem("CommanderSm0keSpawner",0,0,0,0)
//TNT1 A 0 ////A_SpawnItem("CommanderSm0keSpawner,0,0,0,0)
SLAY AAAA 3 Bright //A_SpawnItem("CommanderSm0keSpawner",0,0,0,0)
SLAY A 20 Bright A_PlaySound("Commander/charge")
SLAY A 10 Bright //A_SpawnItem("CommanderSm0keSpawner",0,0,0,0)
TNT1 A 0 Radius_Quake(10,80,0,24,0)
TNT1 A 0 A_GiveInventory("Health",150)
TNT1 A 0 A_CustomMissile("CommanderPulse")
TNT1 A 0 Bright A_Mushroom("CommanderMushroomBrainwave",8)
SLAY A 0 Bright //A_SpawnItem("CommanderSm0keSpawner",0,0,0,0)
SLAY A 0 Bright //A_SpawnItem("CommanderSm0keSpawner",0,0,0,0)
SLAY A 20 Bright //A_SpawnItem("CommanderSm0keSpawner",0,0,0,0)
TNT1 A 0 A_UnSetInvulnerable
goto see
Summon:
TNT1 A 0 A_JumpIf(user_summon >= 3,"freeze")
TNT1 A 0 A_SetUserVar(user_summon,user_summon+1)
TNT1 A 0 A_SetInvulnerable
SLAY AA 3 Bright A_FaceTarget
//TNT1 A 0 ////A_SpawnItem("CommanderSm0keSpawner,0,0,0,0)
SLAY AA 3 Bright A_FaceTarget
//TNT1 A 0 ////A_SpawnItem("CommanderSm0keSpawner,0,0,0,0)
SLAY AA 3 Bright A_FaceTarget
//TNT1 A 0 ////A_SpawnItem("CommanderSm0keSpawner,0,0,0,0)
SLAY AA 3 Bright A_FaceTarget
//TNT1 A 0 ////A_SpawnItem("CommanderSm0keSpawner,0,0,0,0)
TNT1 A 0 Radius_Quake(10,80,0,24,0)
TNT1 A 0 A_GiveInventory("Health",500)
TNT1 A 0 A_SpawnItem("CommanderBrainSFX",0,0,0,0)
SLAY A 3 Bright A_PlaySound("sentient/laugh")
TNT1 A 0 //A_GiveInventory("SmallCommanderMassResurrectionItem")
SLAY AA 3 Bright A_SpawnItem("CommanderBrainSFX",0,0,0,0)
//TNT1 A 0 ////A_SpawnItem("CommanderSm0keSpawner,0,0,0,0)
TNT1 A 0 //A_GiveInventory("SmallCommanderMassResurrectionItem")
SLAY AA 3 Bright A_SpawnItem("CommanderBrainSFX",0,0,0,0)
//TNT1 A 0 ////A_SpawnItem("CommanderSm0keSpawner,0,0,0,0)
SLAY AAAAAAAAAAAA 0 A_SpawnItemEx("CommanderSpawners",0,0,0,0,0,0,0,32,64)
SLAY AAAAAAAAAA 3 Bright A_SpawnItem("CommanderBrainSFX",0,0,0,0)
//TNT1 A 0 ////A_SpawnItem("CommanderSm0keSpawner,0,0,0,0)
SLAY AAAAAAAAAAAA 0 A_SpawnItemEx("CommanderSpawners",0,0,0,0,0,0,0,32,64)
//TNT1 A 0 ////A_SpawnItem("CommanderSm0keSpawner,0,0,0,0)
SLAY AAAAAAAAAAAAAA 3 Bright A_SpawnItem("CommanderBrainSFX",0,0,0,0)
//TNT1 A 0 ////A_SpawnItem("CommanderSm0keSpawner,0,0,0,0)
TNT1 A 0 A_UnSetInvulnerable
COMM A 3 Bright //A_SpawnItem("CommanderSm0keSpawner",0,0,0,0)
Goto See
PainResurrect:
//TNT1 A 0 ////A_SpawnItem("CommanderSm0keSpawner,0,0,0,0)
COMM A 3 Bright
//TNT1 A 0 ////A_SpawnItem("CommanderSm0keSpawner,0,0,0,0)
COMM A 3 Bright A_Pain
COMM AAAA 3 Bright //A_SpawnItem("CommanderSm0keSpawner",0,0,0,0)
TNT1 A 0 A_SetInvulnerable
TNT1 A 0 Radius_Quake(10,80,0,24,0)
TNT1 A 0 A_GiveInventory("Health",1000)
TNT1 A 0 A_SpawnItem("CommanderBrainSFX",0,0,0,0)
//TNT1 A 0 ////A_SpawnItem("CommanderSm0keSpawner,0,0,0,0)
SLAY A 3 Bright A_PlaySound("Commander/Laugh")
TNT1 A 0 A_RadiusGive("RadiusResurrect",912,RGF_KILLED)
TNT1 A 0 A_SpawnItem("CommanderBrainSFX",0,0,0,0)
SLAY A 3 Bright //A_SpawnItem("CommanderSm0keSpawner",0,0,0,0)
TNT1 A 0 A_SpawnItem("CommanderBrainSFX",0,0,0,0)
SLAY A 3 Bright //A_SpawnItem("CommanderSm0keSpawner",0,0,0,0)
TNT1 A 0 A_RadiusGive("RadiusResurrect",912,RGF_KILLED)
TNT1 A 0 A_SpawnItem("CommanderBrainSFX",0,0,0,0)
SLAY A 3 Bright //A_SpawnItem("CommanderSm0keSpawner",0,0,0,0)
TNT1 A 0 A_SpawnItem("CommanderBrainSFX",0,0,0,0)
SLAY A 3 Bright //A_SpawnItem("CommanderSm0keSpawner",0,0,0,0)
TNT1 A 0 A_RadiusGive("RadiusResurrect",2048,RGF_KILLED)
TNT1 A 0 A_SpawnItem("CommanderBrainSFX",0,0,0,0)
SLAY A 3 Bright //A_SpawnItem("CommanderSm0keSpawner",0,0,0,0)
TNT1 A 0 A_SpawnItem("CommanderBrainSFX",0,0,0,0)
SLAY A 3 Bright //A_SpawnItem("CommanderSm0keSpawner",0,0,0,0)
TNT1 A 0 A_SpawnItem("CommanderBrainSFX",0,0,0,0)
SLAY A 3 Bright //A_SpawnItem("CommanderSm0keSpawner",0,0,0,0)
TNT1 A 0 A_SpawnItem("CommanderBrainSFX",0,0,0,0)
SLAY A 3 Bright //A_SpawnItem("CommanderSm0keSpawner",0,0,0,0)
TNT1 A 0 A_SpawnItem("CommanderBrainSFX",0,0,0,0)
SLAY A 3 Bright //A_SpawnItem("CommanderSm0keSpawner",0,0,0,0)
TNT1 A 0 A_SpawnItem("CommanderBrainSFX",0,0,0,0)
SLAY A 3 Bright //A_SpawnItem("CommanderSm0keSpawner",0,0,0,0)
TNT1 A 0 A_SpawnItem("CommanderBrainSFX",0,0,0,0)
SLAY A 3 Bright //A_SpawnItem("CommanderSm0keSpawner",0,0,0,0)
TNT1 A 0 A_SpawnItem("CommanderBrainSFX",0,0,0,0)
SLAY A 3 Bright //A_SpawnItem("CommanderSm0keSpawner",0,0,0,0)
TNT1 A 0 A_SpawnItem("CommanderBrainSFX",0,0,0,0)
SLAY A 3 Bright //A_SpawnItem("CommanderSm0keSpawner",0,0,0,0)
TNT1 A 0 A_SpawnItem("CommanderBrainSFX",0,0,0,0)
SLAY A 3 Bright //A_SpawnItem("CommanderSm0keSpawner",0,0,0,0)
TNT1 A 0 A_RadiusGive("RadiusResurrect",2048,RGF_KILLED)
TNT1 A 0 A_SpawnItem("CommanderBrainSFX",0,0,0,0)
SLAY A 3 Bright //A_SpawnItem("CommanderSm0keSpawner",0,0,0,0)
TNT1 A 0 A_SpawnItem("CommanderBrainSFX",0,0,0,0)
SLAY A 3 Bright //A_SpawnItem("CommanderSm0keSpawner",0,0,0,0)
TNT1 A 0 A_SpawnItem("CommanderBrainSFX",0,0,0,0)
SLAY A 3 Bright //A_SpawnItem("CommanderSm0keSpawner",0,0,0,0)
TNT1 A 0 A_SpawnItem("CommanderBrainSFX",0,0,0,0)
SLAY A 3 Bright //A_SpawnItem("CommanderSm0keSpawner",0,0,0,0)
TNT1 A 0 A_SpawnItem("CommanderBrainSFX",0,0,0,0)
SLAY A 3 Bright //A_SpawnItem("CommanderSm0keSpawner",0,0,0,0)
TNT1 A 0 A_SpawnItem("CommanderBrainSFX",0,0,0,0)
SLAY A 3 Bright //A_SpawnItem("CommanderSm0keSpawner",0,0,0,0)
TNT1 A 0 A_SpawnItem("CommanderBrainSFX",0,0,0,0)
SLAY A 3 Bright //A_SpawnItem("CommanderSm0keSpawner",0,0,0,0)
TNT1 A 0 A_SpawnItem("CommanderBrainSFX",0,0,0,0)
SLAY A 3 Bright //A_SpawnItem("CommanderSm0keSpawner",0,0,0,0)
TNT1 A 0 A_SpawnItem("CommanderBrainSFX",0,0,0,0)
SLAY A 3 Bright //A_SpawnItem("CommanderSm0keSpawner",0,0,0,0)
TNT1 A 0 A_SpawnItem("CommanderBrainSFX",0,0,0,0)
SLAY A 3 Bright //A_SpawnItem("CommanderSm0keSpawner",0,0,0,0)
TNT1 A 0 A_SpawnItem("CommanderBrainSFX",0,0,0,0)
SLAY A 3 Bright //A_SpawnItem("CommanderSm0keSpawner",0,0,0,0)
TNT1 A 0 A_SpawnItem("CommanderBrainSFX",0,0,0,0)
SLAY A 3 Bright //A_SpawnItem("CommanderSm0keSpawner",0,0,0,0)
TNT1 A 0 A_UnSetInvulnerable
COMM A 3 Bright //A_SpawnItem("CommanderSm0keSpawner",0,0,0,0)
Goto See
Pain.Legendary:
Pain.LegendaryPlayer:
Pain.LegendaryGuruPlayer:
Pain.PlayerDevBall:
Pain.PDTBFG:
Pain.BFG10K:
Pain.BFG9500Ball:
Pain.PlayerDBFG10K2:
Pain.PlayerDBFG2:
TNT1 A 0 A_Jump(200, "TeleMissile")
Goto PainResurrect
TelederpAfraid:
TNT1 A 0 A_ChangeFlag("Frightened",1)
Telederp:
COM2 A 15
TNT1 A 0 A_SetInvulnerable
COM2 A 4 Bright
TNT1 A 0 A_HideThing
//TNT1 A 0 A_PlaySound("BH/Fire",0,1.0,0,ATTN_NONE)
TNT1 A 0 A_SpawnItemEx("CommTeleportFXSpawner",0,0,62)
TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander
TNT1 AAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Chase("","")
COM2 A 4 Bright
//TNT1 A 0 A_PlaySound("DMBall/Impact",0,1.0,0,ATTN_NONE)
TNT1 A 0 A_UnHideThing
TNT1 A 0 A_ChangeFlag("Frightened",0)
TNT1 A 0 A_SpawnItemEx("CommTeleportFXSpawner",0,0,62)
COM2 A 10
TNT1 A 0 A_UnSetInvulnerable
GoTo See
TeleMissile:
TNT1 A 0 A_UnSetShootable
COM2 A 4 Bright
TNT1 A 0 A_HideThing
//TNT1 A 0 A_PlaySound("BH/Fire",0,1.0,0,ATTN_NONE)
TNT1 A 0 A_SpawnItemEx("CommTeleportFXSpawner",0,0,62)
TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander
TNT1 AAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Chase("","")
COM2 A 4 Bright
//TNT1 A 0 A_PlaySound("DMBall/Impact",0,1.0,0,ATTN_NONE)
TNT1 A 0 A_UnHideThing
TNT1 A 0 A_ChangeFlag("Frightened",0)
TNT1 A 0 A_SpawnItemEx("CommTeleportFXSpawner",0,0,62)
COM2 A 10
TNT1 A 0 A_SetShootable
GoTo Missile
Death:
TNT1 A 0 Bright A_Scream
TNT1 A 0 A_RemoveChildren(1,RMVF_EVERYTHING)
COMM E 20 Bright A_Fall
TNT1 AA 0 A_SpawnItemEx("BossGibbedGenerator",random(-30,30),random(-30,30),random(0,64),0,0,0,0,SXF_USEBLOODCOLOR)
TNT1 AAA 0
COMM FFFFF 2 Bright A_CustomMissile("PhaseBossDeathExplode", random(10,60), random(30,-30), random(0,360), 2, random(0,360))
TNT1 AA 0 A_SpawnItemEx("BossGibbedGenerator",random(-30,30),random(-30,30),random(0,64),0,0,0,0,SXF_USEBLOODCOLOR)
TNT1 AAA 0
TNT1 AA 0 A_SpawnItemEx("BossGibbedGenerator",random(-30,30),random(-30,30),random(0,64),0,0,0,0,SXF_USEBLOODCOLOR)
TNT1 AAA 0
COMM FFFFF 2 Bright A_CustomMissile("PhaseBossDeathExplode", random(10,60), random(30,-30), random(0,360), 2, random(0,360))
TNT1 AA 0 A_SpawnItemEx("BossGibbedGenerator",random(-30,30),random(-30,30),random(0,64),0,0,0,0,SXF_USEBLOODCOLOR)
TNT1 AAA 0
COMM GGGGG 2 Bright A_CustomMissile("PhaseBossDeathExplode", random(10,60), random(30,-30), random(0,360), 2, random(0,360))
TNT1 AA 0 A_SpawnItemEx("BossGibbedGenerator",random(-30,30),random(-30,30),random(0,64),0,0,0,0,SXF_USEBLOODCOLOR)
TNT1 AAA 0
COMM GGGGG 2 Bright A_CustomMissile("PhaseBossDeathExplode", random(10,60), random(30,-30), random(0,360), 2, random(0,360))
TNT1 AA 0 A_SpawnItemEx("BossGibbedGenerator",random(-30,30),random(-30,30),random(0,64),0,0,0,0,SXF_USEBLOODCOLOR)
TNT1 AAA 0
COMM HHHHH 2 Bright A_CustomMissile("PhaseBossDeathExplode", random(10,60), random(30,-30), random(0,360), 2, random(0,360))
TNT1 AA 0 A_SpawnItemEx("BossGibbedGenerator",random(-30,30),random(-30,30),random(0,64),0,0,0,0,SXF_USEBLOODCOLOR)
TNT1 AAA 0
COMM IIIII 2 Bright A_CustomMissile("PhaseBossDeathExplode", random(10,60), random(30,-30), random(0,360), 2, random(0,360))
TNT1 AAAA 0 A_SpawnItemEx("BossGibbedGenerator",random(-30,30),random(-30,30),random(0,64),0,0,0,0,SXF_USEBLOODCOLOR)
TNT1 AAAAAA 0
TNT1 A 0 Bright A_Mushroom("CommanderMushroomBrainwave",12)
TNT1 A 0 A_CustomMissile("CommanderPulse")
COMM JK 4
TNT1 A 0 ACS_NamedExecuteAlways("ResetSectorColor",0)
TNT1 A 0 ACS_NamedExecuteAlways("RMResetSky",0)
TNT1 A -1 A_KillMaster
Stop
}
}
Now i got the fatal error
Code: Select all
Function without prototype needs register info manually set:
CerebralCommander.StateFunction.3
This bug.
So anyways. How should could I fix this?
EDIT: Thanks for solving dude!
Here is the full code from Cerebral Commander by Overlord/Randommons and edited by me
[code]ACTOR CerebralCommander : SpiderMastermind
{
Health 11000
Speed 18
FloatSpeed 18
PainChance 20
Scale 1.1
Radius 65
BloodColor "Purple"
DropItem "BossLifeEssence" 256 25
DropItem "BossArmorBonusMax" 256 1
DropItem "DemonAmmoBox" 128 200
DropItem "SkullOfPower" 256
DropItem "DemonChalice" 256
DropItem "DemonTechMinigun", 256, 1
DropItem "HellfireUltrasphere" 128 1
DropItem "BigGas" 256 100
DropItem "DemonTechShotgun" 256 1
DropItem "CommanderDevastator", 256, 1
Mass 7000
+MISSILEEVENMORE
+QUICKTORETALIATE
+LOOKALLAROUND
+MISSILEMORE
+FLOAT
+BOSS
+NOEXTREMEDEATH
+BOSSDEATH
+NOGRAVITY
-FLOORCLIP
+DONTHARMSPECIES
+NORADIUSDMG
+NOICEDEATH
+NOTARGET
+CANTSEEK
+NOFEAR
+DONTSPLASH
+NOTIMEFREEZE
+NOTELEFRAG
+DONTGIB
+DONTMORPH
+DONTRIP
+THRUSPECIES
AttackSound ""
DamageFactor 0.3
DamageFactor "PlayerFireSword", 0.5
DamageFactor "PlayerDTRG", 0.30
DamageFactor "PlayerBHole", 0.25
DamageFactor "Guru", 0.0
DamageFactor "GuruPlayer", 0.2
DamageFactor "LegendaryPlayer", 0.3
DamageFactor "Cyber10K", 0.0
DamageFactor "Extreme", 0.0
DamageFactor "CustomSpray", 0.0
DamageFactor "BFG9500Ball", 0.0
DamageFactor "PlayerPyro", 0.15
DamageFactor "Commander", 0.0
DamageFactor "UltimateLegendary", 0.0
DamageFactor "DemolisherEx", 0.0
DamageFactor "DarkDemoEx", 0.0
DamageFactor "CerChainguns", 0.0
DamageFactor "CerEnergyBall", 0.0
DamageFactor "PDTBFG", 0.03
DamageFactor "PDTBFGTracer", 0.03
DamageFactor "Legendary", 0.0020
DamageFactor "LegendaryPlayer", 0.0
DamageFactor "BFG10K", 0.65
DamageFactor "BFGSplash", 0.0
DamageFactor "BFGSpray", 0.0
DamageFactor "Railgun", 0.5
DamageFactor "PlayerDevBall", 0.020
DamageFactor "PlayerDevBall2", 0.020
DamageFactor "PlayerDTBFGRailgunSlug", 0.020
DamageFactor "PlayerDevTracer", 0.020
DamageFactor "Ice", 0.0
DamageFactor "FreezerBurn", 0.0
DamageFactor "Railg", 0.5
// no infight 4 u
DamageFactor "Baby15K", 0.0
DamageFactor "Chaos", 0.0
DamageFactor "LegMind", 0.0
DamageFactor "VileFires", 0.0
DamageFactor "NobleComet", 0.0
DamageFactor "ZombieDev", 0.0
DamageFactor "BeheComet", 0.0
DamageFactor "Hellfire", 0.0
DamageFactor "T3rm", 0.0
SeeSound "Commander/sight"
PainSound "Commander/pain"
DeathSound "Commander/death"
PainChance "BFG9500Ball", 40
PainChance "PlayerDevBall", 100
PainChance "BFG10K", 100
PainChance "PDTBFG", 100
PainChance "PlayerDBFG10K2", 100
PainChance "Legendary", 100 // 100
PainChance "LegendaryPlayer", 100 // 100
PainChance "Guru", 256
PainChance "GuruPlayer", 256
PainChance "PlayerDBFG2", 256
DamageFactor "DBFG10K2", 0.65
DamageFactor "PlayerDBFG10K2", 0.65
DamageFactor "DBFG2", 0.65
DamageFactor "PlayerDBFG2", 0.65
MinMissileChance 1
Species "Masterminds"
Obituary "%o was depicated and wiped out by the Cerebral Commander."
Tag "Cerebral Commander"
var int user_fake;
var int user_manipulator;
var int user_Illusion;
var int user_Illusion2;
var int user_summon;
var int user_bfg10k;
var int user_devcharge;
var int user_comdelay;
States
{
Spawn:
TNT1 A 0 NoDelay A_SpawnItemEx("CommanderSmokeSpawner",0,0,0,0,0,0,0,SXF_SETMASTER)
Idle:
COMM AB 2 Bright A_Look
Loop
See:
TNT1 A 0 A_JumpIf(user_music == 1,"SeeLoop")
TNT1 A 0 ACS_NamedExecuteAlways("CommanderSky")
TNT1 A 0 ACS_NamedExecuteAlways("CommanderChangeColor",0)
TNT1 A 0 ACS_NamedExecuteAlways("StartMonsterMusic",0,605)
TNT1 A 0 A_SetUserVar("user_music",1)
SeeLoop:
TNT1 A 0 A_UnSetInvulnerable
COMM AB 2 Bright A_Chase
TNT1 A 0 A_Jump(35,"Evade")
TNT1 A 0 A_Jump(20,"Telederp","TelederpAfraid")
Loop
Evade:
TNT1 A 0 A_Jump(256, "EvadeLeft", "EvadeRight")
EvadeLeft:
COMM A 5 Bright ThrustThing(Angle*256/360+64, Random(25, 45), 0, 0)
Goto See
EvadeRight:
COMM A 5 Bright ThrustThing(Angle*256/360-64, Random(25, 45), 0, 0)
Goto See
Missile:
TNT1 A 0 A_SetShootable
TNT1 A 0 A_UnSetInvulnerable
TNT1 A 0 A_SetTranslucent(1)
TNT1 A 0 A_Jump(130,"BFG9K","BFG10K","DTBFG10K","DTDevastator","PyroCannon","MiniIllusion","Illusion","CommanderBombs")
TNT1 A 0 A_Jump(60,"BrainWave","Illusion2","PyroShotCombo","CommanderCannon")
TNT1 A 0 A_Jump(50,"Summon","SummonManipulator","BrainwaveBomb","BlackHole")
Normal:
COMM ABA 2 Bright A_GiveInventory("SacroOverseerStrafe",1)
//TNT1 A 0 ////A_SpawnItem("CommanderSm0keSpawner,0,0,0,0)
TNT1 A 0 A_SpawnItemEx("PurpleShellCasing", 10, 12, 40, Random(2, 6), 0, Random(1, 3), Random(80, 90), 128)
TNT1 A 0 A_PlaySound("sentient/fire")
COMM D 0 Bright A_CustomMissile("CommanderExplosiveTracer",36,0,Random(-800,800)/100.00,0)
COMM D 3 Bright A_CustomMissile("CommanderExplosiveTracer",36,0,Random(-800,800)/100.00,0)
//TNT1 A 0 ////A_SpawnItem("CommanderSm0keSpawner,0,0,0,0)
TNT1 A 0 A_SpawnItemEx("PurpleShellCasing", 10, -12, 40, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)
TNT1 A 0 A_PlaySound("sentient/fire")
COMM C 0 Bright A_CustomMissile("CommanderExplosiveTracer",36,0,Random(-800,800)/100.00,0)
COMM C 3 Bright A_CustomMissile("CommanderExplosiveTracer",36,0,Random(-800,800)/100.00,0)
TNT1 A 0 A_StopSoundEx("Weapon")
TNT1 A 0 A_Jump(9,"See","BFG9K","BFG10K","DTBFG10K")
TNT1 A 0 A_SpidRefire
Loop
MiniIllusion:
TNT1 A 0 A_Changeflag(reflective,1)
TNT1 A 0 Bright A_PlaySound("Commander/Laugh")
TNT1 A 0 A_SetInvulnerable
SLAY AAAAAAAAAAAAA 4 bright A_FaceTarget
SLAY AA 4 A_SpawnItemEx("CerebralCommanderIllusion",0,0,0)
TNT1 A 0 A_UnSetInvulnerable
TNT1 A 0 A_Changeflag(reflective,0)
goto see
Illusion:
TNT1 A 0 A_Changeflag(reflective,1)
TNT1 A 0 Bright A_PlaySound("Commander/Laugh")
TNT1 A 0 A_JumpIf(user_illusion >= 5,"Freeze")
TNT1 A 0 A_SetUserVar("user_illusion",user_illusion+1)
TNT1 A 0 A_SetInvulnerable
SLAY AAAAAAAAAAAAA 4 bright A_FaceTarget
SLAY AAAA 4 A_SpawnItemEx("CerebralCommanderIllusion",0,0,0)
TNT1 A 0 A_UnSetInvulnerable
TNT1 A 0 A_Changeflag(reflective,0)
goto see
Illusion2:
TNT1 A 0 A_Changeflag(reflective,1)
TNT1 A 0 Bright A_PlaySound("Commander/Laugh")
TNT1 A 0 A_JumpIf(user_illusion2 >= 3,"Illusion")
TNT1 A 0 A_SetUserVar("user_illusion2",user_illusion2+1)
TNT1 A 0 A_SetInvulnerable
SLAY AAAAAAAAAAAAA 4 bright A_FaceTarget
SLAY AAAAAA 4 A_SpawnItemEx("CerebralCommanderIllusion",0,0,0)
TNT1 A 0 A_UnSetInvulnerable
TNT1 A 0 A_Changeflag(reflective,0)
goto see
SummonManipulator:
TNT1 A 0 A_Changeflag(reflective,1)
TNT1 A 0 Bright A_PlaySound("Commander/Laugh")
TNT1 A 0 A_JumpIf(user_manipulator >= 4,"Illusion2")
TNT1 A 0 A_SetUserVar("user_manipulator",user_manipulator+1)
TNT1 A 0 A_SetInvulnerable
SLAY BCBCBCBCBCBBC 4 bright A_FaceTarget
TNT1 A 0 A_CustomMissile("CommanderPulse")
SLAY B 4 A_SpawnItemEx("ManipulatorSummoner",0,0,0)
TNT1 A 0 A_UnSetInvulnerable
TNT1 A 0 A_Changeflag(reflective,0)
goto see
BFG9K:
COM2 CCCCCCCCCCC 2 Bright A_FaceTarget
BFG9KSpam:
COM2 A 0 A_JumpIf(user_comdelay >= 4, "BFG9KSpamStop")
TNT1 A 0 A_PlaySound("weapons/bfgf")
COM2 CCCCCCCCCCDDD 2 Bright A_GiveInventory("SacroOverseerStrafe", 1)
COMM A 0 A_FaceTarget
COMM A 0 A_CustomMissile("CommanderBFGBall", 50, 0, 0)
COMM A 0 A_SetUserVar(user_comdelay, user_comdelay+1)
Loop
BFG9KSpamStop:
COMM A 0 A_SetUserVar(user_comdelay, 0)
TNT1 A 0 A_Jump(80,"PyroCannon")
Goto See
BFG10K:
TNT1 A 0 A_PlaySound("weapons/charge15k")
COM2 CCCCCCCCCCCCC 2 Bright A_FaceTarget
COM2 A 0 A_JumpIfCloser(450, "BFG10KSpamTeleport")
BFG10KSpamming:
COMM A 0 A_JumpIf(user_bfg10k >= 30, "BFG10KSpamStop")
COMM A 0 A_GiveInventory("SacroOverseerStrafe", 1)
COMM A 0 A_PlaySound("weapons/bfg15kfire")
COMM C 0 A_CustomMissile("Commander10K", 42, 0, Random(4, -4))
COM2 D 2 Bright A_CustomMissile("Commander10K", 42, 0, Random(4, -4))
COM2 D 2 Bright A_FaceTarget
COM2 C 2 Bright A_CustomMissile("Commander10K", 42, 0, Random(4, -4))
COMM A 0 A_Jump(32, "BFG10KSpamTeleport")
TNT1 A 0 A_SetUserVar(user_bfg10k,user_bfg10k+1)
Loop
BFG10KSpamTeleport:
COMM N 0 A_UnSetShootable
COMM NNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNN 0 A_Wander
COMM A 0 A_FaceTarget
COMM AAA 0 //A_SpawnItemEx("LegendaryCyberFlameSpawner3",0,0,0,0,0,0,128)
COM2 C 1 Bright A_PlayWeaponSound("boss/teleport")
COMM A 0 A_SetShootable
COM2 D 0 A_CustomMissile("Commander10K", 42, 0, Random(4, -4))
COM2 D 2 Bright Bright A_CustomMissile("Commander10K", 42, 0, Random(4, -4))
COM2 C 2 Bright A_FaceTarget
TNT1 A 0 A_SetUserVar(user_bfg10k,user_bfg10k+1)
Goto BFG10KSpamming+6
BFG10KSpamStop:
COM2 C 3 Bright A_PlaySound("weapons/bfg15kcooldown",CHAN_AUTO)
COM2 CCCCC 3 Bright //A_SpawnItem("CommanderSm0keSpawner",0,0,0,0)
COMM A 0 A_SetUserVar(user_bfg10k, 0)
TNT1 A 0 A_Jump(128,"DTBFG10K")
Goto See
DTBFG:
COM2 NNNNNNNNNNN 2 Bright A_FaceTarget
DTBFGSpam:
COM2 A 0 A_JumpIf(user_comdelay >= 2, "DTBFGSpamStop")
COM2 NNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNN 0 A_Wander
COM2 A 0 A_FaceTarget
COM2 AAA 0// A_SpawnItemEx("LegendaryCyberFlameSpawner3",0,0,0,0,0,0,128)
COM2 C 1 Bright A_PlayWeaponSound("boss/teleport")
TNT1 A 0 A_PlaySound("Cardinal/9k")
COMM CCCCCCCCCCCCDDD 2 Bright A_GiveInventory("SacroOverseerStrafe", 1)
COMM A 0 A_FaceTarget
COMM A 0 A_CustomMissile("CommanderPurpleDTBFG10KBall", 34, 0, 0)
COMM A 0 A_SetUserVar(user_comdelay, user_comdelay+1)
Loop
DTBFGSpamStop:
COMM A 0 A_SetUserVar(user_comdelay, 0)
TNT1 A 0 A_Jump(80,"PyroCannon")
Goto See
PyroCannon:
COM2 NNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNN 0 A_Wander
COM2 A 0 A_FaceTarget
COM2 AAA 0// A_SpawnItemEx("LegendaryCyberFlameSpawner3",0,0,0,0,0,0,128)
COM2 C 1 Bright A_PlayWeaponSound("boss/teleport")
TNT1 A 0 A_PlaySound("Cardinal/9k")
COMM CCCCCCCCCCCCDDD 2 Bright A_GiveInventory("SacroOverseerStrafe", 1)
COMM A 0 A_FaceTarget
COMM A 0 A_CustomMissile("CommanderPyroShot", 34, 0, 0)
Goto See
DTDevastator:
TNT1 A 0 ThrustThing(Angle*256/360+128,15,0,0)
TNT1 A 0 A_PlaySound("devastator/charge")
TNT1 A 0 A_SetUserVar("user_devcharge", 0)
//TNT1 A 0 ////A_SpawnItem("CommanderSm0keSpawner,0,0,0,0)
DevCharge:
TNT1 A 0 A_JumpIf(user_devcharge > 55,"DevFire")
TNT1 A 0 A_SetUserVar(user_devcharge,user_devcharge+1)
TNT1 A 0 A_GiveInventory("SacroOverseerStrafe", 1)
COM2 C 2 Bright A_FaceTarget
//TNT1 A 0 ////A_SpawnItem("CommanderSm0keSpawner,0,0,0,0)
Loop
DevFire:
TNT1 A 0 A_PlaySound("devastator/fire")
TNT1 A 0 ThrustThing(Angle*256/360+128,15,0,0)
COM2 D 2 Bright A_CustomMissile("CommanderDevastatorBall",34,0,0)
COM2 CC 2 Bright //A_SpawnItem("CommanderSm0keSpawner",0,0,0,0)
COM2 CCCC 2 Bright //A_SpawnItem("CommanderSm0keSpawner",0,0,0,0)
TNT1 A 0 A_PlaySound("devastator/fire")
COM2 D 2 Bright A_CustomMissile("CommanderDevastatorBall",34,0,0)
COM2 CC 2 Bright //A_SpawnItem("CommanderSm0keSpawner",0,0,0,0)
COM2 CCCC 2 Bright //A_SpawnItem("CommanderSm0keSpawner",0,0,0,0)
TNT1 A 0 A_Jump(110,"BrainWave")
Goto See
Brainwave:
//TNT1 A 0 ////A_SpawnItem("CommanderSm0keSpawner,0,0,0,0)
TNT1 A 0 A_SetInvulnerable
SLAY BB 2 Bright A_FaceTarget
TNT1 A 0 Bright A_PlaySound("Commander/Laugh")
TNT1 A 0 A_SpawnItem("CommanderBrainSFX",0,0,0,0)
TNT1 A 0 A_GiveInventory("SacroOverseerStrafe", 1)
//TNT1 A 0 ////A_SpawnItem("CommanderSm0keSpawner,0,0,0,0)
SLAY BB 2 Bright A_FaceTarget
TNT1 A 0 A_SpawnItem("CommanderBrainSFX",0,0,0,0)
TNT1 A 0 A_GiveInventory("SacroOverseerStrafe", 1)
//TNT1 A 0 ////A_SpawnItem("CommanderSm0keSpawner,0,0,0,0)
SLAY BB 2 Bright A_FaceTarget
TNT1 A 0 A_SpawnItem("CommanderBrainSFX",0,0,0,0)
TNT1 A 0 A_GiveInventory("SacroOverseerStrafe", 1)
//TNT1 A 0 ////A_SpawnItem("CommanderSm0keSpawner,0,0,0,0)
SLAY BB 2 Bright A_FaceTarget
TNT1 A 0 A_SpawnItem("CommanderBrainSFX",0,0,0,0)
TNT1 A 0 A_GiveInventory("SacroOverseerStrafe", 1)
//TNT1 A 0 ////A_SpawnItem("CommanderSm0keSpawner,0,0,0,0)
SLAY BB 2 Bright A_FaceTarget
TNT1 A 0 A_SpawnItem("CommanderBrainSFX",0,0,0,0)
TNT1 A 0 A_GiveInventory("SacroOverseerStrafe", 1)
//TNT1 A 0 ////A_SpawnItem("CommanderSm0keSpawner,0,0,0,0)
SLAY BB 2 Bright A_FaceTarget
TNT1 A 0 A_SpawnItem("CommanderBrainSFX",0,0,0,0)
TNT1 A 0 A_GiveInventory("SacroOverseerStrafe", 1)
//TNT1 A 0 ////A_SpawnItem("CommanderSm0keSpawner,0,0,0,0)
SLAY BB 2 Bright A_FaceTarget
TNT1 A 0 A_SpawnItem("CommanderBrainSFX",0,0,0,0)
TNT1 A 0 A_GiveInventory("SacroOverseerStrafe", 1)
//TNT1 A 0 ////A_SpawnItem("CommanderSm0keSpawner,0,0,0,0)
SLAY BB 2 Bright A_FaceTarget
TNT1 A 0 A_SpawnItem("CommanderBrainSFX",0,0,0,0)
TNT1 A 0 A_GiveInventory("SacroOverseerStrafe", 1)
//TNT1 A 0 ////A_SpawnItem("CommanderSm0keSpawner,0,0,0,0)
SLAY BB 2 Bright A_FaceTarget
TNT1 A 0 A_SpawnItem("CommanderBrainSFX",0,0,0,0)
TNT1 A 0 A_GiveInventory("SacroOverseerStrafe", 1)
//TNT1 A 0 ////A_SpawnItem("CommanderSm0keSpawner,0,0,0,0)
SLAY BB 2 Bright A_FaceTarget
TNT1 A 0 A_SpawnItem("CommanderBrainSFX",0,0,0,0)
TNT1 A 0 A_GiveInventory("SacroOverseerStrafe", 1)
//TNT1 A 0 ////A_SpawnItem("CommanderSm0keSpawner,0,0,0,0)
SLAY BB 2 Bright A_FaceTarget
TNT1 A 0 A_SpawnItem("CommanderBrainSFX",0,0,0,0)
TNT1 A 0 A_GiveInventory("SacroOverseerStrafe", 1)
//TNT1 A 0 ////A_SpawnItem("CommanderSm0keSpawner,0,0,0,0)
SLAY BB 2 Bright A_FaceTarget
//TNT1 A 0 ////A_SpawnItem("CommanderSm0keSpawner,0,0,0,0)
SLAY BB 2 Bright A_FaceTarget
TNT1 A 0 A_SpawnItem("CommanderBrainSFX",0,0,0,0)
TNT1 A 0 A_GiveInventory("SacroOverseerStrafe", 1)
//TNT1 A 0 ////A_SpawnItem("CommanderSm0keSpawner,0,0,0,0)
SLAY BB 2 Bright A_FaceTarget
TNT1 A 0 A_SpawnItem("CommanderBrainSFX",0,0,0,0)
TNT1 A 0 A_GiveInventory("SacroOverseerStrafe", 1)
//TNT1 A 0 ////A_SpawnItem("CommanderSm0keSpawner,0,0,0,0)
SLAY BB 2 Bright A_FaceTarget
TNT1 A 0 A_SpawnItem("CommanderBrainSFX",0,0,0,0)
TNT1 A 0 A_GiveInventory("SacroOverseerStrafe", 1)
//TNT1 A 0 ////A_SpawnItem("CommanderSm0keSpawner,0,0,0,0)
SLAY BB 2 Bright A_FaceTarget
TNT1 A 0 A_SpawnItem("CommanderBrainSFX",0,0,0,0)
TNT1 A 0 A_GiveInventory("SacroOverseerStrafe", 1)
//TNT1 A 0 ////A_SpawnItem("CommanderSm0keSpawner,0,0,0,0)
SLAY BB 2 Bright A_FaceTarget
//TNT1 A 0 ////A_SpawnItem("CommanderSm0keSpawner,0,0,0,0)
SLAY CC 2 Bright A_FaceTarget
TNT1 A 0 A_SpawnItem("CommanderBrainSFX",0,0,0,0)
TNT1 A 0 A_GiveInventory("SacroOverseerStrafe", 1)
//TNT1 A 0 ////A_SpawnItem("CommanderSm0keSpawner,0,0,0,0)
SLAY C 2 Bright A_CustomMissile("CommanderBrainWave", 54, 0, 0)
SLAY BB 2 Bright A_FaceTarget
//TNT1 A 0 ////A_SpawnItem("CommanderSm0keSpawner,0,0,0,0)
SLAY CC 2 Bright A_FaceTarget
TNT1 A 0 A_SpawnItem("CommanderBrainSFX",0,0,0,0)
TNT1 A 0 A_GiveInventory("SacroOverseerStrafe", 1)
//TNT1 A 0 ////A_SpawnItem("CommanderSm0keSpawner,0,0,0,0)
SLAY C 2 Bright A_CustomMissile("CommanderBrainWave", 54, 0, random(-2,2))
SLAY BB 2 Bright A_FaceTarget
//TNT1 A 0 ////A_SpawnItem("CommanderSm0keSpawner,0,0,0,0)
SLAY CC 2 Bright A_FaceTarget
TNT1 A 0 A_SpawnItem("CommanderBrainSFX",0,0,0,0)
TNT1 A 0 A_GiveInventory("SacroOverseerStrafe", 1)
//TNT1 A 0 ////A_SpawnItem("CommanderSm0keSpawner,0,0,0,0)
SLAY C 2 Bright A_CustomMissile("CommanderBrainWave", 54, 0, random(-2,2))
SLAY BB 2 Bright A_FaceTarget
//TNT1 A 0 ////A_SpawnItem("CommanderSm0keSpawner,0,0,0,0)
SLAY CC 2 Bright A_FaceTarget
TNT1 A 0 A_SpawnItem("CommanderBrainSFX",0,0,0,0)
TNT1 A 0 A_GiveInventory("SacroOverseerStrafe", 1)
//TNT1 A 0 ////A_SpawnItem("CommanderSm0keSpawner,0,0,0,0)
SLAY C 2 Bright A_CustomMissile("CommanderBrainWave", 54, 0, random(-2,2))
SLAY BB 2 Bright A_FaceTarget
//TNT1 A 0 ////A_SpawnItem("CommanderSm0keSpawner,0,0,0,0)
SLAY CC 2 Bright A_FaceTarget
TNT1 A 0 A_SpawnItem("CommanderBrainSFX",0,0,0,0)
TNT1 A 0 A_GiveInventory("SacroOverseerStrafe", 1)
//TNT1 A 0 ////A_SpawnItem("CommanderSm0keSpawner,0,0,0,0)
SLAY C 2 Bright A_CustomMissile("CommanderBrainWave", 54, 0, random(-2,2))
SLAY BB 2 Bright A_FaceTarget
//TNT1 A 0 ////A_SpawnItem("CommanderSm0keSpawner,0,0,0,0)
TNT1 A 0 A_UnSetInvulnerable
SLAY AAAAAAAAAAAA 2 Bright //A_SpawnItem("CommanderSm0keSpawner",0,0,0,0)
goto see
Freeze:
TNT1 A 0 A_SetInvulnerable
SLAY A 3 Bright A_PlaySound("sentient/laugh")
TNT1 A 0 A_SpawnItem("EWAVE",35,0,0,0)
TNT1 A 0 A_GiveInventory("SacroOverseerStrafe", 1)
SLAY AA 3 Bright A_SpawnItem("CommanderBrainSFX",0,0,0,0)
TNT1 A 0 A_SpawnItem("EWAVE",35,0,0,0)
TNT1 A 0 A_GiveInventory("SacroOverseerStrafe", 1)
//TNT1 A 0 ////A_SpawnItem("CommanderSm0keSpawner,0,0,0,0)
SLAY AA 3 Bright A_SpawnItem("CommanderBrainSFX",0,0,0,0)
TNT1 A 0 A_SpawnItem("EWAVE",35,0,0,0)
TNT1 A 0 A_GiveInventory("SacroOverseerStrafe", 1)
//TNT1 A 0 ////A_SpawnItem("CommanderSm0keSpawner,0,0,0,0)
SLAY AA 3 Bright A_SpawnItem("CommanderBrainSFX",0,0,0,0)
TNT1 A 0 A_GiveInventory("SacroOverseerStrafe", 1)
//TNT1 A 0 ////A_SpawnItem("CommanderSm0keSpawner,0,0,0,0)
SLAY A 2 A_GiveInventory("CommanderHax")
//TNT1 A 0 ////A_SpawnItem("CommanderSm0keSpawner,0,0,0,0)
TNT1 A 0 A_GiveInventory("SacroOverseerStrafe", 1)
SLAY AAA 6 //A_SpawnItem("CommanderSm0keSpawner",0,0,0,0)
TNT1 A 0 A_UnSetInvulnerable
Goto Normal
CommanderBombs:
COMM NNNNNNNNNN 2 Bright A_GiveInventory("SacroOverseerStrafe", 1)
COMM A 0 A_FaceTarget
COMM A 0 A_PlayWeaponSound("star/fire")
COMM O 10 Bright A_CustomMissile("CommanderBomb", 50, 0, 0)
COMM NNNNN 2 Bright A_GiveInventory("SacroOverseerStrafe", 1)
COMM A 0 A_FaceTarget
COMM A 0 A_PlayWeaponSound("star/fire")
COMM O 10 Bright A_CustomMissile("CommanderBomb", 50, 0, 0)
COMM NNNNN 2 Bright A_GiveInventory("SacroOverseerStrafe", 1)
COMM A 0 A_FaceTarget
COMM A 0 A_PlayWeaponSound("star/fire")
COMM O 10 Bright A_CustomMissile("CommanderBomb", 50, 0, 0)
COMM NNNNN 2 Bright A_GiveInventory("SacroOverseerStrafe", 1)
COMM A 0 A_FaceTarget
COMM A 0 A_PlayWeaponSound("star/fire")
COMM O 10 Bright A_CustomMissile("CommanderBomb", 50, 0, 0)
COMM NNNNN 2 Bright A_GiveInventory("SacroOverseerStrafe", 1)
COMM A 0 A_Jump(128, "DTBFG","DTDevastator")
Goto See
PyroShotCombo:
COMM A 0 A_PlaySound("Commander/Laugh")
COMM NNNNN 2 Bright A_FaceTarget
COMM A 0 A_SetInvulnerable
COMM NNNN 2 Bright A_FaceTarget
PyroShotComboCharging:
COMM A 0 A_JumpIf(user_devcharge >= 48, "PyroShotComboGo")
COMM N 2 Bright A_GiveInventory("SacroOverseerStrafe", 1)
COMM A 0 A_SetUserVar(user_devcharge, user_devcharge+1)
Loop
PyroShotComboGo:
COMM A 0 A_SetUserVar(user_devcharge, 0)
COMM A 0 A_JumpIf(user_comdelay >= 3, "See")
COMM A 0 A_FaceTarget
COMM N 5 Bright A_Recoil(-35)
COMM O 20 Bright A_CustomMissile("CommanderPyroShot", 50, 0, 0, 0)
COMM A 0 A_UnSetShootable
COMM NNNNN 1 Bright A_FadeOut(0.2, 0)
COMM NNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNN 0 A_Wander
COMM A 1 A_PlayWeaponSound("boss/teleport")
COMM A 0 A_FaceTarget
COMM NNNNN 1 Bright A_FadeIn(0.2)
COMM A 0 A_SetShootable
COMM A 0 A_UnsetInvulnerable
COMM A 0 A_SetUserVar(user_comdelay, user_comdelay+1)
Goto PyroShotComboGo+1
BrainwaveBomb:
COMM A 0 A_PlaySound("Commander/Laugh")
COMM NNNNNNNNNN 2 Bright A_FaceTarget
TNT1 A 0 A_PlaySound("Cardinal/9k")
COMM NNNNNNNNNNOOO 2 Bright A_GiveInventory("SacroOverseerStrafe", 1)
COMM A 0 A_PlayWeaponSound("star/fire")
COMM O 0 A_CustomMissile("BrainwaveBomb", 50, 0, 0)
COMM PPPPPPPPPP 2 Bright A_FaceTarget
Goto See
CommanderCannon:
TNT1 A 0 A_PlaySound("Cardinal/9k")
COMM NNNNNNNNNNNNOOO 2 Bright A_GiveInventory("SacroOverseerStrafe", 1)
COMM A 0 A_FaceTarget
COMM A 0 A_CustomMissile("CommanderCannonBall", 50, 0, 0)
TNT1 A 0 A_PlaySound("Cardinal/9k")
COMM NNNNNNNNNNOOO 2 Bright A_GiveInventory("SacroOverseerStrafe", 1)
COMM A 0 A_FaceTarget
COMM A 0 A_CustomMissile("CommanderCannonBall", 50, 0, 0)
TNT1 A 0 A_PlaySound("Cardinal/9k")
COMM NNNNNNNNOOO 2 Bright A_GiveInventory("SacroOverseerStrafe", 1)
COMM A 0 A_FaceTarget
COMM A 0 A_CustomMissile("CommanderCannonBall", 50, 0, 0)
CommanderCannonSpam:
COMM A 0 A_JumpIf(user_comdelay >= 9, "CommanderCannonSpamStop")
TNT1 A 0 A_PlaySound("Cardinal/9k")
COMM NNNNNNNNOOO 1 Bright A_GiveInventory("SacroOverseerStrafe", 1)
COMM A 0 A_FaceTarget
COMM A 0 A_CustomMissile("CommanderCannonBall", 50, 0, 0)
COMM A 0 A_SetUserVar(user_comdelay, user_comdelay+1)
Loop
CommanderCannonSpamStop:
COMM A 0 A_SetUserVar(user_comdelay, 0)
Goto See
BlackHole:
COMM P 2 Bright A_FaceTarget
COMM A 0 A_SetInvulnerable
TNT1 A 0 Radius_Quake (40, 350, 0, 90, 0)
COMM A 0 A_SpawnItemEx("CommanderBrainSFX",0,0,0,0,0,0,0,128)
COMM P 2 Bright A_FaceTarget
COMM A 0 A_SpawnItemEx("CommanderBrainSFX",0,0,0,0,0,0,0,128)
COMM P 2 Bright A_FaceTarget
COMM A 0 A_SpawnItemEx("CommanderBrainSFX",0,0,0,0,0,0,0,128)
COMM P 2 Bright A_FaceTarget
COMM A 0 A_SpawnItemEx("CommanderBrainSFX",0,0,0,0,0,0,0,128)
COMM P 2 Bright A_FaceTarget
COMM A 0 A_SpawnItemEx("CommanderBrainSFX",0,0,0,0,0,0,0,128)
COMM P 2 Bright A_FaceTarget
COMM A 0 A_SpawnItemEx("CommanderBrainSFX",0,0,0,0,0,0,0,128)
COMM P 2 Bright A_FaceTarget
COMM A 0 A_SpawnItemEx("CommanderBrainSFX",0,0,0,0,0,0,0,128)
COMM P 2 Bright A_FaceTarget
TNT1 A 0 A_PlaySound("DMCCHRG",2)
TNT1 A 0 A_PlaySound("DSVBH",3)
BlackHoleCharging:
TNT1 A 0 A_JumpIf(user_devcharge >= 32,"BlackHoleGo")
TNT1 A 0 A_SetUserVar(user_devcharge,user_devcharge+1)
TNT1 A 0 A_FaceTarget
TNT1 A 0 A_SpawnItemEx("CommanderBrainSFX",0,0,0,0,0,0,0,128)
COMM N 2 Bright A_GiveInventory("SacroOverseerStrafe", 1)
Loop
BlackHoleGo:
COMM A 0 A_SetUserVar(user_devcharge,0)
COMM A 0 A_UnSetShootable
COMM A 0 ThrustThing(Angle*256/360, 1, 0, 0)
COMM NNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNN 0 A_Wander
COMM A 0 A_PlayWeaponSound("boss/teleport")
COMM A 0 A_FaceTarget
COMM A 0 A_SetShootable
BlackHoleFire:
COMM N 5 Bright A_FaceTarget
LUPR O 0 A_PlaySound("DMC/Fire",1)
COMM O 6 Bright A_CustomMissile("DMBall", 50, 0, Random(15, -15))
BlackHoleFinish:
COMM A 0 A_UnsetInvulnerable
COMM PPPPPPPPPPPPPPPPPPPP 2 Bright A_FaceTarget
Goto See
Pain:
TNT1 A 0 A_Jump(40,"PainResurrect")
TNT1 A 0 A_Jump(45,"Freeze")
TNT1 A 0 A_Jump(50,"Summon")
TNT1 A 0 A_Jump(60,"PainBoom")
TNT1 A 0 A_Jump(128,"PainMissile")
//TNT1 A 0 ////A_SpawnItem("CommanderSm0keSpawner,0,0,0,0)
COMM A 3 Bright
//TNT1 A 0 ////A_SpawnItem("CommanderSm0keSpawner,0,0,0,0)
COMM A 3 Bright A_Pain
Goto See
PainMissile:
//TNT1 A 0 ////A_SpawnItem("CommanderSm0keSpawner,0,0,0,0)
COMM A 3 Bright
//TNT1 A 0 ////A_SpawnItem("CommanderSm0keSpawner,0,0,0,0)
COMM A 3 Bright A_Pain
Goto Missile
PainBoom:
SLAY A 3 Bright A_Pain
TNT1 A 0 A_SetInvulnerable
//TNT1 A 0 ////A_SpawnItem("CommanderSm0keSpawner,0,0,0,0)
SLAY A 3 Bright //A_SpawnItem("CommanderSm0keSpawner",0,0,0,0)
//TNT1 A 0 ////A_SpawnItem("CommanderSm0keSpawner,0,0,0,0)
SLAY AAAA 3 Bright //A_SpawnItem("CommanderSm0keSpawner",0,0,0,0)
SLAY A 20 Bright A_PlaySound("Commander/charge")
SLAY A 10 Bright //A_SpawnItem("CommanderSm0keSpawner",0,0,0,0)
TNT1 A 0 Radius_Quake(10,80,0,24,0)
TNT1 A 0 A_GiveInventory("Health",150)
TNT1 A 0 A_CustomMissile("CommanderPulse")
TNT1 A 0 Bright A_Mushroom("CommanderMushroomBrainwave",8)
SLAY A 0 Bright //A_SpawnItem("CommanderSm0keSpawner",0,0,0,0)
SLAY A 0 Bright //A_SpawnItem("CommanderSm0keSpawner",0,0,0,0)
SLAY A 20 Bright //A_SpawnItem("CommanderSm0keSpawner",0,0,0,0)
TNT1 A 0 A_UnSetInvulnerable
goto see
Summon:
TNT1 A 0 A_JumpIf(user_summon >= 3,"freeze")
TNT1 A 0 A_SetUserVar(user_summon,user_summon+1)
TNT1 A 0 A_SetInvulnerable
SLAY AA 3 Bright A_FaceTarget
//TNT1 A 0 ////A_SpawnItem("CommanderSm0keSpawner,0,0,0,0)
SLAY AA 3 Bright A_FaceTarget
//TNT1 A 0 ////A_SpawnItem("CommanderSm0keSpawner,0,0,0,0)
SLAY AA 3 Bright A_FaceTarget
//TNT1 A 0 ////A_SpawnItem("CommanderSm0keSpawner,0,0,0,0)
SLAY AA 3 Bright A_FaceTarget
//TNT1 A 0 ////A_SpawnItem("CommanderSm0keSpawner,0,0,0,0)
TNT1 A 0 Radius_Quake(10,80,0,24,0)
TNT1 A 0 A_GiveInventory("Health",500)
TNT1 A 0 A_SpawnItem("CommanderBrainSFX",0,0,0,0)
SLAY A 3 Bright A_PlaySound("sentient/laugh")
TNT1 A 0 //A_GiveInventory("SmallCommanderMassResurrectionItem")
SLAY AA 3 Bright A_SpawnItem("CommanderBrainSFX",0,0,0,0)
//TNT1 A 0 ////A_SpawnItem("CommanderSm0keSpawner,0,0,0,0)
TNT1 A 0 //A_GiveInventory("SmallCommanderMassResurrectionItem")
SLAY AA 3 Bright A_SpawnItem("CommanderBrainSFX",0,0,0,0)
//TNT1 A 0 ////A_SpawnItem("CommanderSm0keSpawner,0,0,0,0)
SLAY AAAAAAAAAAAA 0 A_SpawnItemEx("CommanderSpawners",0,0,0,0,0,0,0,32,64)
SLAY AAAAAAAAAA 3 Bright A_SpawnItem("CommanderBrainSFX",0,0,0,0)
//TNT1 A 0 ////A_SpawnItem("CommanderSm0keSpawner,0,0,0,0)
SLAY AAAAAAAAAAAA 0 A_SpawnItemEx("CommanderSpawners",0,0,0,0,0,0,0,32,64)
//TNT1 A 0 ////A_SpawnItem("CommanderSm0keSpawner,0,0,0,0)
SLAY AAAAAAAAAAAAAA 3 Bright A_SpawnItem("CommanderBrainSFX",0,0,0,0)
//TNT1 A 0 ////A_SpawnItem("CommanderSm0keSpawner,0,0,0,0)
TNT1 A 0 A_UnSetInvulnerable
COMM A 3 Bright //A_SpawnItem("CommanderSm0keSpawner",0,0,0,0)
Goto See
PainResurrect:
//TNT1 A 0 ////A_SpawnItem("CommanderSm0keSpawner,0,0,0,0)
COMM A 3 Bright
//TNT1 A 0 ////A_SpawnItem("CommanderSm0keSpawner,0,0,0,0)
COMM A 3 Bright A_Pain
COMM AAAA 3 Bright //A_SpawnItem("CommanderSm0keSpawner",0,0,0,0)
TNT1 A 0 A_SetInvulnerable
TNT1 A 0 Radius_Quake(10,80,0,24,0)
TNT1 A 0 A_GiveInventory("Health",1000)
TNT1 A 0 A_SpawnItem("CommanderBrainSFX",0,0,0,0)
//TNT1 A 0 ////A_SpawnItem("CommanderSm0keSpawner,0,0,0,0)
SLAY A 3 Bright A_PlaySound("Commander/Laugh")
TNT1 A 0 A_RadiusGive("RadiusResurrect",912,RGF_KILLED)
TNT1 A 0 A_SpawnItem("CommanderBrainSFX",0,0,0,0)
SLAY A 3 Bright //A_SpawnItem("CommanderSm0keSpawner",0,0,0,0)
TNT1 A 0 A_SpawnItem("CommanderBrainSFX",0,0,0,0)
SLAY A 3 Bright //A_SpawnItem("CommanderSm0keSpawner",0,0,0,0)
TNT1 A 0 A_RadiusGive("RadiusResurrect",912,RGF_KILLED)
TNT1 A 0 A_SpawnItem("CommanderBrainSFX",0,0,0,0)
SLAY A 3 Bright //A_SpawnItem("CommanderSm0keSpawner",0,0,0,0)
TNT1 A 0 A_SpawnItem("CommanderBrainSFX",0,0,0,0)
SLAY A 3 Bright //A_SpawnItem("CommanderSm0keSpawner",0,0,0,0)
TNT1 A 0 A_RadiusGive("RadiusResurrect",2048,RGF_KILLED)
TNT1 A 0 A_SpawnItem("CommanderBrainSFX",0,0,0,0)
SLAY A 3 Bright //A_SpawnItem("CommanderSm0keSpawner",0,0,0,0)
TNT1 A 0 A_SpawnItem("CommanderBrainSFX",0,0,0,0)
SLAY A 3 Bright //A_SpawnItem("CommanderSm0keSpawner",0,0,0,0)
TNT1 A 0 A_SpawnItem("CommanderBrainSFX",0,0,0,0)
SLAY A 3 Bright //A_SpawnItem("CommanderSm0keSpawner",0,0,0,0)
TNT1 A 0 A_SpawnItem("CommanderBrainSFX",0,0,0,0)
SLAY A 3 Bright //A_SpawnItem("CommanderSm0keSpawner",0,0,0,0)
TNT1 A 0 A_SpawnItem("CommanderBrainSFX",0,0,0,0)
SLAY A 3 Bright //A_SpawnItem("CommanderSm0keSpawner",0,0,0,0)
TNT1 A 0 A_SpawnItem("CommanderBrainSFX",0,0,0,0)
SLAY A 3 Bright //A_SpawnItem("CommanderSm0keSpawner",0,0,0,0)
TNT1 A 0 A_SpawnItem("CommanderBrainSFX",0,0,0,0)
SLAY A 3 Bright //A_SpawnItem("CommanderSm0keSpawner",0,0,0,0)
TNT1 A 0 A_SpawnItem("CommanderBrainSFX",0,0,0,0)
SLAY A 3 Bright //A_SpawnItem("CommanderSm0keSpawner",0,0,0,0)
TNT1 A 0 A_SpawnItem("CommanderBrainSFX",0,0,0,0)
SLAY A 3 Bright //A_SpawnItem("CommanderSm0keSpawner",0,0,0,0)
TNT1 A 0 A_SpawnItem("CommanderBrainSFX",0,0,0,0)
SLAY A 3 Bright //A_SpawnItem("CommanderSm0keSpawner",0,0,0,0)
TNT1 A 0 A_RadiusGive("RadiusResurrect",2048,RGF_KILLED)
TNT1 A 0 A_SpawnItem("CommanderBrainSFX",0,0,0,0)
SLAY A 3 Bright //A_SpawnItem("CommanderSm0keSpawner",0,0,0,0)
TNT1 A 0 A_SpawnItem("CommanderBrainSFX",0,0,0,0)
SLAY A 3 Bright //A_SpawnItem("CommanderSm0keSpawner",0,0,0,0)
TNT1 A 0 A_SpawnItem("CommanderBrainSFX",0,0,0,0)
SLAY A 3 Bright //A_SpawnItem("CommanderSm0keSpawner",0,0,0,0)
TNT1 A 0 A_SpawnItem("CommanderBrainSFX",0,0,0,0)
SLAY A 3 Bright //A_SpawnItem("CommanderSm0keSpawner",0,0,0,0)
TNT1 A 0 A_SpawnItem("CommanderBrainSFX",0,0,0,0)
SLAY A 3 Bright //A_SpawnItem("CommanderSm0keSpawner",0,0,0,0)
TNT1 A 0 A_SpawnItem("CommanderBrainSFX",0,0,0,0)
SLAY A 3 Bright //A_SpawnItem("CommanderSm0keSpawner",0,0,0,0)
TNT1 A 0 A_SpawnItem("CommanderBrainSFX",0,0,0,0)
SLAY A 3 Bright //A_SpawnItem("CommanderSm0keSpawner",0,0,0,0)
TNT1 A 0 A_SpawnItem("CommanderBrainSFX",0,0,0,0)
SLAY A 3 Bright //A_SpawnItem("CommanderSm0keSpawner",0,0,0,0)
TNT1 A 0 A_SpawnItem("CommanderBrainSFX",0,0,0,0)
SLAY A 3 Bright //A_SpawnItem("CommanderSm0keSpawner",0,0,0,0)
TNT1 A 0 A_SpawnItem("CommanderBrainSFX",0,0,0,0)
SLAY A 3 Bright //A_SpawnItem("CommanderSm0keSpawner",0,0,0,0)
TNT1 A 0 A_SpawnItem("CommanderBrainSFX",0,0,0,0)
SLAY A 3 Bright //A_SpawnItem("CommanderSm0keSpawner",0,0,0,0)
TNT1 A 0 A_SpawnItem("CommanderBrainSFX",0,0,0,0)
SLAY A 3 Bright //A_SpawnItem("CommanderSm0keSpawner",0,0,0,0)
TNT1 A 0 A_UnSetInvulnerable
COMM A 3 Bright //A_SpawnItem("CommanderSm0keSpawner",0,0,0,0)
Goto See
Pain.Legendary:
Pain.LegendaryPlayer:
Pain.LegendaryGuruPlayer:
Pain.PlayerDevBall:
Pain.PDTBFG:
Pain.BFG10K:
Pain.BFG9500Ball:
Pain.PlayerDBFG10K2:
Pain.PlayerDBFG2:
TNT1 A 0 A_Jump(200, "TeleMissile")
Goto PainResurrect
TelederpAfraid:
TNT1 A 0 A_ChangeFlag("Frightened",1)
Telederp:
COM2 A 15
TNT1 A 0 A_SetInvulnerable
COM2 A 4 Bright
TNT1 A 0 A_HideThing
//TNT1 A 0 A_PlaySound("BH/Fire",0,1.0,0,ATTN_NONE)
TNT1 A 0 A_SpawnItemEx("CommTeleportFXSpawner",0,0,62)
TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander
TNT1 AAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Chase("","")
COM2 A 4 Bright
//TNT1 A 0 A_PlaySound("DMBall/Impact",0,1.0,0,ATTN_NONE)
TNT1 A 0 A_UnHideThing
TNT1 A 0 A_ChangeFlag("Frightened",0)
TNT1 A 0 A_SpawnItemEx("CommTeleportFXSpawner",0,0,62)
COM2 A 10
TNT1 A 0 A_UnSetInvulnerable
GoTo See
TeleMissile:
TNT1 A 0 A_UnSetShootable
COM2 A 4 Bright
TNT1 A 0 A_HideThing
//TNT1 A 0 A_PlaySound("BH/Fire",0,1.0,0,ATTN_NONE)
TNT1 A 0 A_SpawnItemEx("CommTeleportFXSpawner",0,0,62)
TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander
TNT1 AAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Chase("","")
COM2 A 4 Bright
//TNT1 A 0 A_PlaySound("DMBall/Impact",0,1.0,0,ATTN_NONE)
TNT1 A 0 A_UnHideThing
TNT1 A 0 A_ChangeFlag("Frightened",0)
TNT1 A 0 A_SpawnItemEx("CommTeleportFXSpawner",0,0,62)
COM2 A 10
TNT1 A 0 A_SetShootable
GoTo Missile
Death:
TNT1 A 0 Bright A_Scream
TNT1 A 0 A_RemoveChildren(1,RMVF_EVERYTHING)
COMM E 20 Bright A_Fall
TNT1 AA 0 A_SpawnItemEx("BossGibbedGenerator",random(-30,30),random(-30,30),random(0,64),0,0,0,0,SXF_USEBLOODCOLOR)
TNT1 AAA 0
COMM FFFFF 2 Bright A_CustomMissile("PhaseBossDeathExplode", random(10,60), random(30,-30), random(0,360), 2, random(0,360))
TNT1 AA 0 A_SpawnItemEx("BossGibbedGenerator",random(-30,30),random(-30,30),random(0,64),0,0,0,0,SXF_USEBLOODCOLOR)
TNT1 AAA 0
TNT1 AA 0 A_SpawnItemEx("BossGibbedGenerator",random(-30,30),random(-30,30),random(0,64),0,0,0,0,SXF_USEBLOODCOLOR)
TNT1 AAA 0
COMM FFFFF 2 Bright A_CustomMissile("PhaseBossDeathExplode", random(10,60), random(30,-30), random(0,360), 2, random(0,360))
TNT1 AA 0 A_SpawnItemEx("BossGibbedGenerator",random(-30,30),random(-30,30),random(0,64),0,0,0,0,SXF_USEBLOODCOLOR)
TNT1 AAA 0
COMM GGGGG 2 Bright A_CustomMissile("PhaseBossDeathExplode", random(10,60), random(30,-30), random(0,360), 2, random(0,360))
TNT1 AA 0 A_SpawnItemEx("BossGibbedGenerator",random(-30,30),random(-30,30),random(0,64),0,0,0,0,SXF_USEBLOODCOLOR)
TNT1 AAA 0
COMM GGGGG 2 Bright A_CustomMissile("PhaseBossDeathExplode", random(10,60), random(30,-30), random(0,360), 2, random(0,360))
TNT1 AA 0 A_SpawnItemEx("BossGibbedGenerator",random(-30,30),random(-30,30),random(0,64),0,0,0,0,SXF_USEBLOODCOLOR)
TNT1 AAA 0
COMM HHHHH 2 Bright A_CustomMissile("PhaseBossDeathExplode", random(10,60), random(30,-30), random(0,360), 2, random(0,360))
TNT1 AA 0 A_SpawnItemEx("BossGibbedGenerator",random(-30,30),random(-30,30),random(0,64),0,0,0,0,SXF_USEBLOODCOLOR)
TNT1 AAA 0
COMM IIIII 2 Bright A_CustomMissile("PhaseBossDeathExplode", random(10,60), random(30,-30), random(0,360), 2, random(0,360))
TNT1 AAAA 0 A_SpawnItemEx("BossGibbedGenerator",random(-30,30),random(-30,30),random(0,64),0,0,0,0,SXF_USEBLOODCOLOR)
TNT1 AAAAAA 0
TNT1 A 0 Bright A_Mushroom("CommanderMushroomBrainwave",12)
TNT1 A 0 A_CustomMissile("CommanderPulse")
COMM JK 4
TNT1 A 0 ACS_NamedExecuteAlways("ResetSectorColor",0)
TNT1 A 0 ACS_NamedExecuteAlways("RMResetSky",0)
TNT1 A -1 A_KillMaster
Stop
}
}[/code]
Now i got the fatal error
[code]Function without prototype needs register info manually set:
CerebralCommander.StateFunction.3[/code]
This bug.
So anyways. How should could I fix this?
EDIT: Thanks for solving dude!