[User error] Function without prototype needs register info manually set

Bugs that have been investigated and resolved somehow.

Moderator: GZDoom Developers

Function without prototype needs register info manually set

Postby TaporGaming » Fri May 10, 2019 12:18 am

Here is the full code from Cerebral Commander by Overlord/Randommons and edited by me

Code: Select allExpand view
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 allExpand view
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!
Last edited by TaporGaming on Fri May 10, 2019 7:25 am, edited 1 time in total.
User avatar
TaporGaming
Nemesis Zombie
 
Joined: 08 Jun 2018

Re: Function without prototype needs register info manually

Postby _mental_ » Fri May 10, 2019 4:16 am

That message is a warning, but it's a side effect of the real error hidden in a long list of messages.
Spoiler: Warnings and an error

Code: Select allExpand view
Script error, ":decorate.txt" line 127:
Unknown identifier 'user_music'

Fix it and the mysterious warning will magically disappear.
_mental_
 
 
 
Joined: 07 Aug 2011

Re: Function without prototype needs register info manually

Postby TaporGaming » Fri May 10, 2019 4:52 am

Code: Select allExpand view
var int user_music;


That is right! Its missing!.

Thanks for solved it!
User avatar
TaporGaming
Nemesis Zombie
 
Joined: 08 Jun 2018


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